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;
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using System.Text;
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using static PKHeX.Core.LearnMethod;
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using static PKHeX.Core.LegalityCheckStrings;
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namespace PKHeX.Core;
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Small struct that stores the where & how details a move can be learned.
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/// </summary>
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/// <param name="Method">How the move was learned</param>
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/// <param name="Environment">Where the move was learned</param>
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/// <param name="Argument">Conditions in which the move was learned</param>
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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 readonly record struct MoveLearnInfo(LearnMethod Method, LearnEnvironment Environment, byte Argument = 0)
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{
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public void Summarize(StringBuilder sb)
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{
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var localized = GetLocalizedMethod();
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Summarize(sb, localized);
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}
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2023-10-15 02:25:39 +00:00
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private void Summarize(StringBuilder sb, ReadOnlySpan<char> localizedMethod)
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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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{
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if (Environment.IsSpecified())
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sb.Append(Environment).Append('-');
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sb.Append(localizedMethod);
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if (Method is LevelUp)
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sb.Append(" @ lv").Append(Argument);
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}
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private string GetLocalizedMethod() => Method switch
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{
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Empty => LMoveSourceEmpty,
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Relearn => LMoveSourceRelearn,
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Initial => LMoveSourceDefault,
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LevelUp => LMoveSourceLevelUp,
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TMHM => LMoveSourceTMHM,
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Tutor => LMoveSourceTutor,
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Sketch => LMoveSourceShared,
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EggMove => LMoveRelearnEgg,
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InheritLevelUp => LMoveEggInherited,
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Special => LMoveSourceSpecial,
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SpecialEgg => LMoveSourceSpecial,
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ShedinjaEvo => LMoveSourceSpecial,
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Shared => LMoveSourceShared,
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// Invalid
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None => LMoveSourceInvalid,
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Unobtainable or UnobtainableExpect => LMoveSourceInvalid,
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Duplicate => LMoveSourceDuplicate,
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EmptyInvalid => LMoveSourceEmpty,
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_ => throw new ArgumentOutOfRangeException(nameof(Method), Method, null),
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};
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}
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