PKHeX/PKHeX.Core/Moves/MoveInfo6.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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namespace PKHeX.Core;
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/// <summary>
/// Details about moves in <see cref="EntityContext.Gen6"/>
/// </summary>
internal static class MoveInfo6
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{
public static readonly byte[] MovePP =
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{
00,
35, 25, 10, 15, 20, 20, 15, 15, 15, 35, 30, 05, 10, 20, 30, 35, 35, 20, 15, 20, 20, 25, 20, 30, 05, 10, 15, 15, 15, 25, 20, 05, 35, 15, 20, 20, 10, 15, 30, 35, 20, 20, 30, 25, 40, 20, 15, 20, 20, 20,
30, 25, 15, 30, 25, 05, 15, 10, 05, 20, 20, 20, 05, 35, 20, 25, 20, 20, 20, 15, 25, 15, 10, 20, 25, 10, 35, 30, 15, 10, 40, 10, 15, 30, 15, 20, 10, 15, 10, 05, 10, 10, 25, 10, 20, 40, 30, 30, 20, 20,
15, 10, 40, 15, 10, 30, 10, 20, 10, 40, 40, 20, 30, 30, 20, 30, 10, 10, 20, 05, 10, 30, 20, 20, 20, 05, 15, 15, 20, 10, 15, 35, 20, 15, 10, 10, 30, 15, 40, 20, 15, 10, 05, 10, 30, 10, 15, 20, 15, 40,
20, 10, 05, 15, 10, 10, 10, 15, 30, 30, 10, 10, 20, 10, 01, 01, 10, 25, 10, 05, 15, 25, 15, 10, 15, 30, 05, 40, 15, 10, 25, 10, 30, 10, 20, 10, 10, 10, 10, 10, 20, 05, 40, 05, 05, 15, 05, 10, 05, 10,
10, 10, 10, 20, 20, 40, 15, 10, 20, 20, 25, 05, 15, 10, 05, 20, 15, 20, 25, 20, 05, 30, 05, 10, 20, 40, 05, 20, 40, 20, 15, 35, 10, 05, 05, 05, 15, 05, 20, 05, 05, 15, 20, 10, 05, 05, 15, 10, 15, 15,
10, 10, 10, 20, 10, 10, 10, 10, 15, 15, 15, 10, 20, 20, 10, 20, 20, 20, 20, 20, 10, 10, 10, 20, 20, 05, 15, 10, 10, 15, 10, 20, 05, 05, 10, 10, 20, 05, 10, 20, 10, 20, 20, 20, 05, 05, 15, 20, 10, 15,
20, 15, 10, 10, 15, 10, 05, 05, 10, 15, 10, 05, 20, 25, 05, 40, 15, 05, 40, 15, 20, 20, 05, 15, 20, 20, 15, 15, 05, 10, 30, 20, 30, 15, 05, 40, 15, 05, 20, 05, 15, 25, 25, 15, 20, 15, 20, 15, 20, 10,
20, 20, 05, 05, 10, 05, 40, 10, 10, 05, 10, 10, 15, 10, 20, 15, 30, 10, 20, 05, 10, 10, 15, 10, 10, 05, 15, 05, 10, 10, 30, 20, 20, 10, 10, 05, 05, 10, 05, 20, 10, 20, 10, 15, 10, 20, 20, 20, 15, 15,
10, 15, 15, 15, 10, 10, 10, 20, 10, 30, 05, 10, 15, 10, 10, 05, 20, 30, 10, 30, 15, 15, 15, 15, 30, 10, 20, 15, 10, 10, 20, 15, 05, 05, 15, 15, 05, 10, 05, 20, 05, 15, 20, 05, 20, 20, 20, 20, 10, 20,
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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10, 15, 20, 15, 10, 10, 05, 10, 05, 05, 10, 05, 05, 10, 05, 05, 05, 15, 10, 10, 10, 10, 10, 10, 15, 20, 15, 10, 15, 10, 15, 10, 20, 10, 10, 10, 20, 20, 20, 20, 20, 15, 15, 15, 15, 15, 15, 20, 15, 10,
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15, 15, 15, 15, 10, 10, 10, 10, 10, 15, 15, 15, 15, 05, 05, 15, 05, 10, 10, 10, 20, 20, 20, 10, 10, 30, 15, 15, 10, 15, 25, 10, 15, 10, 10, 10, 20, 10, 10, 10, 10, 10, 15, 15, 05, 05, 10, 10, 10, 05,
05, 10, 05, 05, 15, 10, 05, 05, 05, 10, 10, 10, 10, 20, 25, 10, 20, 30, 25, 20, 20, 15, 20, 15, 20, 20, 10, 10, 10, 10, 10, 20, 10, 30, 15, 10, 10, 10, 20, 20, 05, 05, 05, 20, 10, 10, 20, 15, 20, 20,
10, 20, 30, 10, 10, 40, 40, 30, 20, 40, 20, 20, 10, 10, 10, 10, 05, 10, 10, 05, 05,
};
}