mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 18:33:14 +00:00
1960b335fd
If you must get a list of abilities, then use the span extension methods. Also reworks some initial moveset fetching to allocate less
74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
using System;
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
/// <summary>
|
|
/// Logic to check the possible moves a Pokémon can learn.
|
|
/// </summary>
|
|
public static class LearnPossible
|
|
{
|
|
/// <summary>
|
|
/// Populates the permission <see cref="result"/> list indicating the move ID indexes that can be learned based on the inputs.
|
|
/// </summary>
|
|
/// <param name="pk">Entity to check</param>
|
|
/// <param name="enc">Encounter it has been matched to</param>
|
|
/// <param name="history">Environment specific evolution history</param>
|
|
/// <param name="result">Flag array, when true, indicating if a move ID can be currently known.</param>
|
|
/// <param name="types">Move types to give</param>
|
|
public static void Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, Span<bool> result, MoveSourceType types = MoveSourceType.All)
|
|
{
|
|
if (types.HasFlagFast(MoveSourceType.Encounter))
|
|
FlagEncounterMoves(pk, enc, result);
|
|
IterateAndFlag(result, pk, enc, history, types);
|
|
}
|
|
|
|
/// <inheritdoc cref="Get(PKM,IEncounterTemplate,EvolutionHistory,Span{bool},MoveSourceType)"/>
|
|
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<bool> result)
|
|
{
|
|
if (pk.IsOriginalMovesetDeleted())
|
|
return;
|
|
if (enc is EncounterSlot8GO g)
|
|
{
|
|
Span<ushort> initial = stackalloc ushort[4];
|
|
g.GetInitialMoves(pk.Met_Level, initial);
|
|
SetAll(initial, 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<ushort> moves, Span<bool> result)
|
|
{
|
|
foreach (var move in moves)
|
|
result[move] = true;
|
|
}
|
|
|
|
private static void IterateAndFlag(Span<bool> 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;
|
|
}
|
|
}
|
|
}
|