2022-06-18 11:04:24 -07:00
|
|
|
using System;
|
2018-08-01 18:30:51 -07:00
|
|
|
|
2022-06-18 11:04:24 -07:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Stat/misc data for individual species or their associated alternate form data.
|
|
|
|
/// </summary>
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
|
|
|
public abstract class PersonalInfo : IPersonalInfo
|
2016-07-02 20:24:17 -07:00
|
|
|
{
|
2022-06-18 11:04:24 -07:00
|
|
|
public abstract byte[] Write();
|
|
|
|
public abstract int HP { get; set; }
|
|
|
|
public abstract int ATK { get; set; }
|
|
|
|
public abstract int DEF { get; set; }
|
|
|
|
public abstract int SPE { get; set; }
|
|
|
|
public abstract int SPA { get; set; }
|
|
|
|
public abstract int SPD { get; set; }
|
|
|
|
public abstract int EV_HP { get; set; }
|
|
|
|
public abstract int EV_ATK { get; set; }
|
|
|
|
public abstract int EV_DEF { get; set; }
|
|
|
|
public abstract int EV_SPE { get; set; }
|
|
|
|
public abstract int EV_SPA { get; set; }
|
|
|
|
public abstract int EV_SPD { get; set; }
|
2022-11-24 17:42:17 -08:00
|
|
|
public abstract byte Type1 { get; set; }
|
|
|
|
public abstract byte Type2 { get; set; }
|
2022-06-18 11:04:24 -07:00
|
|
|
public abstract int EggGroup1 { get; set; }
|
|
|
|
public abstract int EggGroup2 { get; set; }
|
|
|
|
public abstract int CatchRate { get; set; }
|
|
|
|
public virtual int EvoStage { get; set; }
|
|
|
|
public abstract int Gender { get; set; }
|
|
|
|
public abstract int HatchCycles { get; set; }
|
|
|
|
public abstract int BaseFriendship { get; set; }
|
2022-11-24 17:42:17 -08:00
|
|
|
public abstract byte EXPGrowth { get; set; }
|
2022-09-02 10:20:19 -07:00
|
|
|
public abstract int GetIndexOfAbility(int abilityID);
|
|
|
|
public abstract int GetAbilityAtIndex(int abilityIndex);
|
|
|
|
public abstract int AbilityCount { get; }
|
2022-06-18 11:04:24 -07:00
|
|
|
public abstract int EscapeRate { get; set; }
|
2022-08-27 12:53:30 -07:00
|
|
|
public virtual byte FormCount { get; set; } = 1;
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
|
|
|
public virtual int FormStatsIndex { get; set; }
|
2022-06-18 11:04:24 -07:00
|
|
|
public abstract int BaseEXP { get; set; }
|
|
|
|
public abstract int Color { get; set; }
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
|
|
|
public virtual int Height { get; set; }
|
|
|
|
public virtual int Weight { get; set; }
|
2022-06-18 11:04:24 -07:00
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// TM/HM learn compatibility flags for individual moves.
|
|
|
|
/// </summary>
|
|
|
|
public bool[] TMHM = Array.Empty<bool>();
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Grass-Fire-Water-Etc typed learn compatibility flags for individual moves.
|
|
|
|
/// </summary>
|
|
|
|
public bool[] TypeTutors = Array.Empty<bool>();
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Special tutor learn compatibility flags for individual moves.
|
|
|
|
/// </summary>
|
|
|
|
public bool[][] SpecialTutors = Array.Empty<bool[]>();
|
|
|
|
|
|
|
|
protected static bool[] GetBits(ReadOnlySpan<byte> data)
|
2016-07-02 20:24:17 -07:00
|
|
|
{
|
2022-06-18 11:04:24 -07:00
|
|
|
bool[] result = new bool[data.Length << 3];
|
|
|
|
for (int i = result.Length - 1; i >= 0; i--)
|
|
|
|
result[i] = ((data[i >> 3] >> (i & 7)) & 0x1) == 1;
|
|
|
|
return result;
|
|
|
|
}
|
2018-07-26 19:34:27 -07:00
|
|
|
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
|
|
|
protected static void SetBits(ReadOnlySpan<bool> bits, Span<byte> data)
|
2022-06-18 11:04:24 -07:00
|
|
|
{
|
|
|
|
for (int i = bits.Length - 1; i >= 0; i--)
|
|
|
|
data[i>>3] |= (byte)(bits[i] ? 1 << (i&0x7) : 0);
|
|
|
|
}
|
2016-07-02 20:24:17 -07:00
|
|
|
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
|
|
|
public void AddTMHM(ReadOnlySpan<byte> data) => TMHM = GetBits(data);
|
|
|
|
public void AddTypeTutors(ReadOnlySpan<byte> data) => TypeTutors = GetBits(data);
|
2020-11-11 13:27:08 -08:00
|
|
|
|
2022-08-27 12:53:30 -07:00
|
|
|
public int FormIndex(ushort species, byte form)
|
2022-06-18 11:04:24 -07:00
|
|
|
{
|
|
|
|
if (!HasForm(form))
|
|
|
|
return species;
|
|
|
|
return FormStatsIndex + form - 1;
|
|
|
|
}
|
2018-12-29 22:19:44 -08:00
|
|
|
|
2022-08-27 12:53:30 -07:00
|
|
|
public bool HasForm(byte form)
|
2022-06-18 11:04:24 -07:00
|
|
|
{
|
2022-08-30 15:00:45 -07:00
|
|
|
if (form == 0) // no form requested
|
2022-06-18 11:04:24 -07:00
|
|
|
return false;
|
|
|
|
if (FormStatsIndex <= 0) // no forms present
|
|
|
|
return false;
|
|
|
|
if (form >= FormCount) // beyond range of species' forms
|
|
|
|
return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
public const int RatioMagicGenderless = 255;
|
|
|
|
public const int RatioMagicFemale = 254;
|
|
|
|
public const int RatioMagicMale = 0;
|
|
|
|
|
|
|
|
public static bool IsSingleGender(int gt) => (uint)(gt - 1) >= 253;
|
|
|
|
|
|
|
|
public bool IsDualGender => (uint)(Gender - 1) < 253;
|
|
|
|
public bool Genderless => Gender == RatioMagicGenderless;
|
|
|
|
public bool OnlyFemale => Gender == RatioMagicFemale;
|
|
|
|
public bool OnlyMale => Gender == RatioMagicMale;
|
|
|
|
|
|
|
|
public bool HasForms => FormCount > 1;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Checks to see if the <see cref="PKM.Form"/> is valid within the <see cref="FormCount"/>
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="form"></param>
|
2022-08-27 12:53:30 -07:00
|
|
|
public bool IsFormWithinRange(byte form)
|
2022-06-18 11:04:24 -07:00
|
|
|
{
|
|
|
|
if (form == 0)
|
|
|
|
return true;
|
|
|
|
return form < FormCount;
|
2016-07-02 20:24:17 -07:00
|
|
|
}
|
|
|
|
}
|