PKHeX/PKHeX.Core/PKM/Util/EffortValues.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;
namespace PKHeX.Core;
public static class EffortValues
{
/// <summary>
/// Gets randomized EVs for a given generation format
/// </summary>
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/// <param name="evs">Array containing randomized EVs (H/A/B/S/C/D)</param>
/// <param name="generation">Generation specific formatting option</param>
public static void SetRandom(Span<int> evs, int generation)
{
var rnd = Util.Rand;
if (generation > 2)
SetRandom252(evs, rnd);
else
SetRandom12(evs, rnd);
}
private static void SetRandom252(Span<int> evs, Random rnd)
{
do
{
int max = 510;
for (int i = 0; i < evs.Length - 1; i++)
max -= evs[i] = (byte)Math.Min(rnd.Next(Math.Min(300, max)), 252);
evs[5] = max;
} while (evs[5] > 252);
Util.Shuffle(evs, 0, evs.Length, rnd);
}
private static void SetRandom12(Span<int> evs, Random rnd)
{
for (int i = 0; i < evs.Length; i++)
evs[i] = rnd.Next(ushort.MaxValue + 1);
}
public static void SetMax(Span<int> evs, PKM entity)
{
if (entity.Format < 3)
SetMax12(evs);
else
SetMax252(evs, entity);
}
private static void SetMax252(Span<int> evs, PKM entity)
{
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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// Get the 3 highest base stat indexes from the entity PersonalInfo
var pi = entity.PersonalInfo;
Span<(int Index, int Stat)> tuples = stackalloc (int, int)[6];
pi.GetSortedStatIndexes(tuples);
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
evs[tuples[0].Index] = 252;
evs[tuples[1].Index] = 252;
evs[tuples[2].Index] = 6;
}
private static void SetMax12(Span<int> evs)
{
for (int i = 0; i < evs.Length; i++)
evs[i] = ushort.MaxValue;
}
public static void Clear(Span<int> values) => values.Clear();
}