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 23:15:27 +00:00
|
|
|
using System;
|
2018-06-09 03:10:41 +00:00
|
|
|
|
2018-06-13 05:15:06 +00:00
|
|
|
using static PKHeX.Core.GameVersion;
|
2018-06-09 03:10:41 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
2018-06-09 03:10:41 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public static class MoveLevelUp
|
|
|
|
{
|
|
|
|
public static int[] GetEncounterMoves(PKM pk, int level, GameVersion version)
|
|
|
|
{
|
|
|
|
if (version <= 0)
|
|
|
|
version = (GameVersion)pk.Version;
|
|
|
|
return GetEncounterMoves(pk.Species, pk.Form, level, version);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static int[] GetEncounterMoves1(int species, int level, GameVersion version)
|
|
|
|
{
|
|
|
|
var learn = GameData.GetLearnsets(version);
|
|
|
|
var table = GameData.GetPersonal(version);
|
|
|
|
var index = table.GetFormIndex(species, 0);
|
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 23:15:27 +00:00
|
|
|
|
|
|
|
Span<int> lvl0 = stackalloc int[4];
|
|
|
|
((PersonalInfo1) table[index]).GetMoves(lvl0);
|
|
|
|
int start = Math.Max(0, lvl0.IndexOf(0));
|
2022-06-18 18:04:24 +00:00
|
|
|
|
|
|
|
learn[index].SetEncounterMoves(level, lvl0, start);
|
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 23:15:27 +00:00
|
|
|
return lvl0.ToArray();
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
private static int[] GetEncounterMoves2(int species, int level, GameVersion version)
|
|
|
|
{
|
|
|
|
var learn = GameData.GetLearnsets(version);
|
|
|
|
var table = GameData.GetPersonal(version);
|
|
|
|
var index = table.GetFormIndex(species, 0);
|
|
|
|
var lvl0 = learn[species].GetEncounterMoves(1);
|
|
|
|
int start = Math.Max(0, Array.IndexOf(lvl0, 0));
|
|
|
|
|
|
|
|
learn[index].SetEncounterMoves(level, lvl0, start);
|
|
|
|
return lvl0;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static int[] GetEncounterMoves(int species, int form, int level, GameVersion version)
|
|
|
|
{
|
|
|
|
if (RBY.Contains(version))
|
|
|
|
return GetEncounterMoves1(species, level, version);
|
|
|
|
if (GSC.Contains(version))
|
|
|
|
return GetEncounterMoves2(species, level, version);
|
|
|
|
var learn = GameData.GetLearnsets(version);
|
|
|
|
var table = GameData.GetPersonal(version);
|
|
|
|
var index = table.GetFormIndex(species, form);
|
|
|
|
return learn[index].GetEncounterMoves(level);
|
2018-06-09 03:10:41 +00:00
|
|
|
}
|
|
|
|
}
|