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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namespace PKHeX.Core;
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2017-05-28 04:17:53 +00:00
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2022-03-13 01:06:03 +00:00
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/// <summary>
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/// Result of a Legality Check
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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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[System.Diagnostics.DebuggerDisplay($"{{{nameof(Identifier)}}}: {{{nameof(Comment)}}}")]
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// ReSharper disable once NotAccessedPositionalProperty.Global
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public sealed record CheckResult(Severity Judgement, string Comment, CheckIdentifier Identifier)
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2022-03-13 01:06:03 +00:00
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{
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2022-08-16 22:50:35 +00:00
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public bool Valid => Judgement != Severity.Invalid;
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2022-03-13 01:06:03 +00:00
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public string Rating => Judgement.Description();
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2018-08-03 03:11:42 +00:00
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2022-03-13 01:06:03 +00:00
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internal CheckResult(CheckIdentifier i) : this(Severity.Valid, LegalityCheckStrings.L_AValid, i) { }
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2019-05-11 17:12:14 +00:00
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2022-03-13 01:06:03 +00:00
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public string Format(string format) => string.Format(format, Rating, Comment);
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2017-05-28 04:17:53 +00:00
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}
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