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