using System;
using System.Collections.Generic;
namespace PKHeX.Core;
///
/// Level Up Learn Movepool Information
///
public sealed class Learnset
{
///
/// Moves that can be learned.
///
internal readonly ushort[] Moves;
///
/// Levels at which a move at a given index can be learned.
///
private readonly byte[] Levels;
public Learnset(ushort[] moves, byte[] levels)
{
Moves = moves;
Levels = levels;
}
public (bool HasMoves, int Start, int End) GetMoveRange(int maxLevel, int minLevel = 0)
{
if (minLevel <= 1 && maxLevel >= 100)
return (true, 0, Moves.Length - 1);
if (minLevel > maxLevel)
return default;
int start = Array.FindIndex(Levels, z => z >= minLevel);
if (start < 0)
return default;
int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
if (end < 0)
return default;
return (true, start, end);
}
/// Returns the moves a Pokémon would have if it were encountered at the specified level.
/// In Generation 1, it is not possible to learn any moves lower than these encounter moves.
/// The level the Pokémon was encountered at.
/// Array of Move IDs
public ushort[] GetEncounterMoves(int level)
{
const int count = 4;
var moves = new ushort[count];
SetEncounterMoves(level, moves);
return moves;
}
/// Returns the moves a Pokémon would have if it were encountered at the specified level.
/// In Generation 1, it is not possible to learn any moves lower than these encounter moves.
/// The level the Pokémon was encountered at.
/// Move array to write to
/// Starting index to begin overwriting at
/// Array of Move IDs
public void SetEncounterMoves(int level, Span moves, int ctr = 0)
{
for (int i = 0; i < Moves.Length; i++)
{
if (Levels[i] > level)
break;
var move = Moves[i];
if (moves.Contains(move))
continue;
moves[ctr++] = move;
ctr &= 3;
}
}
public void SetEncounterMovesBackwards(int level, Span moves, int ctr = 0)
{
int index = Array.FindLastIndex(Levels, z => z <= level);
while (true)
{
if (index == -1)
return; // no moves to add?
// In the event we have multiple moves at the same level, insert them in regular descending order.
int start = index;
while (start != 0 && Levels[start] == Levels[start - 1])
start--;
for (int i = start; i <= index; i++)
{
var move = Moves[i];
if (moves.Contains(move))
continue;
moves[ctr++] = move;
if (ctr == 4)
return;
}
index = start - 1;
}
}
/// Adds the learned moves by level up to the specified level.
public void SetLevelUpMoves(int startLevel, int endLevel, Span moves, int ctr = 0)
{
int startIndex = Array.FindIndex(Levels, z => z >= startLevel);
int endIndex = Array.FindIndex(Levels, z => z > endLevel);
for (int i = startIndex; i < endIndex; i++)
{
var move = Moves[i];
bool alreadyHasMove = moves.IndexOf(move) >= 0;
if (alreadyHasMove)
continue;
moves[ctr++] = move;
ctr &= 3;
}
}
/// Adds the moves that are gained upon evolving.
/// Move array to write to
/// Starting index to begin overwriting at
public void SetEvolutionMoves(Span moves, int ctr = 0)
{
for (int i = 0; i < Moves.Length; i++)
{
if (Levels[i] != 0)
break;
var move = Moves[i];
bool alreadyHasMove = moves.IndexOf(move) >= 0;
if (alreadyHasMove)
continue;
moves[ctr++] = move;
ctr &= 3;
}
}
/// Adds the learned moves by level up to the specified level.
public void SetLevelUpMoves(int startLevel, int endLevel, Span moves, ReadOnlySpan ignore, int ctr = 0)
{
int startIndex = Array.FindIndex(Levels, z => z >= startLevel);
if (startIndex == -1)
return; // No more remain
int endIndex = Array.FindIndex(Levels, z => z > endLevel);
if (endIndex == -1)
endIndex = Levels.Length;
for (int i = startIndex; i < endIndex; i++)
{
var move = Moves[i];
if (ignore.IndexOf(move) >= 0)
continue;
bool alreadyHasMove = moves.IndexOf(move) >= 0;
if (alreadyHasMove)
continue;
moves[ctr++] = move;
ctr &= 3;
}
}
/// Adds the moves that are gained upon evolving.
/// Move array to write to
/// Ignored moves
/// Starting index to begin overwriting at
public void SetEvolutionMoves(Span moves, ReadOnlySpan ignore, int ctr = 0)
{
for (int i = 0; i < Moves.Length; i++)
{
if (Levels[i] != 0)
break;
var move = Moves[i];
if (ignore.IndexOf(move) >= 0)
continue;
bool alreadyHasMove = moves.IndexOf(move) >= 0;
if (alreadyHasMove)
continue;
moves[ctr++] = move;
ctr &= 3;
}
}
/// Returns the index of the lowest level move if the Pokémon were encountered at the specified level.
/// Helps determine the minimum level an encounter can be at.
/// The level the Pokémon was encountered at.
/// Array of Move IDs
public int GetMinMoveLevel(int level)
{
if (Levels.Length == 0)
return 1;
int end = Array.FindLastIndex(Levels, z => z <= level);
return Math.Max(end - 4, 1);
}
public int GetMoveLevel(ushort move)
{
var index = Array.LastIndexOf(Moves, move);
if (index == -1)
return -1;
return Levels[index];
}
private Dictionary? Learn;
private Dictionary GetDictionary()
{
// Create a dictionary, with the move as the key and the level as the value.
// Due to the ordering of the object, this will result in fetching the lowest level for a move.
var dict = new Dictionary(Moves.Length);
for (int i = Moves.Length - 1; i >= 0; i--)
dict[Moves[i]] = Levels[i];
return dict;
}
/// Returns the level that a Pokémon can learn the specified move.
/// Move ID
/// Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.
public int GetLevelLearnMove(ushort move)
{
return (Learn ??= GetDictionary()).TryGetValue(move, out var level) ? level : -1;
}
/// Returns the level that a Pokémon can learn the specified move.
/// Move ID
/// Minimum level to start looking at.
/// Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.
public int GetLevelLearnMove(ushort move, int min)
{
for (int i = 0; i < Moves.Length; i++)
{
if (move != Moves[i])
continue;
var lv = Levels[i];
if (lv >= min)
return lv;
}
return -1;
}
public ReadOnlySpan GetBaseEggMoves(int level)
{
// Count moves <= level
var count = 0;
foreach (var x in Levels)
{
if (x > level)
break;
count++;
}
// Return a slice containing the moves <= level.
if (count == 0)
return ReadOnlySpan.Empty;
int start = 0;
if (count > 4)
{
start = count - 4;
count = 4;
}
return Moves.AsSpan(start, count);
}
}