PKHeX/PKHeX.Core/Legality/Verifiers/LegendsArceusVerifier.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
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using System;
using System.Linq;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core;
/// <summary>
/// Verifies the stat details of data that has not yet left <see cref="GameVersion.PLA"/>.
/// </summary>
public sealed class LegendsArceusVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.RelearnMove;
public override void Verify(LegalityAnalysis data)
{
if (data.Entity is not PA8 pa)
return;
if (pa.IsNoble)
data.AddLine(GetInvalid(LStatNobleInvalid));
if (pa.IsAlpha != data.EncounterMatch is IAlpha { IsAlpha: true })
data.AddLine(GetInvalid(LStatAlphaInvalid));
CheckScalars(data, pa);
CheckGanbaru(data, pa);
CheckLearnset(data, pa);
CheckMastery(data, pa);
}
private static void CheckGanbaru(LegalityAnalysis data, PA8 pa)
{
for (int i = 0; i < 6; i++)
{
var gv = pa.GetGV(i);
var max = pa.GetMaxGanbaru(i);
if (gv <= max)
continue;
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data.AddLine(GetInvalid(LGanbaruStatTooHigh, CheckIdentifier.GVs));
return;
}
}
private void CheckScalars(LegalityAnalysis data, PA8 pa)
{
// Static encounters hard-match the Height & Weight; only slots are unchecked for Alpha Height/Weight.
if (pa.IsAlpha && data.EncounterMatch is EncounterSlot8a)
{
if (pa.HeightScalar != 255)
data.AddLine(GetInvalid(LStatIncorrectHeightValue));
if (pa.WeightScalar != 255)
data.AddLine(GetInvalid(LStatIncorrectWeightValue));
}
// No way to mutate the display height scalar value. Must match!
if (pa.HeightScalar != pa.HeightScalarCopy)
data.AddLine(GetInvalid(LStatIncorrectHeightCopy, CheckIdentifier.Encounter));
}
private static void CheckLearnset(LegalityAnalysis data, PA8 pa)
{
var moveCount = GetMoveCount(pa);
if (moveCount == 4)
return;
// Get the bare minimum moveset.
Span<int> expect = stackalloc int[4];
var minMoveCount = LoadBareMinimumMoveset(data.EncounterMatch, data.Info.EvoChainsAllGens, pa, expect);
// Flag move slots that are empty.
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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var moves = data.Info.Moves;
for (int i = moveCount; i < minMoveCount; i++)
{
// Expected move should never be empty, but just future-proof against any revisions.
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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moves[i] = MoveResult.Unobtainable(expect[i]);
}
}
/// <summary>
/// Gets the expected minimum count of moves, and modifies the input <see cref="moves"/> with the bare minimum move IDs.
/// </summary>
private static int LoadBareMinimumMoveset(ISpeciesForm enc, EvolutionHistory h, PA8 pa, Span<int> moves)
{
// Get any encounter moves
var pt = PersonalTable.LA;
var index = pt.GetFormIndex(enc.Species, enc.Form);
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var learn = Legal.LevelUpLA;
var moveset = learn[index];
if (enc is IMasteryInitialMoveShop8 ms)
ms.LoadInitialMoveset(pa, moves, moveset, pa.Met_Level);
else
moveset.SetEncounterMoves(pa.Met_Level, moves);
var count = moves.IndexOf(0);
if ((uint)count >= 4)
return 4;
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var purchasedCount = pa.GetPurchasedCount();
Span<int> purchased = stackalloc int[purchasedCount];
LoadPurchasedMoves(pa, purchased);
// If it can be leveled up in other games, level it up in other games.
if (h.HasVisitedSWSH || h.HasVisitedBDSP)
return count;
// Level up to current level
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var level = pa.CurrentLevel;
moveset.SetLevelUpMoves(pa.Met_Level, level, moves, purchased, count);
count = moves.IndexOf(0);
if ((uint)count >= 4)
return 4;
// Evolve and try
var evos = h.Gen8a;
for (int i = 0; i < evos.Length - 1; i++)
{
var evo = evos[i];
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var x = pt.GetFormIndex(evo.Species, evo.Form);
var m = learn[x];
m.SetEvolutionMoves(moves, purchased, count);
count = moves.IndexOf(0);
if ((uint)count >= 4)
return 4;
}
// Any tutored moves we don't know about??
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var currentIndex = pt.GetFormIndex(evos[0].Species, evos[0].Form);
var currentLearn = learn[currentIndex];
return AddMasteredMissing(pa, moves, count, moveset, currentLearn, level);
}
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private static void LoadPurchasedMoves(IMoveShop8 pa, Span<int> result)
{
int ctr = 0;
var purchased = pa.MoveShopPermitIndexes;
for (int i = 0; i < purchased.Length; i++)
{
if (pa.GetPurchasedRecordFlag(i))
result[ctr++] = purchased[i];
}
}
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private static int AddMasteredMissing(PA8 pa, Span<int> current, int ctr, Learnset baseLearn, Learnset currentLearn, int level)
{
for (int i = 0; i < pa.MoveShopPermitIndexes.Length; i++)
{
// Buying the move tutor grants access, but does not learn the move.
// Mastering requires the move to be present in the movepool.
if (!pa.GetMasteredRecordFlag(i))
continue;
// Purchased moves can be swapped with existing moves; we're only interested in special granted moves.
if (pa.GetPurchasedRecordFlag(i))
continue;
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// Check if we can swap it into the moveset after it evolves.
var move = pa.MoveShopPermitIndexes[i];
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var baseLevel = baseLearn.GetMoveLevel(move);
var mustKnow = baseLevel is not -1 && baseLevel <= pa.Met_Level;
if (!mustKnow && currentLearn.GetMoveLevel(move) != level)
continue;
if (current.IndexOf(move) == -1)
current[ctr++] = move;
if (ctr == 4)
return 4;
}
return ctr;
}
private static int GetMoveCount(PKM pa)
{
var count = 0;
for (int i = 0; i < 4; i++)
{
if (pa.GetMove(i) is not 0)
count++;
}
return count;
}
private void CheckMastery(LegalityAnalysis data, PA8 pa)
{
var bits = pa.MoveShopPermitFlags;
var moves = pa.MoveShopPermitIndexes;
var alphaMove = pa.AlphaMove;
if (alphaMove is not 0)
VerifyAlphaMove(data, pa, alphaMove, moves, bits);
else
VerifyAlphaMoveZero(data);
for (int i = 0; i < bits.Length; i++)
VerifyTutorMoveIndex(data, pa, i, bits, moves);
}
private void VerifyTutorMoveIndex(LegalityAnalysis data, PA8 pa, int i, ReadOnlySpan<bool> bits, ReadOnlySpan<ushort> moves)
{
bool isPurchased = pa.GetPurchasedRecordFlag(i);
if (isPurchased)
{
// Check if the move can be purchased.
if (bits[i])
return; // If it has been legally purchased, then any mastery state is legal.
data.AddLine(GetInvalid(string.Format(LMoveShopPurchaseInvalid_0, ParseSettings.MoveStrings[moves[i]])));
return;
}
bool isMastered = pa.GetMasteredRecordFlag(i);
if (!isMastered)
return; // All good.
// Check if the move can be purchased; using a Mastery Seed checks the permission.
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if (pa.AlphaMove == moves[i])
return; // Previously checked.
if (data.EncounterMatch is (IMoveset m and IMasteryInitialMoveShop8) && m.Moves.Contains(moves[i]))
return; // Previously checked.
if (!bits[i])
data.AddLine(GetInvalid(string.Format(LMoveShopMasterInvalid_0, ParseSettings.MoveStrings[moves[i]])));
else if (!CanLearnMoveByLevelUp(data, pa, i, moves))
data.AddLine(GetInvalid(string.Format(LMoveShopMasterNotLearned_0, ParseSettings.MoveStrings[moves[i]])));
}
private static bool CanLearnMoveByLevelUp(LegalityAnalysis data, PA8 pa, int i, ReadOnlySpan<ushort> moves)
{
// Check if the move can be learned in the learnset...
// Changing forms do not have separate tutor permissions, so we don't need to bother with form changes.
// Level up movepools can grant moves for mastery at lower levels for earlier evolutions... find the minimum.
int level = 101;
foreach (var evo in data.Info.EvoChainsAllGens.Gen8a)
{
var pt = PersonalTable.LA;
var index = pt.GetFormIndex(evo.Species, evo.Form);
var moveset = Legal.LevelUpLA[index];
var lvl = moveset.GetLevelLearnMove(moves[i]);
if (lvl == -1)
continue; // cannot learn via level up
level = Math.Min(lvl, level);
}
return pa.CurrentLevel >= level;
}
private void VerifyAlphaMove(LegalityAnalysis data, PA8 pa, ushort alphaMove, ReadOnlySpan<ushort> moves, ReadOnlySpan<bool> bits)
{
if (!pa.IsAlpha || data.EncounterMatch is EncounterSlot8a { Type: SlotType.Landmark })
{
data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeZero));
return;
}
if (!CanMasterMoveFromMoveShop(alphaMove, moves, bits))
{
data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeOther));
return;
}
// An Alpha Move must be marked as mastered.
var masteredIndex = moves.IndexOf(alphaMove);
// Index is already >= 0, implicitly via the above call not returning false.
if (!pa.GetMasteredRecordFlag(masteredIndex))
data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeMastered));
}
private void VerifyAlphaMoveZero(LegalityAnalysis data)
{
var enc = data.Info.EncounterMatch;
if (enc is not IAlpha { IsAlpha: true })
return; // okay
if (enc is EncounterSlot8a { Type: SlotType.Landmark })
return; // okay
var pi = PersonalTable.LA.GetFormEntry(enc.Species, enc.Form);
var tutors = pi.SpecialTutors[0];
bool hasAnyTutor = Array.IndexOf(tutors, true) >= 0;
if (hasAnyTutor) // must have had a tutor flag
data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeOther));
}
private static bool CanMasterMoveFromMoveShop(ushort move, ReadOnlySpan<ushort> moves, ReadOnlySpan<bool> bits)
{
var index = moves.IndexOf(move);
if (index == -1)
return false; // not in the list
if (!bits[index])
return false; // not a possible move
return true;
}
}