PKHeX/PKHeX.Core/Legality/Encounters/Verifiers/VerifyRelearnMoves.cs

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Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
using System;
using System.Collections.Generic;
using static PKHeX.Core.LegalityCheckStrings;
using static PKHeX.Core.ParseSettings;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
namespace PKHeX.Core
{
/// <summary>
/// Logic to verify the current <see cref="PKM.RelearnMoves"/>.
/// </summary>
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
public static class VerifyRelearnMoves
{
internal static readonly CheckResult DummyValid = new(CheckIdentifier.RelearnMove);
private static readonly CheckResult DummyNone = new(Severity.Invalid, LMoveRelearnNone, CheckIdentifier.RelearnMove);
public static CheckResult[] VerifyRelearn(PKM pkm, IEncounterTemplate enc, CheckResult[] result)
{
if (ShouldNotHaveRelearnMoves(enc, pkm))
return VerifyRelearnNone(pkm, result);
return enc switch
{
IRelearn s when s.Relearn.Count != 0 => VerifyRelearnSpecifiedMoveset(pkm, s.Relearn, result),
EncounterEgg e => VerifyEggMoveset(e, result, pkm.RelearnMoves),
EncounterSlot6AO z when pkm.RelearnMove1 != 0 && z.CanDexNav => VerifyRelearnDexNav(pkm, result),
_ => VerifyRelearnNone(pkm, result)
};
}
public static bool ShouldNotHaveRelearnMoves(IGeneration enc, PKM pkm) => enc.Generation < 6 || pkm is IBattleVersion {BattleVersion: not 0};
private static CheckResult[] VerifyRelearnSpecifiedMoveset(PKM pkm, IReadOnlyList<int> required, CheckResult[] result)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
result[3] = CheckResult(pkm.RelearnMove4, required[3]);
result[2] = CheckResult(pkm.RelearnMove3, required[2]);
result[1] = CheckResult(pkm.RelearnMove2, required[1]);
result[0] = CheckResult(pkm.RelearnMove1, required[0]);
return result;
static CheckResult CheckResult(int move, int require)
{
if (move == require)
return DummyValid;
return new CheckResult(Severity.Invalid, string.Format(LMoveFExpect_0, MoveStrings[require]), CheckIdentifier.RelearnMove);
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
private static CheckResult[] VerifyRelearnDexNav(PKM pkm, CheckResult[] result)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
// DexNav Pokémon can have 1 random egg move as a relearn move.
var baseSpec = EvoBase.GetBaseSpecies(pkm);
var firstRelearn = pkm.RelearnMove1;
var eggMoves = MoveEgg.GetEggMoves(6, baseSpec.Species, baseSpec.Form, GameVersion.OR);
result[0] = Array.IndexOf(eggMoves, firstRelearn) == -1 // not found
? new CheckResult(Severity.Invalid, LMoveRelearnDexNav, CheckIdentifier.RelearnMove)
: DummyValid;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
// All other relearn moves must be empty.
result[3] = pkm.RelearnMove4 == 0 ? DummyValid : DummyNone;
result[2] = pkm.RelearnMove3 == 0 ? DummyValid : DummyNone;
result[1] = pkm.RelearnMove2 == 0 ? DummyValid : DummyNone;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
return result;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
private static CheckResult[] VerifyRelearnNone(PKM pkm, CheckResult[] result)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
// No relearn moves should be present.
result[3] = pkm.RelearnMove4 == 0 ? DummyValid : DummyNone;
result[2] = pkm.RelearnMove3 == 0 ? DummyValid : DummyNone;
result[1] = pkm.RelearnMove2 == 0 ? DummyValid : DummyNone;
result[0] = pkm.RelearnMove1 == 0 ? DummyValid : DummyNone;
return result;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
internal static CheckResult[] VerifyEggMoveset(EncounterEgg e, CheckResult[] result, int[] moves, CheckIdentifier type = CheckIdentifier.RelearnMove)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
int gen = e.Generation;
var origins = MoveBreed.Process(gen, e.Species, e.Form, e.Version, moves, out var valid);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
if (valid)
{
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
for (int i = 0; i < result.Length; i++)
{
var msg = EggSourceUtil.GetSource(origins, gen, i);
result[i] = new CheckMoveResult(MoveSource.EggMove, gen, Severity.Valid, msg, type);
}
}
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
else
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
var expected = MoveBreed.GetExpectedMoves(moves, e);
origins = MoveBreed.Process(gen, e.Species, e.Form, e.Version, expected, out _);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
for (int i = 0; i < moves.Length; i++)
{
var msg = EggSourceUtil.GetSource(origins, gen, i);
var expect = expected[i];
CheckMoveResult line;
if (moves[i] == expect)
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
{
line = new CheckMoveResult(MoveSource.EggMove, gen, Severity.Valid, msg, type);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
}
else
{
msg = string.Format(LMoveRelearnFExpect_0, MoveStrings[expect], msg);
line = new CheckMoveResult(MoveSource.EggMove, gen, Severity.Invalid, msg, type);
}
result[i] = line;
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
var dupe = IsAnyMoveDuplicate(moves);
if (dupe != NO_DUPE)
result[dupe] = new CheckMoveResult(MoveSource.EggMove, gen, Severity.Invalid, LMoveSourceDuplicate, type);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
return result;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
private const int NO_DUPE = -1;
private static int IsAnyMoveDuplicate(int[] move)
{
int m1 = move[0];
int m2 = move[1];
if (m1 != 0 && m1 == m2)
return 1;
int m3 = move[2];
if (m3 != 0 && (m1 == m3 || m2 == m3))
return 2;
int m4 = move[3];
if (m4 != 0 && (m1 == m4 || m2 == m4 || m3 == m4))
return 3;
return NO_DUPE;
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
}