PKHeX/PKHeX.Core/PersonalInfo/Info/PersonalInfo8BDSP.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 static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// <see cref="PersonalInfo"/> class with values from the <see cref="GameVersion.BDSP"/> games.
/// </summary>
public sealed class PersonalInfo8BDSP : PersonalInfo, IPersonalAbility12H, IPersonalInfoTM, IPersonalInfoTutorType, IPermitRecord
{
public const int SIZE = 0x44;
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
private readonly byte[] Data;
public PersonalInfo8BDSP(byte[] data) => Data = data;
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
public override byte[] Write() => Data;
public bool IsRecordPermitted(int index) => false;
public ReadOnlySpan<ushort> RecordPermitIndexes => PersonalInfo8SWSH.RecordedMoves;
public int RecordCountTotal => 112;
public int RecordCountUsed => PersonalInfo8SWSH.RecordedMoves.Length;
public override int HP { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public override int ATK { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public override int DEF { get => Data[0x02]; set => Data[0x02] = (byte)value; }
public override int SPE { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public override int SPA { get => Data[0x04]; set => Data[0x04] = (byte)value; }
public override int SPD { get => Data[0x05]; set => Data[0x05] = (byte)value; }
public override byte Type1 { get => Data[0x06]; set => Data[0x06] = value; }
public override byte Type2 { get => Data[0x07]; set => Data[0x07] = value; }
public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; }
public override int EvoStage { get => Data[0x09]; set => Data[0x09] = (byte)value; }
private int EVYield { get => ReadUInt16LittleEndian(Data.AsSpan(0x0A)); set => WriteUInt16LittleEndian(Data.AsSpan(0x0A), (ushort)value); }
public override int EV_HP { get => (EVYield >> 0) & 0x3; set => EVYield = (EVYield & ~(0x3 << 0)) | ((value & 0x3) << 0); }
public override int EV_ATK { get => (EVYield >> 2) & 0x3; set => EVYield = (EVYield & ~(0x3 << 2)) | ((value & 0x3) << 2); }
public override int EV_DEF { get => (EVYield >> 4) & 0x3; set => EVYield = (EVYield & ~(0x3 << 4)) | ((value & 0x3) << 4); }
public override int EV_SPE { get => (EVYield >> 6) & 0x3; set => EVYield = (EVYield & ~(0x3 << 6)) | ((value & 0x3) << 6); }
public override int EV_SPA { get => (EVYield >> 8) & 0x3; set => EVYield = (EVYield & ~(0x3 << 8)) | ((value & 0x3) << 8); }
public override int EV_SPD { get => (EVYield >> 10) & 0x3; set => EVYield = (EVYield & ~(0x3 << 10)) | ((value & 0x3) << 10); }
public int Item1 { get => ReadInt16LittleEndian(Data.AsSpan(0x0C)); set => WriteInt16LittleEndian(Data.AsSpan(0x0C), (short)value); }
public int Item2 { get => ReadInt16LittleEndian(Data.AsSpan(0x0E)); set => WriteInt16LittleEndian(Data.AsSpan(0x0E), (short)value); }
public int Item3 { get => ReadInt16LittleEndian(Data.AsSpan(0x10)); set => WriteInt16LittleEndian(Data.AsSpan(0x10), (short)value); }
public override byte Gender { get => Data[0x12]; set => Data[0x12] = value; }
public override int HatchCycles { get => Data[0x13]; set => Data[0x13] = (byte)value; }
public override int BaseFriendship { get => Data[0x14]; set => Data[0x14] = (byte)value; }
public override byte EXPGrowth { get => Data[0x15]; set => Data[0x15] = value; }
public override int EggGroup1 { get => Data[0x16]; set => Data[0x16] = (byte)value; }
public override int EggGroup2 { get => Data[0x17]; set => Data[0x17] = (byte)value; }
public int Ability1 { get => ReadUInt16LittleEndian(Data.AsSpan(0x18)); set => WriteUInt16LittleEndian(Data.AsSpan(0x18), (ushort)value); }
public int Ability2 { get => ReadUInt16LittleEndian(Data.AsSpan(0x1A)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1A), (ushort)value); }
public int AbilityH { get => ReadUInt16LittleEndian(Data.AsSpan(0x1C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1C), (ushort)value); }
public override int EscapeRate { get => 0; set { } } // moved?
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
public override int FormStatsIndex { get => ReadUInt16LittleEndian(Data.AsSpan(0x1E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1E), (ushort)value); }
public override byte FormCount { get => Data[0x20]; set => Data[0x20] = value; }
public override int Color { get => Data[0x21] & 0x3F; set => Data[0x21] = (byte)((Data[0x21] & 0xC0) | (value & 0x3F)); }
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
public bool IsPresentInGame { get => ((Data[0x21] >> 6) & 1) == 1; set => Data[0x21] = (byte)((Data[0x21] & ~0x40) | (value ? 0x40 : 0)); }
public override int BaseEXP { get => ReadUInt16LittleEndian(Data.AsSpan(0x22)); set => WriteUInt16LittleEndian(Data.AsSpan(0x22), (ushort)value); }
public override int Height { get => ReadUInt16LittleEndian(Data.AsSpan(0x24)); set => WriteUInt16LittleEndian(Data.AsSpan(0x24), (ushort)value); }
public override int Weight { get => ReadUInt16LittleEndian(Data.AsSpan(0x26)); set => WriteUInt16LittleEndian(Data.AsSpan(0x26), (ushort)value); }
//public uint TM1 { get => ReadUInt32LittleEndian(Data.AsSpan(0x28)); set => WriteUInt16LittleEndian(Data.AsSpan(0x28)); }
//public uint TM2 { get => ReadUInt32LittleEndian(Data.AsSpan(0x2C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x2C)); }
//public uint TM3 { get => ReadUInt32LittleEndian(Data.AsSpan(0x30)); set => WriteUInt16LittleEndian(Data.AsSpan(0x30)); }
//public uint TM4 { get => ReadUInt32LittleEndian(Data.AsSpan(0x34)); set => WriteUInt16LittleEndian(Data.AsSpan(0x34)); }
//public uint Tutor { get => ReadUInt32LittleEndian(Data.AsSpan(0x38)); set => WriteUInt16LittleEndian(Data.AsSpan(0x38)); }
public ushort Species { get => ReadUInt16LittleEndian(Data.AsSpan(0x3C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x3C), value); }
public ushort HatchSpecies { get => ReadUInt16LittleEndian(Data.AsSpan(0x3E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x3E), value); }
public byte HatchFormIndex { get => (byte)ReadUInt16LittleEndian(Data.AsSpan(0x40)); set => WriteUInt16LittleEndian(Data.AsSpan(0x40), value); }
public ushort PokeDexIndex { get => ReadUInt16LittleEndian(Data.AsSpan(0x42)); set => WriteUInt16LittleEndian(Data.AsSpan(0x42), value); }
public override int AbilityCount => 3;
public override int GetIndexOfAbility(int abilityID) => abilityID == Ability1 ? 0 : abilityID == Ability2 ? 1 : abilityID == AbilityH ? 2 : -1;
public override int GetAbilityAtIndex(int abilityIndex) => abilityIndex switch
{
0 => Ability1,
1 => Ability2,
2 => AbilityH,
_ => throw new ArgumentOutOfRangeException(nameof(abilityIndex), abilityIndex, null),
};
/// <summary>
/// Checks if the entry shows up in any of the built-in Pokédex.
/// </summary>
public bool IsInDex => PokeDexIndex != 0;
private const int TMHM = 0x28;
private const int CountTM = 100;
private const int ByteCountTM = 112 / 8;
private const int TypeTutors = 0x38;
private const int TypeTutorsCount = 4;
public bool GetIsLearnTM(int index)
{
if ((uint)index >= CountTM)
return false;
return (Data[0x28 + (index >> 3)] & (1 << (index & 7))) != 0;
}
public void SetIsLearnTM(int index, bool value)
{
if ((uint)index >= CountTM)
throw new ArgumentOutOfRangeException(nameof(index), index, null);
if (value)
Data[TMHM + (index >> 3)] |= (byte)(1 << (index & 7));
else
Data[TMHM + (index >> 3)] &= (byte)~(1 << (index & 7));
}
public bool GetIsLearnTutorType(int index)
{
if ((uint)index >= TypeTutorsCount)
return false;
return (Data[TypeTutors + (index >> 3)] & (1 << (index & 7))) != 0;
}
public void SetIsLearnTutorType(int index, bool value)
{
if ((uint)index >= TypeTutorsCount)
throw new ArgumentOutOfRangeException(nameof(index), index, null);
if (value)
Data[TypeTutors + (index >> 3)] |= (byte)(1 << (index & 7));
else
Data[TypeTutors + (index >> 3)] &= (byte)~(1 << (index & 7));
}
public void SetAllLearnTM(Span<bool> result, ReadOnlySpan<ushort> moves)
{
var span = Data.AsSpan(TMHM, ByteCountTM);
for (int index = CountTM - 1; index >= 0; index--)
{
if ((span[index >> 3] & (1 << (index & 7))) != 0)
result[moves[index]] = true;
}
}
public void SetAllLearnTutorType(Span<bool> result, ReadOnlySpan<ushort> moves)
{
var tutor = Data[TypeTutors];
for (int index = TypeTutorsCount - 1; index >= 0; index--)
{
if ((tutor & (1 << (index & 7))) != 0)
result[moves[index]] = true;
}
}
}