mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-24 19:33:10 +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
213 lines
7.7 KiB
C#
213 lines
7.7 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Level Up Learn Movepool Information
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/// </summary>
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public sealed class Learnset
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{
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/// <summary>
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/// Moves that can be learned.
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/// </summary>
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private readonly int[] Moves;
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/// <summary>
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/// Levels at which a move at a given index can be learned.
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/// </summary>
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private readonly int[] Levels;
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public Learnset(int[] moves, int[] levels)
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{
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Moves = moves;
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Levels = levels;
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}
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/// <summary>
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/// Returns the moves a Pokémon can learn between the specified level range.
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/// </summary>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetMoves(int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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return Moves;
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if (minLevel > maxLevel)
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return Array.Empty<int>();
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return Array.Empty<int>();
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return Array.Empty<int>();
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int[] result = new int[end - start + 1];
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Array.Copy(Moves, start, result, 0, result.Length);
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return result;
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}
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/// <summary>
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/// Adds the moves a Pokémon can learn between the specified level range.
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/// </summary>
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/// <param name="moves">Movepool</param>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public List<int> AddMoves(List<int> moves, int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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{
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moves.AddRange(Moves);
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return moves;
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}
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if (minLevel > maxLevel)
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return moves;
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return moves;
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return moves;
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for (int i = start; i < end + 1; i++)
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moves.Add(Moves[i]);
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return moves;
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}
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/// <summary>
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/// Gets the moves a Pokémon can learn between the specified level range as a list.
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/// </summary>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public List<int> GetMoveList(int maxLevel, int minLevel = 0)
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{
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var list = new List<int>();
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return AddMoves(list, maxLevel, minLevel);
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetEncounterMoves(int level)
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{
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const int count = 4;
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var moves = new int[count];
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return GetEncounterMoves(level, moves);
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetEncounterMoves(int level, int[] moves, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] > level)
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break;
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int move = Moves[i];
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bool alreadyHasMove = Array.IndexOf(moves, move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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return moves;
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}
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public IList<int> GetUniqueMovesLearned(IEnumerable<int> seed, int maxLevel, int minLevel = 0)
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{
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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var list = new List<int>(seed);
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for (int i = start; i <= end; i++)
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{
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if (!list.Contains(Moves[i]))
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list.Add(Moves[i]);
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}
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return list;
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}
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/// <summary>Returns the index of the lowest level move if the Pokémon were encountered at the specified level.</summary>
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/// <remarks>Helps determine the minimum level an encounter can be at.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int GetMinMoveLevel(int level)
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{
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if (Levels.Length == 0)
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return 1;
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int end = Array.FindLastIndex(Levels, z => z <= level);
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return Math.Max(end - 4, 1);
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}
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private Dictionary<int, int>? Learn;
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private Dictionary<int, int> GetDictionary()
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{
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var dict = new Dictionary<int, int>();
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for (int i = 0; i < Moves.Length; i++)
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{
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if (!dict.ContainsKey(Moves[i]))
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dict.Add(Moves[i], Levels[i]);
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}
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return dict;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move)
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{
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return (Learn ??= GetDictionary()).TryGetValue(move, out var level) ? level : -1;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <param name="min">Minimum level to start looking at.</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move, int min)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (move != Moves[i])
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continue;
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var lv = Levels[i];
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if (lv >= min)
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return lv;
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}
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return -1;
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}
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public ReadOnlySpan<int> GetBaseEggMoves(int level)
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{
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// Count moves <= level
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var count = 0;
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foreach (var x in Levels)
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{
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if (x > level)
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break;
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count++;
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}
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// Return a slice containing the moves <= level.
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if (count == 0)
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return ReadOnlySpan<int>.Empty;
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int start = 0;
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if (count > 4)
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{
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start = count - 4;
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count = 4;
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}
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return Moves.AsSpan(start, count);
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}
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}
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}
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