using System; namespace PKHeX.Core; /// /// Level Up Learn Movepool Information /// public sealed class Learnset { /// /// Moves that can be learned. /// private readonly ushort[] Moves; /// /// Levels at which a move at a given index can be learned. /// private readonly byte[] Levels; private const byte MagicEvolutionMoveLevel = 0; public Learnset(ushort[] moves, byte[] levels) { Moves = moves; Levels = levels; } public ReadOnlySpan GetAllMoves() => Moves; public ReadOnlySpan GetMoveRange(int maxLevel, int minLevel = 0) { if (minLevel <= 1 && maxLevel >= 100) return Moves; if (minLevel > maxLevel) return default; int start = FindGrq(minLevel); if (start < 0) return default; int end = FindLastLeq(maxLevel); if (end < 0) return default; var length = end - start + 1; return Moves.AsSpan(start, length); } private int FindGrq(int level, int start = 0) { var levels = Levels; for (int i = start; i < levels.Length; i++) { if (levels[i] >= level) return i; } return -1; } private int FindGr(int level, int start) { var levels = Levels; for (int i = start; i < levels.Length; i++) { if (levels[i] >= level) return i; } return -1; } private int FindLastLeq(int level, int end = 0) { var levels = Levels; for (int i = levels.Length - 1; i >= end; i--) { if (levels[i] <= level) return i; } return -1; } /// 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; AddMoveShiftLater(moves, ref ctr, Moves[i]); } RectifyOrderShift(moves, ctr); } private static void AddMoveShiftLater(Span moves, ref int ctr, ushort move) { if (!moves.Contains(move)) moves[(ctr++) & 3] = move; } private static void RectifyOrderShift(Span moves, int ctr) { // Perform (n & 3) rotations as if we were inserting moves, but a minimal amount of times. // This skips the rotation for when moves are inserted and then overwritten by later inserted moves. if (ctr <= moves.Length) return; var rotation = ctr & 3; if (rotation == 0) return; // rotate n times in-place for (int i = 0; i < rotation; i++) { var move = moves[0]; for (int j = 0; j < 3; j++) moves[j] = moves[j + 1]; moves[3] = move; } } public void SetEncounterMovesBackwards(int level, Span moves, int ctr = 0) { int index = FindLastLeq(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 = FindGrq(startLevel); if (startIndex == -1) return; int endIndex = FindGr(endLevel, startIndex); if (endIndex == -1) endIndex = Levels.Length; for (int i = startIndex; i < endIndex; i++) AddMoveShiftLater(moves, ref ctr, Moves[i]); RectifyOrderShift(moves, ctr); } /// 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) { // Evolution moves are always at the lowest indexes of the learnset. for (int i = 0; i < Moves.Length; i++) { if (Levels[i] != MagicEvolutionMoveLevel) break; AddMoveShiftLater(moves, ref ctr, Moves[i]); } RectifyOrderShift(moves, ctr); } /// 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 = FindGrq(startLevel); if (startIndex == -1) return; // No more remain int endIndex = FindGr(endLevel, startIndex); if (endIndex == -1) endIndex = Levels.Length; for (int i = startIndex; i < endIndex; i++) { var move = Moves[i]; if (ignore.IndexOf(move) >= 0) continue; AddMoveShiftLater(moves, ref ctr, move); } RectifyOrderShift(moves, ctr); } /// 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] != MagicEvolutionMoveLevel) break; var move = Moves[i]; if (ignore.IndexOf(move) >= 0) continue; AddMoveShiftLater(moves, ref ctr, move); } RectifyOrderShift(moves, ctr); } /// /// Checks if the specified move is learned by level up. /// /// Move ID public bool GetIsLearn(ushort move) => Moves.AsSpan().Contains(move); /// 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) { var index = Array.IndexOf(Moves, move); if (index == -1) return -1; return Levels[index]; } public ReadOnlySpan GetBaseEggMoves(int level) { // Count moves <= level var count = 0; foreach (ref var x in Levels.AsSpan()) { 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); } }