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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2021-02-02 05:22:58 +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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/// Encounter Slot found in <see cref="GameVersion.Gen2"/>.
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/// </summary>
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/// <remarks>
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/// Referenced Area object contains Time data which is used for <see cref="GameVersion.C"/> origin data.
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/// </remarks>
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/// <inheritdoc cref="EncounterSlot"/>
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public sealed record EncounterSlot2 : EncounterSlot, INumberedSlot
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 2;
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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.Gen2;
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2022-06-18 18:04:24 +00:00
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public byte SlotNumber { get; }
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public override Ball FixedBall => Ball.Poke;
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2022-08-27 06:43:36 +00:00
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public EncounterSlot2(EncounterArea2 area, byte species, byte min, byte max, byte slot) : base(area, species, species == 201 ? FormRandom : (byte)0, min, max)
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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SlotNumber = slot;
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}
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2020-08-21 23:35:49 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(sav, criteria, pk);
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var pk2 = (PK2)pk;
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2020-07-19 18:32:40 +00:00
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2022-06-18 18:04:24 +00:00
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if (SlotType == SlotType.Headbutt)
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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while (!IsTreeAvailable(pk2.TID))
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pk2.TID = Util.Rand.Next(ushort.MaxValue + 1);
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}
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2020-07-19 18:32:40 +00:00
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2022-06-18 18:04:24 +00:00
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if (Version == GameVersion.C)
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pk2.Met_TimeOfDay = ((EncounterArea2)Area).Time.RandomValidTime();
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}
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2021-02-02 05:22:58 +00:00
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2022-06-18 18:04:24 +00:00
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private static readonly Dictionary<int, int> Trees = new()
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{
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{ 02, 0x3FF_3FF }, // Route 29
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{ 04, 0x0FF_3FF }, // Route 30
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{ 05, 0x3FE_3FF }, // Route 31
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{ 08, 0x3EE_3FF }, // Route 32
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{ 11, 0x240_3FF }, // Route 33
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{ 12, 0x37F_3FF }, // Azalea Town
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{ 14, 0x3FF_3FF }, // Ilex Forest
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{ 15, 0x001_3FE }, // Route 34
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{ 18, 0x261_3FF }, // Route 35
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{ 20, 0x3FF_3FF }, // Route 36
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{ 21, 0x2B9_3FF }, // Route 37
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{ 25, 0x3FF_3FF }, // Route 38
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{ 26, 0x184_3FF }, // Route 39
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{ 34, 0x3FF_3FF }, // Route 42
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{ 37, 0x3FF_3FF }, // Route 43
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{ 38, 0x3FF_3FF }, // Lake of Rage
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{ 39, 0x2FF_3FF }, // Route 44
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{ 91, 0x200_1FF }, // Route 26
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{ 92, 0x2BB_3FF }, // Route 27
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};
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2022-06-18 18:04:24 +00:00
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internal bool IsTreeAvailable(int trainerID)
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{
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if (!Trees.TryGetValue(Location, out var permissions))
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return false;
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2021-02-02 05:22:58 +00:00
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2022-06-18 18:04:24 +00:00
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var pivot = trainerID % 10;
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var type = Area.Type;
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return type switch
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2021-02-02 05:22:58 +00:00
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{
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SlotType.Headbutt => (permissions & (1 << pivot)) != 0,
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/*special*/ _ => (permissions & (1 << (pivot + 12))) != 0,
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2021-02-02 05:22:58 +00:00
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};
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2020-07-19 18:32:40 +00:00
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}
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2022-06-18 18:04:24 +00:00
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// we have "Special" bitflag. Strip it out.
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public SlotType SlotType => Area.Type & (SlotType)0xF;
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2020-07-19 18:32:40 +00:00
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}
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