PKHeX/PKHeX.Core/PersonalInfo/Interfaces/IEffortValueYield.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
namespace PKHeX.Core;
/// <summary>
/// Exposes details about yielding effort values on defeat/capture.
/// </summary>
public interface IEffortValueYield
{
/// <summary>
/// Amount of HP Effort Values to yield when defeating this entry.
/// </summary>
int EV_HP { get; set; }
/// <summary>
/// Amount of Attack Effort Values to yield when defeating this entry.
/// </summary>
int EV_ATK { get; set; }
/// <summary>
/// Amount of Defense Effort Values to yield when defeating this entry.
/// </summary>
int EV_DEF { get; set; }
/// <summary>
/// Amount of Speed Effort Values to yield when defeating this entry.
/// </summary>
int EV_SPE { get; set; }
/// <summary>
/// Amount of Special Attack Effort Values to yield when defeating this entry.
/// </summary>
int EV_SPA { get; set; }
/// <summary>
/// Amount of Special Defense Effort Values to yield when defeating this entry.
/// </summary>
int EV_SPD { get; set; }
}