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https://github.com/kwsch/PKHeX
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768047cd80
* Rewrite ribbon verification * Explicitly verifies all ribbons instead of chained iterators. * Verifies using only the stack, using `struct` and `Span<T>`. No allocation on heap, or `IEnumerable` iterators. * Verifies all egg ribbons using a separate method, explicitly implemented. No reflection overhead. * Separates each ribbon interface to separate `static` classes. Easier to identify code needing change on new game update. * Extracted logic for specific ribbons. Can easily revise complicated ribbon's acquisition rules. * Simplifies GiveAll/RemoveAll legal ribbon mutations. No reflection overhead, and no allocation. * Can be expanded in the future if we need to track conditions for ribbon acquisition (was Sinnoh Champ received in BDSP or Gen4?) End result is a more performant implementation and easier to maintain & reuse logic.
37 lines
1 KiB
C#
37 lines
1 KiB
C#
using static PKHeX.Core.RibbonIndex3;
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namespace PKHeX.Core;
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/// <summary>
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/// Parsing logic for <see cref="IRibbonSetUnique3"/>.
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/// </summary>
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public static class RibbonVerifierUnique3
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{
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public static void Parse(this IRibbonSetUnique3 r, RibbonVerifierArguments args, ref RibbonResultList list)
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{
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var evos = args.History;
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if (evos.HasVisitedGen3)
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{
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PKM pk = args.Entity;
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if (r.RibbonWinning && !RibbonRules.IsRibbonValidWinning(pk, args.Encounter, evos))
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list.Add(Winning);
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if (r.RibbonVictory && !RibbonRules.IsRibbonValidVictory(evos))
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list.Add(Victory);
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}
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else // Gen4/5
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{
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if (r.RibbonWinning)
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list.Add(Winning);
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if (r.RibbonVictory)
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list.Add(Victory);
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}
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}
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public static void ParseEgg(this IRibbonSetUnique3 r, ref RibbonResultList list)
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{
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if (r.RibbonWinning)
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list.Add(Winning);
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if (r.RibbonVictory)
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list.Add(Victory);
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}
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}
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