using System; namespace PKHeX.Core; public static class LearnPossible { /// /// Populates a list of move indexes that can be learned based on the inputs. /// /// Entity to check /// Encounter it has been matched to /// Environment specific evolution history /// Flag array, when true, indicating if a move ID can be currently known. /// Move types to give public static void Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, Span result, MoveSourceType types = MoveSourceType.All) { if (types.HasFlagFast(MoveSourceType.Encounter)) FlagEncounterMoves(pk, enc, result); IterateAndFlag(result, pk, enc, history, types); } /// public static bool[] Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types = MoveSourceType.All) { var result = new bool[pk.MaxMoveID + 1]; Get(pk, enc, history, result, types); return result; } private static void FlagEncounterMoves(PKM pk, IEncounterTemplate enc, Span result) { if (pk.IsOriginalMovesetDeleted()) return; if (enc is EncounterSlot8GO g) { SetAll(g.GetInitialMoves(pk.Met_Level), result); } else if (enc.Generation >= 6) { result[pk.RelearnMove1] = true; result[pk.RelearnMove2] = true; result[pk.RelearnMove3] = true; result[pk.RelearnMove4] = true; } } private static void SetAll(ReadOnlySpan moves, Span result) { foreach (var move in moves) result[move] = true; } private static void IterateAndFlag(Span result, PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types) { // Similar to the iteration when validating a set of currently known moves, iterate backwards. // Instead of checking if a single move can be learned, get an enumerable of moves and flag. // Keep iterating backwards, as an older game may have an exclusive move. var game = LearnGroupUtil.GetCurrentGroup(pk); while (true) { game.GetAllMoves(result, pk, history, enc, types); var next = game.GetPrevious(pk, history, enc, LearnOption.Current); if (next is null) return; game = next; } } }