PKHeX/PKHeX.Core/Legality/Moves/MoveLevelUp.cs

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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;
using static PKHeX.Core.GameVersion;
namespace PKHeX.Core;
public static class MoveLevelUp
{
public static void GetEncounterMoves(Span<ushort> moves, PKM pk, int level, GameVersion version)
{
if (version <= 0)
version = (GameVersion)pk.Version;
GetEncounterMoves(moves, pk.Species, pk.Form, level, version);
}
private static void GetEncounterMoves1(Span<ushort> result, ushort species, int level, GameVersion version)
{
var learn = GameData.GetLearnsets(version);
var table = version is YW or RBY ? PersonalTable.Y : PersonalTable.RB;
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
// The initial moves are seeded from Personal rather than learn.
table[index].GetMoves(result);
int start = Math.Max(0, result.IndexOf<ushort>(0));
learn[index].SetEncounterMoves(level, result, start);
}
public static void GetEncounterMoves(Span<ushort> result, ushort species, byte form, int level, GameVersion version)
{
if (RBY.Contains(version))
{
GetEncounterMoves1(result, species, level, version);
}
else
{
var learn = GameData.GetLearnsets(version);
var table = GameData.GetPersonal(version);
var index = table.GetFormIndex(species, form);
learn[index].SetEncounterMoves(level, result);
}
}
}