PKHeX/PKHeX.Core/Editing/ISpriteBuilder.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>
/// Interface describing how to obtain a <see cref="T"/> from the implementer.
/// </summary>
/// <typeparam name="T">Type of sprite that can be generated.</typeparam>
public interface ISpriteBuilder<T>
{
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/// <summary>
/// Gets a sprite using the requested parameters.
/// </summary>
T GetSprite(ushort species, byte form, int gender, uint formarg, int heldItem, bool isEgg, Shiny shiny,
EntityContext context = EntityContext.None);
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/// <summary>
/// Revises the sprite using the requested parameters.
/// </summary>
T GetSprite(T baseSprite, ushort species, int heldItem, bool isEgg, Shiny shiny,
EntityContext context = EntityContext.None);
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/// <summary>
/// Initializes the implementation with the context details from the <see cref="sav"/>.
/// </summary>
/// <param name="sav">Save File context the sprites will be generated for</param>
void Initialize(SaveFile sav);
}