mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-29 23:40:27 +00:00
9166d0eb64
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
29 lines
702 B
C#
29 lines
702 B
C#
using System.Collections.Generic;
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namespace PKHeX.Core;
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public interface IPersonalAbility
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{
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/// <summary>
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/// Full list of <see cref="PKM.Ability"/> values the entry can have.
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/// </summary>
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IReadOnlyList<int> Abilities { get; set; }
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/// <summary>
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/// Gets the ability index without creating an array and looking through it.
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/// </summary>
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/// <param name="abilityID">Ability ID</param>
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/// <returns>Ability Index</returns>
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int GetAbilityIndex(int abilityID);
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}
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public interface IPersonalAbility12
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{
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int Ability1 { get; set; }
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int Ability2 { get; set; }
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}
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public interface IPersonalAbility12H : IPersonalAbility12
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{
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int AbilityH { get; set; }
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}
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