* Make EvolutionCriteria struct
8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration
* Inline queue operations, less allocation
* Inline some logic
* Update EvolutionChain.cs
* Improve clarity on duplicate move check
* Search reverse
For a dual stage chain, finds it first iteration rather than second.
* Reuses move parse result objects for each encounter parsed in a LegalityCheck attempt, instead of creating a new object.
* Ensures the objects are never-null, and makes cleanup easier.
Slightly adjusts some other parts of the moveset validation to reduce allocations.
The Encounter verifier method rarely rejects as our inner encounter matching methods are all-or-nothing. Don't bother keeping references for this bloat.
Ran the unit tests and nothing hit this logic.
Old: when an encounter is found, we copied the contents of the list into our analysis list.
Since we stop when we find a suitable encounter, the old list is useless. By sharing the same list, there's no consequence. Reduces allocation by ~56B each analysis object!
Simplification reduces the amount of method calls by 1
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.
Sure it's nice to cache a valid array, but the amount of logic was small enough that it can be done with 10 lines of code rather than at the end of each verification method.
Reduces parameter passing & removes 1 field from the info object, as relearn suggestions are only done rarely after legality checking.
Allows for a simpler api surface (pkm, encounter) rather than a bigger object reference