mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-18 16:33:24 +00:00
0626b0c29b
* Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
116 lines
4.5 KiB
C#
116 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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public static class MoveBreed
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{
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public static bool Process(int generation, int species, int form, GameVersion version, int[] moves)
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{
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_ = Process(generation, species, form, version, moves, out var valid);
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return valid;
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}
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public static object Process(int generation, int species, int form, GameVersion version, int[] moves, out bool valid) => generation switch
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{
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2 => MoveBreed2.Validate(species, version, moves, out valid),
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3 => MoveBreed3.Validate(species, version, moves, out valid),
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4 => MoveBreed4.Validate(species, version, moves, out valid),
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5 => MoveBreed5.Validate(species, version, moves, out valid),
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_ => MoveBreed6.Validate(generation, species, form, version, moves, out valid),
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};
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public static int[] GetExpectedMoves(int[] moves, IEncounterTemplate enc)
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{
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var parse = Process(enc.Generation, enc.Species, enc.Form, enc.Version, moves, out var valid);
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if (valid)
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return moves;
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return GetExpectedMoves(enc.Generation, enc.Species, enc.Form, enc.Version, moves, parse);
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}
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public static int[] GetExpectedMoves(int generation, int species, int form, GameVersion version, int[] moves, object parse)
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{
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// Try rearranging the order of the moves.
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// Build an info table
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var x = (byte[])parse;
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var details = new MoveOrder[moves.Length];
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for (byte i = 0; i < x.Length; i++)
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details[i] = new MoveOrder((ushort) moves[i], x[i]);
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// Kick empty slots to the end, then order by source priority.
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IOrderedEnumerable<MoveOrder> expect = generation != 2
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? details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source)
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: details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source != (byte) EggSource2.Base);
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// Reorder the moves.
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var reorder1 = new int[moves.Length];
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var exp = expect.ToList();
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for (int i = 0; i < moves.Length; i++)
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reorder1[i] = exp[i].Move;
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// Check if that worked...
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_ = Process(generation, species, form, version, reorder1, out var valid);
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if (valid)
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return reorder1;
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// Well, that didn't work; probably because the moves aren't valid. Let's remove all the base moves, and get a fresh set.
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var reorder2 = reorder1; // reuse instead of reallocate
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var learn = GameData.GetLearnsets(version);
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var table = GameData.GetPersonal(version);
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var index = table.GetFormIndex(species, form);
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var learnset = learn[index];
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var baseMoves = learnset.GetBaseEggMoves(generation >= 4 ? 1 : 5);
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RebuildMoves(baseMoves, exp, reorder2);
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// Check if that worked...
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_ = Process(generation, species, form, version, reorder2, out valid);
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if (valid)
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return reorder2;
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// Total failure; just return the base moves.
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baseMoves.CopyTo(reorder2);
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for (int i = baseMoves.Length; i < reorder2.Length; i++)
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reorder2[i] = 0;
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return reorder2;
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}
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private static void RebuildMoves(ReadOnlySpan<int> baseMoves, List<MoveOrder> exp, int[] result)
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{
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var notBase = new List<int>();
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foreach (var m in exp)
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{
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if (m.Source == 0)
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continue; // invalid
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int move = m.Move;
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if (baseMoves.IndexOf(move) != -1)
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notBase.Add(move);
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}
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int baseCount = 4 - notBase.Count;
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if (baseCount > baseMoves.Length)
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baseCount = baseMoves.Length;
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int ctr = 0;
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for (; ctr < baseCount; ctr++)
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result[ctr] = baseMoves[baseMoves.Length - baseCount + ctr];
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foreach (var m in notBase)
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result[ctr] = m;
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for (int i = ctr; i < result.Length; i++)
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result[i] = 0;
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}
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private readonly struct MoveOrder
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{
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public readonly ushort Move;
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public readonly byte Source;
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public MoveOrder(ushort move, byte source)
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{
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Move = move;
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Source = source;
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}
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}
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}
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}
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