2022-06-18 18:04:24 +00:00
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using System;
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2021-05-16 04:41:04 +00:00
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using System.Collections.Generic;
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2020-11-02 21:11:51 +00:00
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using System.Linq;
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2021-06-03 19:04:19 +00:00
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using static PKHeX.Core.Move;
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using static PKHeX.Core.Species;
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2020-11-02 21:11:51 +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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/// Restriction logic for evolutions that are a little more complex than <see cref="EvolutionMethod"/> can simply check.
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/// </summary>
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/// <remarks>
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/// Currently only checks "is able to know a move required to level up".
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/// </remarks>
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internal static class EvolutionRestrictions
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{
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/// <summary>
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/// List of species that evolve from a previous species having a move while leveling up
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/// </summary>
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2022-06-18 18:04:24 +00:00
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private static readonly Dictionary<int, MoveEvolution> SpeciesEvolutionWithMove = new()
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{
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{(int)Eevee, new(00, 0)}, // FairyMoves
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{(int)MimeJr, new(01, (int)Mimic)},
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{(int)Bonsly, new(02, (int)Mimic)},
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{(int)Aipom, new(03, (int)Mimic)},
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{(int)Lickitung, new(04, (int)Rollout)},
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{(int)Tangela, new(05, (int)AncientPower)},
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{(int)Yanma, new(06, (int)AncientPower)},
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{(int)Piloswine, new(07, (int)AncientPower)},
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{(int)Steenee, new(08, (int)Stomp)},
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{(int)Clobbopus, new(09, (int)Taunt)},
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{(int)Stantler, new(10, (int)PsyshieldBash)},
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{(int)Qwilfish, new(11, (int)BarbBarrage)},
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};
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private readonly record struct MoveEvolution(int ReferenceIndex, int Move);
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private static readonly int[] FairyMoves =
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{
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(int)SweetKiss,
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(int)Charm,
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(int)Moonlight,
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(int)DisarmingVoice,
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(int)DrainingKiss,
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(int)CraftyShield,
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(int)FlowerShield,
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(int)MistyTerrain,
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(int)PlayRough,
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(int)FairyWind,
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(int)Moonblast,
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(int)FairyLock,
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(int)AromaticMist,
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(int)Geomancy,
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(int)DazzlingGleam,
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(int)BabyDollEyes,
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(int)LightofRuin,
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(int)TwinkleTackleP,
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(int)TwinkleTackleS,
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(int)FloralHealing,
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(int)GuardianofAlola,
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(int)FleurCannon,
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(int)NaturesMadness,
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(int)LetsSnuggleForever,
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(int)SparklySwirl,
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(int)MaxStarfall,
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(int)Decorate,
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(int)SpiritBreak,
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(int)StrangeSteam,
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(int)MistyExplosion,
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(int)SpringtideStorm,
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};
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/// <summary>
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/// Minimum current level for a given species to have learned the evolve-move and be successfully evolved.
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/// </summary>
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/// <remarks>Having a value of 0 means the move can't be learned.</remarks>
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private static readonly byte[][] MinLevelEvolutionWithMove =
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{
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new byte[] { 00, 00, 00, 00, 00, 29, 09, 02, 02 }, // Sylveon (Eevee with Fairy Move)
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new byte[] { 00, 00, 00, 00, 18, 15, 15, 02, 32 }, // Mr. Mime (Mime Jr with Mimic)
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new byte[] { 00, 00, 00, 00, 17, 17, 15, 02, 16 }, // Sudowoodo (Bonsly with Mimic)
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new byte[] { 00, 00, 00, 00, 32, 32, 32, 02, 32 }, // Ambipom (Aipom with Double Hit)
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new byte[] { 00, 00, 02, 00, 02, 33, 33, 02, 06 }, // Lickilicky (Lickitung with Rollout)
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new byte[] { 00, 00, 00, 00, 02, 36, 38, 02, 24 }, // Tangrowth (Tangela with Ancient Power)
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new byte[] { 00, 00, 00, 00, 02, 33, 33, 02, 33 }, // Yanmega (Yanma with Ancient Power)
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new byte[] { 00, 00, 00, 00, 02, 02, 02, 02, 02 }, // Mamoswine (Piloswine with Ancient Power)
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new byte[] { 00, 00, 00, 00, 00, 00, 00, 02, 28 }, // Tsareena (Steenee with Stomp)
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new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 35 }, // Grapploct (Clobbopus with Taunt)
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new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 00 }, // Wyrdeer (Stantler with AGILE Psyshield Bash)
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new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 00 }, // Overqwil (Qwilfish with STRONG Barb Barrage)
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};
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private static readonly byte[] MinLevelEvolutionWithMove_8LA =
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{
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00, // Sylveon (Eevee with Fairy Move)
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25, // Mr. Mime (Mime Jr with Mimic)
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29, // Sudowoodo (Bonsly with Mimic)
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25, // Ambipom (Aipom with Double Hit)
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34, // Lickilicky (Lickitung with Rollout)
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34, // Tangrowth (Tangela with Ancient Power)
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34, // Yanmega (Yanma with Ancient Power)
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34, // Mamoswine (Piloswine with Ancient Power)
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99, // Tsareena (Steenee with Stomp)
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99, // Grapploct (Clobbopus with Taunt)
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31, // Wyrdeer (Stantler with AGILE Psyshield Bash)
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25, // Overqwil (Qwilfish with STRONG Barb Barrage)
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};
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private static readonly bool[][] CanEggHatchWithEvolveMove =
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{
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new [] { false, false, true, true, true, true, true, true, true }, // Sylveon (Eevee with Fairy Move)
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new [] { false, false, false, false, true, true, true, true, true }, // Mr. Mime (Mime Jr with Mimic)
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new [] { false, false, false, false, true, true, true, true, true }, // Sudowoodo (Bonsly with Mimic)
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new [] { false, false, false, false, true, true, true, true, true }, // Ambipom (Aipom with Double Hit)
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new [] { false, false, true, false, true, true, true, true, true }, // Lickilicky (Lickitung with Rollout)
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new [] { false, false, false, false, true, true, true, true, true }, // Tangrowth (Tangela with Ancient Power)
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new [] { false, false, false, false, true, true, true, true, true }, // Yanmega (Yanma with Ancient Power)
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new [] { false, false, true, true, true, true, true, true, true }, // Mamoswine (Piloswine with Ancient Power)
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new [] { false, false, false, false, false, false, false, false, false }, // Tsareena (Steenee with Stomp)
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new [] { false, false, false, false, false, false, false, false, true }, // Grapploct (Clobbopus with Taunt)
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new [] { false, false, false, false, false, false, false, false, false }, // Wyrdeer (Stantler with AGILE Psyshield Bash)
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new [] { false, false, false, false, false, false, false, false, false }, // Overqwil (Qwilfish with STRONG Barb Barrage)
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};
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2021-05-16 18:12:16 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Checks if the <see cref="pk"/> is correctly evolved, assuming it had a known move requirement evolution in its evolution chain.
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/// </summary>
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/// <returns>True if unnecessary to check or the evolution was valid.</returns>
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public static bool IsValidEvolutionWithMove(PKM pk, LegalInfo info)
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{
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// Known-move evolutions were introduced in Gen4.
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if (pk.Format < 4) // doesn't exist yet!
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return true;
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// OK if un-evolved from original encounter
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int species = pk.Species;
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if (info.EncounterMatch.Species == species)
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return true;
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// Exclude evolution paths that did not require a move w/level-up evolution
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var enc = info.EncounterOriginal;
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if (!SpeciesEvolutionWithMove.TryGetValue(enc.Species, out var entry))
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return true;
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var move = entry.Move;
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if (move == 0)
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{
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// Other evolutions are fine.
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if (pk.Species != (int)Sylveon)
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return true;
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}
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// Check if the move was already known when it was originally encountered.
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var gen = info.Generation;
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var index = entry.ReferenceIndex;
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if (enc is EncounterEgg)
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{
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if (CanEggHatchWithEvolveMove[index][gen])
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{
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var result = move == 0 ? IsMoveInherited(pk, info, FairyMoves) : IsMoveInherited(pk, info, move);
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2021-05-16 04:41:04 +00:00
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if (result)
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return true;
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}
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}
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else if (enc is IMoveset s)
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2021-05-16 04:41:04 +00:00
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{
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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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var moves = s.Moves;
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var result = move == 0 ? moves.Any(FairyMoves.Contains) : moves.Contains(move);
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if (result)
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return true;
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2020-11-02 21:11:51 +00:00
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}
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2022-06-18 18:04:24 +00:00
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// Current level must be at least the minimum post-evolution level.
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var lvl = GetMinLevelKnowRequiredMove(pk, gen, index, info.EvoChainsAllGens);
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return pk.CurrentLevel >= lvl;
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}
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private static int GetMinLevelKnowRequiredMove(PKM pk, int gen, int index, EvolutionHistory evos)
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{
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var lvl = GetLevelLearnMove(pk, gen, index);
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2020-11-02 21:11:51 +00:00
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2022-06-18 18:04:24 +00:00
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// If has original met location the minimum evolution level is one level after met level
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// Gen 3 pokemon in gen 4 games: minimum level is one level after transfer to generation 4
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// VC pokemon: minimum level is one level after transfer to generation 7
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// Sylveon: always one level after met level, for gen 4 and 5 eevees in gen 6 games minimum for evolution is one level after transfer to generation 5
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if (pk.HasOriginalMetLocation || (pk.Format == 4 && gen == 3) || pk.VC || pk.Species == (int)Sylveon)
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lvl = Math.Max(pk.Met_Level + 1, lvl);
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2022-06-27 05:32:51 +00:00
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if (pk.HasVisitedLA(evos.Gen8a)) // No Level Up required, and different levels than mainline SW/SH.
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{
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var la = MinLevelEvolutionWithMove_8LA[index];
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if (la <= lvl)
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return la;
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}
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return lvl;
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}
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private static int GetLevelLearnMove(PKM pk, int gen, int index)
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{
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// Get the minimum level in any generation when the pokemon could learn the evolve move
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var levels = MinLevelEvolutionWithMove[index];
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var lvl = 101;
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var end = pk.Format;
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for (int g = gen; g <= end; g++)
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{
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var l = levels[g];
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if (l == 0)
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continue;
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if (l == 2)
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return 2; // true minimum
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if (l < lvl)
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lvl = l; // best minimum
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}
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return lvl;
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}
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2020-11-02 21:11:51 +00:00
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2022-06-18 18:04:24 +00:00
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private static bool IsMoveInherited(PKM pk, LegalInfo info, int move)
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{
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// In 3DS games, the inherited move must be in the relearn moves.
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2022-06-26 06:08:28 +00:00
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if (info.Generation >= 6 && !pk.IsOriginalMovesetDeleted())
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return pk.HasRelearnMove(move);
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2020-11-02 21:11:51 +00:00
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2022-06-18 18:04:24 +00:00
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// In Pre-3DS games, the move is inherited if it has the move and it can be hatched with the move.
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if (pk.HasMove(move))
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return true;
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2020-11-02 21:11:51 +00:00
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2022-06-18 18:04:24 +00:00
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return DidLearnAndForget(info);
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}
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2020-11-02 21:11:51 +00:00
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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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private static bool IsMoveInherited(PKM pk, LegalInfo info, ReadOnlySpan<int> moves)
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2022-06-18 18:04:24 +00:00
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{
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// In 3DS games, the inherited move must be in the relearn moves.
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if (info.Generation >= 6)
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2022-06-26 06:08:28 +00:00
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{
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Span<int> relearn = stackalloc int[4];
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pk.GetRelearnMoves(relearn);
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return relearn.IndexOfAny(moves) != -1;
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}
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2020-11-02 21:11:51 +00:00
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2022-06-18 18:04:24 +00:00
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// In Pre-3DS games, the move is inherited if it has the move and it can be hatched with the move.
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2022-06-26 06:08:28 +00:00
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Span<int> pkMoves = stackalloc int[4];
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pk.GetMoves(pkMoves);
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var index = pkMoves.IndexOfAny(moves);
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if (index != -1)
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return true;
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2021-05-16 04:41:04 +00:00
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2022-06-18 18:04:24 +00:00
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return DidLearnAndForget(info);
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}
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private static bool DidLearnAndForget(LegalInfo info)
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{
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// If the pokemon does not currently have the move, it could have been an egg move that was forgotten.
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// This requires the pokemon to not have 4 other moves identified as egg moves or inherited level up moves.
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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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// If any move is not an egg source, then a slot could have been forgotten.
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foreach (var move in info.Moves)
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{
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if (!move.Info.Method.IsEggSource())
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return false;
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}
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return true;
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2020-11-02 21:11:51 +00:00
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}
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}
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