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.Collections.Generic;
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2018-08-03 03:11:42 +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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/// Shadow Pokémon Encounter found in <see cref="GameVersion.CXD"/>
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/// </summary>
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/// <inheritdoc cref="EncounterStatic"/>
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/// <param name="ID">Initial Shadow Gauge value.</param>
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/// <param name="Gauge">Initial Shadow Gauge value.</param>
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/// <param name="Locks">Team Specification with required <see cref="Species"/>, <see cref="Nature"/> and Gender.</param>
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// ReSharper disable NotAccessedPositionalProperty.Global
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public sealed record EncounterStaticShadow(GameVersion Version, byte ID, short Gauge, TeamLock[] Locks) : EncounterStatic(Version)
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2018-03-09 05:18:32 +00:00
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{
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2022-06-18 18:04:24 +00:00
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// ReSharper restore NotAccessedPositionalProperty.Global
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public override int Generation => 3;
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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 override EntityContext Context => EntityContext.Gen3;
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2022-06-18 18:04:24 +00:00
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2019-09-10 07:21:51 +00:00
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/// <summary>
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2022-06-18 18:04:24 +00:00
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/// Originates from the EReader scans (Japanese Only)
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2019-09-10 07:21:51 +00:00
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public bool EReader => ReferenceEquals(IVs, EReaderEmpty);
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2020-09-13 21:40:10 +00:00
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2022-06-18 18:04:24 +00:00
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public static readonly IReadOnlyList<int> EReaderEmpty = new[] {0,0,0,0,0,0};
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2020-09-13 21:40:10 +00:00
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2022-06-18 18:04:24 +00:00
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protected override bool IsMatchLocation(PKM pk)
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{
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if (pk.Format != 3)
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return true; // transfer location verified later
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2018-08-03 03:11:42 +00:00
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2022-06-18 18:04:24 +00:00
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var met = pk.Met_Location;
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if (met == Location)
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return true;
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2020-08-30 17:23:22 +00:00
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2022-06-18 18:04:24 +00:00
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// XD can re-battle with Miror B
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// Realgam Tower, Rock, Oasis, Cave, Pyrite Town
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return Version == GameVersion.XD && met is (59 or 90 or 91 or 92 or 113);
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}
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2020-08-30 17:23:22 +00:00
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2022-06-18 18:04:24 +00:00
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protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
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{
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if (pk.Format != 3) // Met Level lost on PK3=>PK4
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return Level <= evo.LevelMax;
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2020-09-13 21:40:10 +00:00
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2022-06-18 18:04:24 +00:00
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return pk.Met_Level == Level;
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}
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2020-09-13 21:40:10 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(tr, criteria, pk);
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((IRibbonSetEvent3)pk).RibbonNational = true;
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}
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2020-09-13 21:40:10 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
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{
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if (!EReader)
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SetPINGA_Regular(pk, criteria);
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else
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SetPINGA_EReader(pk);
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}
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2021-01-31 03:42:58 +00:00
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2022-06-18 18:04:24 +00:00
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private void SetPINGA_Regular(PKM pk, EncounterCriteria criteria)
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{
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var pi = pk.PersonalInfo;
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int gender = criteria.GetGender(-1, pi);
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int nature = (int)criteria.GetNature(Nature.Random);
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int ability = criteria.GetAbilityFromNumber(0);
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// Ensure that any generated specimen has valid Shadow Locks
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// This can be kinda slow, depending on how many locks / how strict they are.
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// Cancel this operation if too many attempts are made to prevent infinite loops.
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int ctr = 0;
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const int max = 100_000;
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do
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2022-02-09 17:26:10 +00:00
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{
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2022-06-18 18:04:24 +00:00
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PIDGenerator.SetRandomWildPID(pk, 3, nature, ability, gender, PIDType.CXD);
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var pidiv = MethodFinder.Analyze(pk);
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var result = LockFinder.IsAllShadowLockValid(this, pidiv, pk);
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if (result)
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break;
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2022-02-09 17:26:10 +00:00
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}
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2022-06-18 18:04:24 +00:00
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while (++ctr <= max);
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2021-01-31 03:42:58 +00:00
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#if DEBUG
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2022-06-18 18:04:24 +00:00
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System.Diagnostics.Debug.Assert(ctr < 100_000);
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2021-01-31 03:42:58 +00:00
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#endif
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2022-06-18 18:04:24 +00:00
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}
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2021-01-31 03:42:58 +00:00
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2022-06-18 18:04:24 +00:00
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private void SetPINGA_EReader(PKM pk)
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{
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// E-Reader have all IVs == 0
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for (int i = 0; i < IVs.Count; i++)
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pk.SetIV(i, 0);
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// All E-Reader shadows are actually nature/gender locked.
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var locked = Locks[0].Locks[^1];
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var (nature, gender) = locked.GetLock;
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// Ensure that any generated specimen has valid Shadow Locks
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// This can be kinda slow, depending on how many locks / how strict they are.
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// Cancel this operation if too many attempts are made to prevent infinite loops.
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int ctr = 0;
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const int max = 100_000;
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do
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2022-02-09 17:26:10 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var seed = Util.Rand32();
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PIDGenerator.SetValuesFromSeedXDRNG_EReader(pk, seed);
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if (pk.Nature != nature || pk.Gender != gender)
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continue;
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var pidiv = new PIDIV(PIDType.CXD, seed);
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var result = LockFinder.IsAllShadowLockValid(this, pidiv, pk);
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if (result)
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break;
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}
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while (++ctr <= max);
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2022-02-09 17:26:10 +00:00
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#if DEBUG
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2022-06-18 18:04:24 +00:00
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System.Diagnostics.Debug.Assert(ctr < 100_000);
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2022-02-09 17:26:10 +00:00
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#endif
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2018-10-21 02:03:04 +00:00
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}
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2020-08-30 17:23:22 +00:00
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}
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