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
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using System;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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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
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/// <see cref="PersonalInfo"/> class with values from the <see cref="GameVersion.GG"/> games.
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2022-06-18 18:04:24 +00:00
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/// </summary>
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2023-01-22 04:02:33 +00:00
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public sealed class PersonalInfo7GG : PersonalInfo, IPersonalAbility12H, IPersonalInfoTM
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2021-11-20 02:23:49 +00:00
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{
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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
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public const int SIZE = 0x54;
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private readonly byte[] Data;
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2023-01-22 04:02:33 +00:00
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public PersonalInfo7GG(byte[] data) => Data = data;
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public override byte[] Write() => Data;
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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public override int HP { get => Data[0x00]; set => Data[0x00] = (byte)value; }
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public override int ATK { get => Data[0x01]; set => Data[0x01] = (byte)value; }
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public override int DEF { get => Data[0x02]; set => Data[0x02] = (byte)value; }
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public override int SPE { get => Data[0x03]; set => Data[0x03] = (byte)value; }
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public override int SPA { get => Data[0x04]; set => Data[0x04] = (byte)value; }
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public override int SPD { get => Data[0x05]; set => Data[0x05] = (byte)value; }
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2022-11-25 01:42:17 +00:00
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public override byte Type1 { get => Data[0x06]; set => Data[0x06] = value; }
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public override byte Type2 { get => Data[0x07]; set => Data[0x07] = value; }
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2022-06-18 18:04:24 +00:00
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public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; }
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public override int EvoStage { get => Data[0x09]; set => Data[0x09] = (byte)value; }
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private int EVYield { get => ReadUInt16LittleEndian(Data.AsSpan(0x0A)); set => WriteUInt16LittleEndian(Data.AsSpan(0x0A), (ushort)value); }
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public override int EV_HP { get => (EVYield >> 0) & 0x3; set => EVYield = (EVYield & ~(0x3 << 0)) | ((value & 0x3) << 0); }
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public override int EV_ATK { get => (EVYield >> 2) & 0x3; set => EVYield = (EVYield & ~(0x3 << 2)) | ((value & 0x3) << 2); }
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public override int EV_DEF { get => (EVYield >> 4) & 0x3; set => EVYield = (EVYield & ~(0x3 << 4)) | ((value & 0x3) << 4); }
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public override int EV_SPE { get => (EVYield >> 6) & 0x3; set => EVYield = (EVYield & ~(0x3 << 6)) | ((value & 0x3) << 6); }
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public override int EV_SPA { get => (EVYield >> 8) & 0x3; set => EVYield = (EVYield & ~(0x3 << 8)) | ((value & 0x3) << 8); }
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public override int EV_SPD { get => (EVYield >> 10) & 0x3; set => EVYield = (EVYield & ~(0x3 << 10)) | ((value & 0x3) << 10); }
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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
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public bool Telekenesis { get => ((EVYield >> 12) & 1) == 1; set => EVYield = (EVYield & ~(0x1 << 12)) | ((value ? 1 : 0) << 12); }
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2022-06-18 18:04:24 +00:00
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public int Item1 { get => ReadInt16LittleEndian(Data.AsSpan(0x0C)); set => WriteInt16LittleEndian(Data.AsSpan(0x0C), (short)value); }
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public int Item2 { get => ReadInt16LittleEndian(Data.AsSpan(0x0E)); set => WriteInt16LittleEndian(Data.AsSpan(0x0E), (short)value); }
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public int Item3 { get => ReadInt16LittleEndian(Data.AsSpan(0x10)); set => WriteInt16LittleEndian(Data.AsSpan(0x10), (short)value); }
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2023-01-22 04:02:33 +00:00
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public override byte Gender { get => Data[0x12]; set => Data[0x12] = value; }
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2022-06-18 18:04:24 +00:00
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public override int HatchCycles { get => Data[0x13]; set => Data[0x13] = (byte)value; }
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public override int BaseFriendship { get => Data[0x14]; set => Data[0x14] = (byte)value; }
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2022-11-25 01:42:17 +00:00
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public override byte EXPGrowth { get => Data[0x15]; set => Data[0x15] = value; }
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2022-06-18 18:04:24 +00:00
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public override int EggGroup1 { get => Data[0x16]; set => Data[0x16] = (byte)value; }
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public override int EggGroup2 { get => Data[0x17]; set => Data[0x17] = (byte)value; }
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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
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public int Ability1 { get => Data[0x18]; set => Data[0x18] = (byte)value; }
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public int Ability2 { get => Data[0x19]; set => Data[0x19] = (byte)value; }
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public int AbilityH { get => Data[0x1A]; set => Data[0x1A] = (byte)value; }
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public override int EscapeRate { get => Data[0x1B]; set => Data[0x1B] = (byte)value; }
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public override int FormStatsIndex { get => ReadUInt16LittleEndian(Data.AsSpan(0x1C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1C), (ushort)value); }
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public int FormSprite { get => ReadUInt16LittleEndian(Data.AsSpan(0x1E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1E), (ushort)value); }
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2022-09-02 17:20:19 +00:00
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public override byte FormCount { get => Data[0x20]; set => Data[0x20] = value; }
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2022-06-18 18:04:24 +00:00
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public override int Color { get => Data[0x21] & 0x3F; set => Data[0x21] = (byte)((Data[0x21] & 0xC0) | (value & 0x3F)); }
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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
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public bool SpriteFlip { get => ((Data[0x21] >> 6) & 1) == 1; set => Data[0x21] = (byte)((Data[0x21] & ~0x40) | (value ? 0x40 : 0)); }
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public bool SpriteForm { get => ((Data[0x21] >> 7) & 1) == 1; set => Data[0x21] = (byte)((Data[0x21] & ~0x80) | (value ? 0x80 : 0)); }
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2022-06-18 18:04:24 +00:00
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public override int BaseEXP { get => ReadUInt16LittleEndian(Data.AsSpan(0x22)); set => WriteUInt16LittleEndian(Data.AsSpan(0x22), (ushort)value); }
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public override int Height { get => ReadUInt16LittleEndian(Data.AsSpan(0x24)); set => WriteUInt16LittleEndian(Data.AsSpan(0x24), (ushort)value); }
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public override int Weight { get => ReadUInt16LittleEndian(Data.AsSpan(0x26)); set => WriteUInt16LittleEndian(Data.AsSpan(0x26), (ushort)value); }
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2021-11-20 02:23:49 +00:00
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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
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public int GoSpecies { get => ReadUInt16LittleEndian(Data.AsSpan(0x48)); set => WriteUInt16LittleEndian(Data.AsSpan(0x48), (ushort)value); }
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public int SpecialZ_Item { get => ReadUInt16LittleEndian(Data.AsSpan(0x4C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x4C), (ushort)value); }
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public int SpecialZ_BaseMove { get => ReadUInt16LittleEndian(Data.AsSpan(0x4E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x4E), (ushort)value); }
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public int SpecialZ_ZMove { get => ReadUInt16LittleEndian(Data.AsSpan(0x50)); set => WriteUInt16LittleEndian(Data.AsSpan(0x50), (ushort)value); }
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public bool LocalVariant { get => Data[0x52] == 1; set => Data[0x52] = value ? (byte)1 : (byte)0; }
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2021-11-20 02:23:49 +00:00
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2022-09-02 17:20:19 +00:00
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public override int AbilityCount => 3;
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public override int GetIndexOfAbility(int abilityID) => abilityID == Ability1 ? 0 : abilityID == Ability2 ? 1 : abilityID == AbilityH ? 2 : -1;
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public override int GetAbilityAtIndex(int abilityIndex) => abilityIndex switch
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2022-06-18 18:04:24 +00:00
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{
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2022-09-02 17:20:19 +00:00
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0 => Ability1,
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1 => Ability2,
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2 => AbilityH,
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_ => throw new ArgumentOutOfRangeException(nameof(abilityIndex), abilityIndex, null),
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};
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2023-01-22 04:02:33 +00:00
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private const int TMHM = 0x28;
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private const int CountTMHM = 60;
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private const int ByteCountTM = (CountTMHM + 7) / 8;
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public bool GetIsLearnTM(int index)
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{
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if ((uint)index >= CountTMHM)
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return false;
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return (Data[0x28 + (index >> 3)] & (1 << (index & 7))) != 0;
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}
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public void SetIsLearnTM(int index, bool value)
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{
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if ((uint)index >= CountTMHM)
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throw new ArgumentOutOfRangeException(nameof(index), index, null);
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if (value)
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Data[TMHM + (index >> 3)] |= (byte)(1 << (index & 7));
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else
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Data[TMHM + (index >> 3)] &= (byte)~(1 << (index & 7));
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}
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public void SetAllLearnTM(Span<bool> result, ReadOnlySpan<ushort> moves)
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{
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var span = Data.AsSpan(TMHM, ByteCountTM);
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for (int index = CountTMHM - 1; index >= 0; index--)
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{
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if ((span[index >> 3] & (1 << (index & 7))) != 0)
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result[moves[index]] = true;
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}
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}
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2021-11-20 02:23:49 +00:00
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}
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