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
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using System;
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2022-05-06 22:47:54 +00:00
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namespace PKHeX.Core;
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public static class EffortValues
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{
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/// <summary>
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/// Gets randomized EVs for a given generation format
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/// </summary>
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2022-05-07 18:47:01 +00:00
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/// <param name="evs">Array containing randomized EVs (H/A/B/S/C/D)</param>
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2022-05-06 22:47:54 +00:00
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/// <param name="generation">Generation specific formatting option</param>
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public static void SetRandom(Span<int> evs, int generation)
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{
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var rnd = Util.Rand;
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if (generation > 2)
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SetRandom252(evs, rnd);
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else
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SetRandom12(evs, rnd);
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}
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private static void SetRandom252(Span<int> evs, Random rnd)
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{
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do
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{
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int max = 510;
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for (int i = 0; i < evs.Length - 1; i++)
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max -= evs[i] = (byte)Math.Min(rnd.Next(Math.Min(300, max)), 252);
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evs[5] = max;
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} while (evs[5] > 252);
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Util.Shuffle(evs, 0, evs.Length, rnd);
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}
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private static void SetRandom12(Span<int> evs, Random rnd)
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{
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for (int i = 0; i < evs.Length; i++)
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evs[i] = rnd.Next(ushort.MaxValue + 1);
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}
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public static void SetMax(Span<int> evs, PKM entity)
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{
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if (entity.Format < 3)
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SetMax12(evs);
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else
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SetMax252(evs, entity);
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}
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private static void SetMax252(Span<int> evs, PKM entity)
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{
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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
2022-08-03 23:15:27 +00:00
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// Get the 3 highest base stat indexes from the entity PersonalInfo
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var pi = entity.PersonalInfo;
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Span<(int Index, int Stat)> tuples = stackalloc (int, int)[6];
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pi.GetSortedStatIndexes(tuples);
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2022-05-06 22:47:54 +00:00
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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
2022-08-03 23:15:27 +00:00
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evs[tuples[0].Index] = 252;
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evs[tuples[1].Index] = 252;
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evs[tuples[2].Index] = 6;
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2022-05-06 22:47:54 +00:00
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}
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private static void SetMax12(Span<int> evs)
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{
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for (int i = 0; i < evs.Length; i++)
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evs[i] = ushort.MaxValue;
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}
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public static void Clear(Span<int> values) => values.Clear();
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}
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