PKHeX/PKHeX.Core/Saves/SAV5BW.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

57 lines
2.1 KiB
C#

using System.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.BW"/>.
/// </summary>
/// <inheritdoc cref="SAV5" />
public sealed class SAV5BW : SAV5
{
public SAV5BW() : base(SaveUtil.SIZE_G5RAW)
{
Blocks = new SaveBlockAccessor5BW(this);
Initialize();
}
public SAV5BW(byte[] data) : base(data)
{
Blocks = new SaveBlockAccessor5BW(this);
Initialize();
}
public override IPersonalTable Personal => PersonalTable.BW;
public SaveBlockAccessor5BW Blocks { get; }
protected override SaveFile CloneInternal() => new SAV5BW((byte[])Data.Clone());
public override int EventWorkCount => 0x13E;
public override int EventFlagCount => 0xB60;
protected override int EventWorkOffset => 0x20100;
protected override int EventFlagOffset => EventWorkOffset + 0x27C;
public override int MaxItemID => Legal.MaxItemID_5_BW;
private void Initialize()
{
BattleBoxOffset = 0x20A00;
CGearInfoOffset = 0x1C000;
CGearDataOffset = 0x52000;
EntreeForestOffset = 0x22C00;
PokeDex = Blocks.Zukan.PokeDex;
WondercardData = Blocks.Mystery.Offset;
DaycareOffset = Blocks.Daycare.Offset;
}
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
public override MyItem Items => Blocks.Items;
public override Zukan5 Zukan => Blocks.Zukan;
public override Misc5 Misc => Blocks.Misc;
public override MysteryBlock5 Mystery => Blocks.Mystery;
public override Daycare5 Daycare => Blocks.Daycare;
public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
public override PlayerData5 PlayerData => Blocks.PlayerData;
public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
public override Entralink5 Entralink => Blocks.Entralink;
public override Musical5 Musical => Blocks.Musical;
public override Encount5 Encount => Blocks.Encount;
public override int Fused => int.MinValue;
public override int GTS => 0x20500;
}