PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic1.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;
/// <summary>
/// Generation 1 Static Encounter
/// </summary>
/// <inheritdoc cref="EncounterStatic"/>
public record EncounterStatic1 : EncounterStatic
{
public override int Generation => 1;
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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public override EntityContext Context => EntityContext.Gen1;
public sealed override byte Level { get; init; }
private const int LightBallPikachuCatchRate = 0xA3; // 163
public EncounterStatic1(byte species, byte level, GameVersion game) : base(game)
{
Species = species;
Level = level;
}
protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(tr, criteria, pk);
var pk1 = (PK1) pk;
if (Species == (int) Core.Species.Pikachu && Version == GameVersion.YW && Level == 5 && !Moves.HasMoves)
{
pk1.Catch_Rate = LightBallPikachuCatchRate; // Light Ball
return;
}
// Encounters can have different Catch Rates (RBG vs Y)
var table = Version == GameVersion.YW ? PersonalTable.Y : PersonalTable.RB;
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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pk1.Catch_Rate = (byte)table[Species].CatchRate;
}
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protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
{
// Met Level is not stored in the PK1 format.
// Check if it is at or above the encounter level.
return Level <= evo.LevelMax;
}
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protected override bool IsMatchLocation(PKM pk)
{
// Met Location is not stored in the PK1 format.
return true;
}
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
{
if (!base.IsMatchExact(pk, evo))
return false;
// Encounters with this version have to originate from the Japanese Blue game.
if (!pk.Japanese && Version == GameVersion.BU)
return false;
return true;
}
protected override bool IsMatchPartial(PKM pk)
{
if (pk is not PK1 pk1)
return false;
if (ParseSettings.AllowGen1Tradeback && PK1.IsCatchRateHeldItem(pk1.Catch_Rate))
return false;
if (IsCatchRateValid(pk1))
return false;
return true;
}
private bool IsCatchRateValid(PK1 pk1)
{
var catch_rate = pk1.Catch_Rate;
// Light Ball (Yellow) starter
if (Version == GameVersion.YW && Species == (int)Core.Species.Pikachu && Level == 5)
{
return catch_rate == LightBallPikachuCatchRate;
}
if (Version == GameVersion.Stadium)
{
// Amnesia Psyduck has different catch rates depending on language
if (Species == (int)Core.Species.Psyduck)
return catch_rate == (pk1.Japanese ? 167 : 168);
return catch_rate is 167 or 168;
}
// Encounters can have different Catch Rates (RBG vs Y)
return GBRestrictions.RateMatchesEncounter(Species, Version, catch_rate);
}
}