Commit graph

11 commits

Author SHA1 Message Date
Kurt
69fafcab83 Performance: Slightly reduce allocations in moveset validation (#3460)
* 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.
2022-03-12 17:39:00 -08:00
Kurt
fd8da81b4a Remove unnecessary setter 2021-04-18 11:00:40 -07:00
Kurt
9ff01bccc6 Add ToString override for debugging 2020-05-31 12:12:20 -07:00
Kurt
21e7f4317e Minor updates
increase readability, simplifly some expressions
relocate hot path for legality report string creation
2019-05-11 10:12:14 -07:00
Kurt
d02b87a7b2 Expose checkresult properties
can now check individual strings / identifiers in a LegalityAnalysis
object by:

var la = new LegalityAnalysis(pkm);
var parse = la.Info.Parse;
if (parse.Any(z => ReferenceEquals(z.Comment, LegalityCheckStrings.X))
...
should be faster than doing string.Contains
2018-09-05 21:27:52 -07:00
Kurt
91c37ab573 Update legality check message string style
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.

updating the translation files with the remapped variable names shortly

remap list: https://pastebin.com/jybkVDAK
2018-09-01 14:11:12 -07:00
Kurt
1486b7f14a Misc style & minor tweaks
Remove move combobox flicker hack (no longer necessary)
Add more Array.Empty usages
cache mysterygift sizes
seal some classes

no functionality changes
2018-08-02 20:11:42 -07:00
Kurt
d11a89d52d Move relearn required flag to checkmoveresult
reduce usage for non gen6+ relearn move cases
save contains result for later usage instead of recomputing the inverse
2018-07-01 21:34:17 -07:00
Kurt
816ebf6b0e Refactoring
no functional change
2017-12-11 16:01:24 -08:00
Kurt
69cf1eaa9c add more pkhex.core xml documentation
adds a bunch of documentation useful for those unfamiliar with the core
library
2017-10-23 23:12:58 -07:00
Kurt
858aa50689 Refactor encounter matching
exercise in deferred execution/state machine, only calculate possible
matches until a sufficiently valid match is obtained. Previous setup
would try to calculate the 'best match' and had band-aid workarounds in
cases where a subsequent check may determine it to be a false match.

There's still more ways to improve speed:
- precalculate relationships for Encounter Slots rather than iterating
over every area
- yielding individual slots instead of an entire area
- group non-egg wondercards by ID in a dict/hashtable for faster
retrieval

reworked some internals:
- EncounterMatch is always an IEncounterable instead of an object, for
easy pattern matching.
- Splitbreed checking is done per encounter and is stored in the
EncounterEgg result
- Encounter validation uses Encounter/Move/RelearnMove/Evolution to
whittle to the final encounter.

As a part of the encounter matching, a lazy peek is used to check if an
invalid encounter should be retained instead of discarded; if another
encounter has not been checked, it'll stop the invalid checks and move
on. If it is the last encounter, no other valid encounters exist so it
will keep the parse for the invalid encounter.

If no encounters are yielded, then there is no encountermatch. An
EncounterInvalid is created to store basic details, and the parse is
carried out.

Breaks some legality checking features for flagging invalid moves in
more detail, but those can be re-added in a separate check (if
splitbreed & any move invalid -> check for other split moves).

Should now be easier to follow the flow & maintain 😄
2017-05-27 21:17:57 -07:00