2018-05-19 19:07:50 +00:00
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using System;
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using System.Collections.Generic;
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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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2018-05-19 19:07:50 +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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/// Generation 3 Evolution Branch Entries
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/// </summary>
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public static class EvolutionSet3
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2018-05-19 19:07:50 +00:00
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{
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2022-06-18 18:04:24 +00:00
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private static EvolutionMethod GetMethod(ReadOnlySpan<byte> data)
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2018-05-19 19:07:50 +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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var method = data[0];
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var arg = ReadUInt16LittleEndian(data[2..]);
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var species = SpeciesConverter.GetG4Species(ReadUInt16LittleEndian(data[4..]));
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2022-06-18 18:04:24 +00:00
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//2 bytes padding
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2018-05-19 19:07:50 +00:00
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2022-06-18 18:04:24 +00:00
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switch (method)
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{
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case 1: /* Friendship*/
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case 2: /* Friendship day*/
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case 3: /* Friendship night*/
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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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return new EvolutionMethod((EvolutionType)method, species, Argument: arg, LevelUp: 1);
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2022-06-18 18:04:24 +00:00
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case 5: /* Trade */
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case 6: /* Trade while holding */
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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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return new EvolutionMethod((EvolutionType)method, species, Argument: arg);
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2022-06-18 18:04:24 +00:00
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case 4: /* Level Up */
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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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return new EvolutionMethod(EvolutionType.LevelUp, species, Argument: arg, Level: (byte)arg, LevelUp: 1);
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2022-06-18 18:04:24 +00:00
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case 7: /* Use item */
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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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return new EvolutionMethod((EvolutionType)(method + 1), species, Argument: arg);
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2022-06-18 18:04:24 +00:00
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case 15: /* Beauty evolution*/
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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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return new EvolutionMethod((EvolutionType)(method + 1), species, Argument: arg, LevelUp: 1);
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2022-06-18 18:04:24 +00:00
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case 8: /* Tyrogue -> Hitmonchan */
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case 9: /* Tyrogue -> Hitmonlee */
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case 10: /* Tyrogue -> Hitmontop*/
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case 11: /* Wurmple -> Silcoon evolution */
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case 12: /* Wurmple -> Cascoon evolution */
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case 13: /* Nincada -> Ninjask evolution */
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case 14: /* Shedinja spawn in Nincada -> Ninjask evolution */
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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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return new EvolutionMethod((EvolutionType)(method + 1), species, Argument: arg, Level: (byte)arg, LevelUp: 1);
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2019-03-23 08:01:04 +00:00
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2022-06-18 18:04:24 +00:00
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default:
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throw new ArgumentOutOfRangeException(nameof(method));
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2018-05-19 19:07:50 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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public static IReadOnlyList<EvolutionMethod[]> GetArray(ReadOnlySpan<byte> data)
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{
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var evos = new EvolutionMethod[Legal.MaxSpeciesID_3 + 1][];
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evos[0] = Array.Empty<EvolutionMethod>();
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for (int i = 1; i <= Legal.MaxSpeciesIndex_3; i++)
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2018-05-19 19:07:50 +00:00
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{
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2022-06-18 18:04:24 +00:00
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int g4species = SpeciesConverter.GetG4Species(i);
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if (g4species == 0)
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continue;
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2019-01-07 00:22:45 +00:00
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2022-06-18 18:04:24 +00:00
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const int maxCount = 5;
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const int size = 8;
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2019-01-07 00:22:45 +00:00
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2022-06-18 18:04:24 +00:00
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int offset = i * (maxCount * size);
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int count = 0;
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for (; count < maxCount; count++)
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{
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if (data[offset + (count * size)] == 0)
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break;
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2018-05-19 19:07:50 +00:00
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}
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2022-06-18 18:04:24 +00:00
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if (count == 0)
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{
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evos[g4species] = Array.Empty<EvolutionMethod>();
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continue;
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}
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var set = new EvolutionMethod[count];
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for (int j = 0; j < set.Length; j++)
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set[j] = GetMethod(data.Slice(offset + (j * size), size));
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evos[g4species] = set;
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2018-05-19 19:07:50 +00:00
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}
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2022-06-18 18:04:24 +00:00
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return evos;
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2018-05-19 19:07:50 +00:00
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}
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2022-01-03 05:35:59 +00:00
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}
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