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
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
* Draft checks for encounter slot mastery
* Check encounter mastery flags
* Add moves for LA static encounters that don't follow learnset
* Add moves on crossover LA static encounters
* add alpha moveset population method
Now generates and applies moves as the game does
Updates some handling of other methods to use Span
* Show better message for bad mastery init flags
* Insert descending if candidates have same level
Level 78 Yanmega:
- [01] [10] Quick Attack
- [06] [15] Gust
- [11] [20] Silver Wind
- [18] [28] Hypnosis
- [25] [35] Air Slash
- [34] [45] Ancient Power
- [43] [54] Crunch
- [43] [54] Bug Buzz
Yields:
AlphaMove
Crunch*
Bug Buzz*
Ancient Power
* Descending order due to iteration
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(
Builds will fail because azure pipelines not yet updated with net6.
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
took me less than an hour to do these changes, and i can flag bad form movesets no problemo
Expect tightening of restrictions (ball, level, shininess) later
if someone wants to curate met date restrictions, go ahead!
Closes#2984
ty atrius & matt via discord
Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Check egg encounter for state rather than re-deriving some properties on the fly
Only check memories if memories are exposed
Remove debug assert (not always true?)
vs -> chain (clarity on what it is; an evolution chain, rather than e.v.o.s - vs)
Clamp origin chain for transferred where we can use the max origin level
things shouldn't be this way, but encounterstatic doesn't currently accept a SpeciesForm evolution link in the matching function, so we can't know when the form changed legally.
Encounter Slots do it fine for the most part... might need to refactor the matching API so that it behaves a little smarter
Closes#2912