PKHeX/PKHeX.Drawing.PokeSprite/Builder/SpriteBuilder.cs

251 lines
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C#
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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
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using System.Drawing;
using PKHeX.Core;
using PKHeX.Drawing.PokeSprite.Properties;
namespace PKHeX.Drawing.PokeSprite;
public abstract class SpriteBuilder : ISpriteBuilder<Image>
{
public static bool ShowEggSpriteAsItem { get; set; } = true;
public static bool ShowEncounterBall { get; set; } = true;
public static SpriteBackgroundType ShowEncounterColor { get; set; } = SpriteBackgroundType.FullBackground;
public static SpriteBackgroundType ShowEncounterColorPKM { get; set; }
public static SpriteBackgroundType ShowTeraType { get; set; } = SpriteBackgroundType.TopStripe;
public static bool ShowExperiencePercent { get; set; }
public static byte ShowTeraOpacityStripe { get; set; }
public static int ShowTeraThicknessStripe { get; set; }
public static byte ShowTeraOpacityBackground { get; set; }
public static byte ShowEncounterOpacityStripe { get; set; }
public static byte ShowEncounterOpacityBackground { get; set; }
public static int ShowEncounterThicknessStripe { get; set; }
/// <summary> Width of the generated Sprite image. </summary>
public abstract int Width { get; }
/// <summary> Height of the generated Sprite image. </summary>
public abstract int Height { get; }
/// <summary> Minimum amount of padding on the right side of the image when layering an item sprite. </summary>
protected abstract int ItemShiftX { get; }
/// <summary> Minimum amount of padding on the bottom side of the image when layering an item sprite. </summary>
protected abstract int ItemShiftY { get; }
/// <summary> Max width / height of an item image. </summary>
protected abstract int ItemMaxSize { get; }
protected abstract int EggItemShiftX { get; }
protected abstract int EggItemShiftY { get; }
public abstract bool HasFallbackMethod { get; }
public abstract Bitmap Hover { get; }
public abstract Bitmap View { get; }
public abstract Bitmap Set { get; }
public abstract Bitmap Delete { get; }
public abstract Bitmap Transparent { get; }
public abstract Bitmap Drag { get; }
public abstract Bitmap UnknownItem { get; }
public abstract Bitmap None { get; }
public abstract Bitmap ItemTM { get; }
public abstract Bitmap ItemTR { get; }
private const double UnknownFormTransparency = 0.5;
private const double ShinyTransparency = 0.7;
private const double EggUnderLayerTransparency = 0.33;
protected abstract string GetSpriteStringSpeciesOnly(ushort species);
protected abstract string GetSpriteAll(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context);
protected abstract string GetSpriteAllSecondary(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context);
protected abstract string GetItemResourceName(int item);
protected abstract Bitmap Unknown { get; }
protected abstract Bitmap GetEggSprite(ushort species);
public abstract Bitmap ShadowLugia { get; }
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
/// <summary>
/// Ensures all data is set up to generate sprites for the save file.
/// </summary>
/// <param name="sav"></param>
public void Initialize(SaveFile sav)
{
if (sav.Generation != 3)
return;
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
// If the game is indeterminate, we might have different form sprites.
// Currently, this only applies to Gen3's FireRed / LeafGreen
Game = sav.Version;
if (Game == GameVersion.FRLG)
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
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Game = ReferenceEquals(sav.Personal, PersonalTable.FR) ? GameVersion.FR : GameVersion.LG;
}
private GameVersion Game;
private static byte GetDeoxysForm(GameVersion game) => game switch
{
GameVersion.FR => 1, // Attack
GameVersion.LG => 2, // Defense
GameVersion.E => 3, // Speed
_ => 0,
};
private static byte GetArceusForm4(byte form) => form switch
{
> 9 => --form, // Realign to Gen5+ type indexes
9 => byte.MaxValue, // Curse, make it show as unrecognized form since we don't have a sprite.
_ => form,
};
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
/// <summary>
/// Builds a new sprite image with the requested parameters.
/// </summary>
/// <param name="species">Entity Species ID</param>
/// <param name="form">Entity Form index</param>
/// <param name="gender">Entity gender</param>
/// <param name="formarg">Entity <see cref="IFormArgument.FormArgument"/> raw value</param>
/// <param name="heldItem">Entity held item ID</param>
/// <param name="isEgg">Is currently in an egg</param>
/// <param name="shiny">Is it shiny</param>
/// <param name="context">Context the sprite is for</param>
public Image GetSprite(ushort species, byte form, int gender, uint formarg, int heldItem, bool isEgg, Shiny shiny = Shiny.Never, EntityContext context = EntityContext.None)
{
if (species == 0)
return None;
if (context == EntityContext.Gen3 && species == (int)Species.Deoxys) // Depends on Gen3 save file version
form = GetDeoxysForm(Game);
else if (context == EntityContext.Gen4 && species == (int)Species.Arceus) // Curse type's existence in Gen4
form = GetArceusForm4(form);
var baseImage = GetBaseImage(species, form, gender, formarg, shiny.IsShiny(), context);
return GetSprite(baseImage, species, heldItem, isEgg, shiny, context);
}
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public Image GetSprite(Image baseSprite, ushort species, int heldItem, bool isEgg, Shiny shiny, EntityContext context = EntityContext.None)
{
if (isEgg)
baseSprite = LayerOverImageEgg(baseSprite, species, heldItem != 0);
if (heldItem > 0)
baseSprite = LayerOverImageItem(baseSprite, heldItem, context);
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
if (shiny.IsShiny())
{
if (shiny == Shiny.AlwaysSquare && context.Generation() != 8)
shiny = Shiny.Always;
baseSprite = LayerOverImageShiny(baseSprite, shiny);
}
return baseSprite;
}
private Image GetBaseImage(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context)
{
var img = FormInfo.IsTotemForm(species, form, context)
? GetBaseImageTotem(species, form, gender, formarg, shiny, context)
: GetBaseImageDefault(species, form, gender, formarg, shiny, context);
return img ?? GetBaseImageFallback(species, form, gender, formarg, shiny, context);
}
private Image? GetBaseImageTotem(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context)
{
var baseform = FormInfo.GetTotemBaseForm(species, form);
var baseImage = GetBaseImageDefault(species, baseform, gender, formarg, shiny, context);
if (baseImage is not Bitmap b)
return null;
SpriteUtil.GetSpriteGlow(baseImage, 0, 165, 255, out var pixels, true);
var layer = ImageUtil.GetBitmap(pixels, b.Width, b.Height, b.PixelFormat);
return ImageUtil.LayerImage(baseImage, layer, 0, 0);
}
private Image? GetBaseImageDefault(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context)
{
var file = GetSpriteAll(species, form, gender, formarg, shiny, context);
var resource = (Image?)Resources.ResourceManager.GetObject(file);
if (resource is null && HasFallbackMethod)
{
file = GetSpriteAllSecondary(species, form, gender, formarg, shiny, context);
resource = (Image?)Resources.ResourceManager.GetObject(file);
}
return resource;
}
private Image GetBaseImageFallback(ushort species, byte form, int gender, uint formarg, bool shiny, EntityContext context)
{
if (shiny) // try again without shiny
{
var img = GetBaseImageDefault(species, form, gender, formarg, false, context);
if (img != null)
return img;
}
// try again without form
var baseImage = (Image?)Resources.ResourceManager.GetObject(GetSpriteStringSpeciesOnly(species));
if (baseImage == null) // failed again
return Unknown;
return ImageUtil.LayerImage(baseImage, Unknown, 0, 0, UnknownFormTransparency);
}
private Image LayerOverImageItem(Image baseImage, int item, EntityContext context)
{
var lump = HeldItemLumpUtil.GetIsLump(item, context);
var itemimg = lump switch
{
HeldItemLumpImage.TechnicalMachine => ItemTM,
HeldItemLumpImage.TechnicalRecord => ItemTR,
_ => (Image?)Resources.ResourceManager.GetObject(GetItemResourceName(item)) ?? UnknownItem,
};
// Redraw item in bottom right corner; since images are cropped, try to not have them at the edge
int x = baseImage.Width - itemimg.Width - ((ItemMaxSize - itemimg.Width) / 4) - ItemShiftX;
int y = baseImage.Height - itemimg.Height - ItemShiftY;
return ImageUtil.LayerImage(baseImage, itemimg, x, y);
}
private static Image LayerOverImageShiny(Image baseImage, Shiny shiny)
{
// Add shiny star to top left of image.
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
Bitmap rare;
if (shiny is Shiny.AlwaysSquare)
rare = Resources.rare_icon_alt_2;
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
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else
rare = Resources.rare_icon_alt;
return ImageUtil.LayerImage(baseImage, rare, 0, 0, ShinyTransparency);
}
private Image LayerOverImageEgg(Image baseImage, ushort species, bool hasItem)
{
if (ShowEggSpriteAsItem && !hasItem)
return LayerOverImageEggAsItem(baseImage, species);
return LayerOverImageEggTransparentSpecies(baseImage, species);
}
private Image LayerOverImageEggTransparentSpecies(Image baseImage, ushort species)
{
// Partially transparent species.
baseImage = ImageUtil.ChangeOpacity(baseImage, EggUnderLayerTransparency);
// Add the egg layer over-top with full opacity.
var egg = GetEggSprite(species);
return ImageUtil.LayerImage(baseImage, egg, 0, 0);
}
private Image LayerOverImageEggAsItem(Image baseImage, ushort species)
{
var egg = GetEggSprite(species);
return ImageUtil.LayerImage(baseImage, egg, EggItemShiftX, EggItemShiftY); // similar to held item, since they can't have any
}
public static void LoadSettings(ISpriteSettings sprite)
{
ShowEggSpriteAsItem = sprite.ShowEggSpriteAsHeldItem;
ShowEncounterBall = sprite.ShowEncounterBall;
ShowEncounterColor = sprite.ShowEncounterColor;
ShowEncounterColorPKM = sprite.ShowEncounterColorPKM;
ShowEncounterThicknessStripe = sprite.ShowEncounterThicknessStripe;
ShowEncounterOpacityBackground = sprite.ShowEncounterOpacityBackground;
ShowEncounterOpacityStripe = sprite.ShowEncounterOpacityStripe;
ShowExperiencePercent = sprite.ShowExperiencePercent;
ShowTeraType = sprite.ShowTeraType;
ShowTeraThicknessStripe = sprite.ShowTeraThicknessStripe;
ShowTeraOpacityBackground = sprite.ShowTeraOpacityBackground;
ShowTeraOpacityStripe = sprite.ShowTeraOpacityStripe;
}
}