PKHeX/PKHeX.Core/PersonalInfo/Interfaces/IPersonalAbility.cs
Kurt 9166d0eb64
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves

In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.

The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.

The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.

* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00

29 lines
702 B
C#

using System.Collections.Generic;
namespace PKHeX.Core;
public interface IPersonalAbility
{
/// <summary>
/// Full list of <see cref="PKM.Ability"/> values the entry can have.
/// </summary>
IReadOnlyList<int> Abilities { get; set; }
/// <summary>
/// Gets the ability index without creating an array and looking through it.
/// </summary>
/// <param name="abilityID">Ability ID</param>
/// <returns>Ability Index</returns>
int GetAbilityIndex(int abilityID);
}
public interface IPersonalAbility12
{
int Ability1 { get; set; }
int Ability2 { get; set; }
}
public interface IPersonalAbility12H : IPersonalAbility12
{
int AbilityH { get; set; }
}