using System; namespace PKHeX.Core; public sealed class EvolutionGroup3 : IEvolutionGroup { public static readonly EvolutionGroup3 Instance = new(); private static readonly EvolutionTree Tree = EvolutionTree.Evolves3; private const int MaxSpecies = Legal.MaxSpeciesID_3; private const int Generation = 3; private static PersonalTable3 Personal => PersonalTable.E; public IEvolutionGroup? GetNext(PKM pk, EvolutionOrigin enc) => pk.Format > Generation ? EvolutionGroup4.Instance : null; public IEvolutionGroup? GetPrevious(PKM pk, EvolutionOrigin enc) => null; public bool Append(PKM pk, EvolutionHistory history, ref ReadOnlySpan chain, EvolutionOrigin enc) { // Get the first evolution in the chain that can be present in this group var any = GetFirstEvolution(chain, out var evo); if (!any) return false; // Get the evolution tree from this group and get the new chain from it. var min = pk.Format > Generation ? enc.LevelMin : (byte)pk.Met_Level; var criteria = enc with { LevelMax = evo.LevelMax, LevelMin = min }; var local = GetInitialChain(pk, criteria, evo.Species, evo.Form); // Revise the tree var revised = Prune(local); // Set the tree to the history field history.Gen3 = revised; // Retain a reference to the current chain for future appending as we step backwards. chain = revised; return revised.Length != 0; } public EvoCriteria[] GetInitialChain(PKM pk, EvolutionOrigin enc, ushort species, byte form) { return Tree.GetExplicitLineage(species, form, pk, enc.LevelMin, enc.LevelMax, MaxSpecies, enc.SkipChecks, enc.Species); } private static EvoCriteria[] Prune(EvoCriteria[] chain) => chain; private static bool GetFirstEvolution(ReadOnlySpan chain, out EvoCriteria result) { var pt = Personal; foreach (var evo in chain) { // If the evo can't exist in the game, it must be a future evolution. if (!pt.IsPresentInGame(evo.Species, evo.Form)) continue; result = evo; return true; } result = default; return false; } }