PKHeX/PKHeX.WinForms/Subforms/KChart.cs

99 lines
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C#
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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.ComponentModel;
using System.Windows.Forms;
using PKHeX.Core;
using PKHeX.Drawing;
using PKHeX.Drawing.Misc;
using PKHeX.Drawing.PokeSprite;
namespace PKHeX.WinForms;
public partial class KChart : Form
{
private readonly SaveFile SAV;
private readonly string[] abilities;
public KChart(SaveFile sav)
{
InitializeComponent();
Icon = Properties.Resources.Icon;
WinFormsUtil.TranslateInterface(this, Main.CurrentLanguage);
SAV = sav;
var pt = SAV.Personal;
var strings = GameInfo.Strings;
var species = strings.specieslist;
abilities = strings.abilitylist;
DGV.Rows.Clear();
for (ushort s = 1; s <= pt.MaxSpeciesID; s++)
{
var fc = pt[s, 0].FormCount;
var formNames = fc <= 1
? Array.Empty<string>()
: FormConverter.GetFormList(s, strings.Types, strings.forms, Main.GenderSymbols, SAV.Context);
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for (byte f = 0; f < fc; f++)
{
var name = f == 0 ? species[s] : $"{species[s]}-{(f < formNames.Length ? formNames[f] : f.ToString())}";
PopEntry(s, f, name);
}
}
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DGV.DoubleBuffered(true);
DGV.Sort(DGV.Columns[0], ListSortDirection.Ascending);
}
private void PopEntry(ushort species, byte form, string name)
{
var p = SAV.Personal.GetFormEntry(species, form);
if (p.HP == 0)
return;
var row = new DataGridViewRow();
row.CreateCells(DGV);
var cells = row.Cells;
int c = 0;
2022-08-10 06:33:41 +00:00
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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var bst = p.GetBaseStatTotal();
cells[c++].Value = species.ToString("000") + (form > 0 ? $"-{form:00}" : "");
cells[c++].Value = SpriteUtil.GetSprite(species, form, 0, 0, 0, false, Shiny.Never, SAV.Generation);
cells[c++].Value = name;
cells[c++].Value = GetIsNative(p, species);
cells[c].Style.BackColor = ColorUtil.ColorBaseStatTotal(bst);
cells[c++].Value = bst.ToString("000");
cells[c++].Value = p.CatchRate.ToString("000");
cells[c++].Value = TypeSpriteUtil.GetTypeSprite(p.Type1, SAV.Generation);
cells[c++].Value = p.Type1 == p.Type2 ? SpriteUtil.Spriter.Transparent : TypeSpriteUtil.GetTypeSprite(p.Type2, SAV.Generation);
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.HP);
cells[c++].Value = p.HP.ToString("000");
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.ATK);
cells[c++].Value = p.ATK.ToString("000");
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.DEF);
cells[c++].Value = p.DEF.ToString("000");
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.SPA);
cells[c++].Value = p.SPA.ToString("000");
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.SPD);
cells[c++].Value = p.SPD.ToString("000");
cells[c].Style.BackColor = ColorUtil.ColorBaseStat(p.SPE);
cells[c++].Value = p.SPE.ToString("000");
var abils = p.AbilityCount;
cells[c++].Value = abilities[abils > 0 ? p.GetAbilityAtIndex(0) : 0];
cells[c++].Value = abilities[abils > 1 ? p.GetAbilityAtIndex(1) : 0];
cells[c].Value = abilities[abils > 2 ? p.GetAbilityAtIndex(2) : 0];
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row.Height = SpriteUtil.Spriter.Height + 1;
DGV.Rows.Add(row);
}
private static bool GetIsNative(IPersonalInfo personalInfo, ushort s) => personalInfo switch
{
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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PersonalInfo7 => s > 721 || Legal.PastGenAlolanNatives.Contains(s),
PersonalInfo8SWSH ss => ss.IsInDex,
PersonalInfo8BDSP bs => bs.IsInDex,
PersonalInfo8LA bs => bs.IsPresentInGame,
_ => true,
};
}