PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionGroup/IEvolutionGroup.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
2022-08-03 23:15:27 +00:00
using System;
namespace PKHeX.Core;
/// <summary>
/// Group that checks the source of a move in the games that it represents.
/// </summary>
public interface IEvolutionGroup
{
/// <summary>
/// Gets the previous (backward) generation group to traverse to continue processing.
/// </summary>
IEvolutionGroup? GetPrevious(PKM pk, EvolutionOrigin enc);
/// <summary>
/// Gets the next (forward) generation group to traverse to continue processing.
/// </summary>
IEvolutionGroup? GetNext(PKM pk, EvolutionOrigin enc);
/// <summary>
/// Walks down the evolution chain to find previous evolutions.
/// </summary>
/// <param name="result">Array to store results in.</param>
/// <param name="pk">PKM to check.</param>
/// <param name="enc">Cached metadata about the PKM.</param>
/// <returns>Number of results found.</returns>
int Devolve(Span<EvoCriteria> result, PKM pk, EvolutionOrigin enc);
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
/// <summary>
/// Walks up the evolution chain to find the evolution path.
/// </summary>
/// <param name="result">Array to store best results in.</param>
/// <param name="pk">PKM to check.</param>
/// <param name="enc">Cached metadata about the PKM.</param>
/// <param name="history">History of evolutions to cache arrays for individual contexts.</param>
/// <returns>Number of results found.</returns>
int Evolve(Span<EvoCriteria> result, PKM pk, EvolutionOrigin enc, EvolutionHistory history);
/// <summary>
/// Discards all entries that do not exist in the group.
/// </summary>
void DiscardForOrigin(Span<EvoCriteria> result, PKM pk, EvolutionOrigin enc);
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
}
/// <summary>
/// Provides information about how to evolve to the next evolution stage.
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
/// </summary>
public interface IEvolutionEnvironment
{
/// <summary>
/// Attempts to devolve the provided <see cref="head"/> to the previous evolution.
/// </summary>
/// <returns>True if the de-evolution was successful and <see cref="result"/> should be used.</returns>
bool TryDevolve<T>(T head, PKM pk, byte currentMaxLevel, byte levelMin, bool skipChecks, out EvoCriteria result) where T : ISpeciesForm;
/// <summary>
/// Attempts to evolve the provided <see cref="head"/> to the next evolution.
/// </summary>
/// <returns>True if the evolution was successful and <see cref="result"/> should be used.</returns>
bool TryEvolve<T>(T head, ISpeciesForm next, PKM pk, byte currentMaxLevel, byte levelMin, bool skipChecks, out EvoCriteria result) where T : ISpeciesForm;
}