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.
* 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.
Hope this doesn't regress for stadium tutoring moves
RB eevee with special 2-move set was being flagged (wanted 4 moves cuz the base 2 aren't the normal levelup moves)
capture references for more concise expressions
Since we have more metadata with move learn sourcing, we can check if it was traded to gen2 to get new moves / deleted.
Adjust call sites appropriately
might have some issues, to be ironed out maybe
More in line with modernizing the codebase with latest c# syntax
improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
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.
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
Move logic closer to where it is used rather than in larger static classes
EncounterStatic(7): move VC transfer template creation to class, simplify some sanity checks
EvoChain: g==2 case is never hit as the generation check at the top of the loop already skips
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
Some routes use the evolutiontree directly instead of this method (with the same name); should probably consolidate but meh
This causes Shedinja to yield the correct evolution chain when called directly (because nothing naturally evolves to shedinja; it's created out of thin air as a clone)
Take the egg short circuit with it to keep things simple
PKX.Generation is 8, which returns SWSH evo tree; evo tree doesn't have
non-galar-native species data, so stuff like Ambipom don't get reversed
properly.
use math.max for tree fetch when appropriate:
- egg generator: pre-evolutions like pichu should be allowed if pk1
- don't fetch format twice, just do math.max
DexLevel was the initial abstraction, which was expanded/reused for
evolution details
I should probably merge the two classes since everything is passed as
EvoCriteria
The encounter generators do some silly form fuzzy match which can now be
more accurately checked since I've moved Form to DexLevel... maybe a
future commit can clean that up.
encounterarea2 was reusing this class, just use a throwaway readonly
struct as our temp value storage
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)
Feels pretty brittle with all the optional parameters; if things get
funky for SW/SH it may warrant a rewrite of this portion
Closes#2345 ty @iiippppk !
hide setters for LegalInfo outside assembly (shouldn't overwrite the
stored values)
update GenNumber to Gen* if appropriate; GenNumber checks for first Gen*
to match, is a little more explicit and quicker than calling twice when
checking a range
maximum is always 3; sometimes we know the max size so specify.
bcl has default size = 0, which then resizes to 4 on first addition
wow such optimization
Closes#2065 Thanks @WEERSOQUEER !
Single evo species weren't getting flagged in the evolution verification
as they early returned (species matched), just move the sanity check
before that
Closes#20454ac92b9418
had added it; assuming to undo lvl-1 => lvl for gen3/4.
Level Up, Learn Nincada Move, Evolve to Ninjask & spawn Shedinja, then
learn any Ninjask Moves. Gen3 reverses the spawn&learnNinjask steps,
which is handled separately
Thanks @XxPhoenix1996xX !
push unsaved IVTotal/EVTotal stuff from prior commit
rework exposed types for evo chain
initial trim now uses much less linq
can probably redo the get initial chain to provide a species to break
on...