PKHeX/PKHeX.Core/Legality/Areas/TreesArea.cs
Kurt fefc38bacb Minor debug optimizations
Trees:
- Only retain the objects needed after calculation
- Reduce size of TreeCoordinates and remove allocation penalty (now a struct)

No more warnings for Release compilation :D
2020-11-28 14:55:09 -08:00

130 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Generation 2 Headbutt Trees on a given <see cref="Location"/> map.
/// </summary>
/// <remarks>
/// Pokemon Crystal Headbutt tree encounters by trainer id, based on mechanics described in
/// https://bulbapedia.bulbagarden.net/wiki/Headbutt_tree#Mechanics
/// </remarks>
public sealed class TreesArea
{
private const int PivotCount = 10;
private const int ModerateTreeCount = 5;
public readonly int Location;
private readonly TreeEncounterAvailable[] PivotModerate;
private readonly TreeEncounterAvailable[] PivotLow;
#if DEBUG
private readonly TreeCoordinates[] ValidTrees;
private readonly TreeCoordinates[] InvalidTrees;
#endif
public IReadOnlyList<TreeEncounterAvailable> GetTrees(SlotType t) => t == SlotType.Headbutt
? PivotModerate
: PivotLow;
private static readonly byte[][] TrainerModerateTreeIndex = GenerateModerateTreeIndex();
internal static TreesArea[] GetArray(byte[][] entries) => entries.Select(z => new TreesArea(z)).ToArray();
private static byte[][] GenerateModerateTreeIndex()
{
// A tree has a low encounter or moderate encounter base on the TID Pivot Index (TID % 10)
// For every Trainer Pivot Index, calculate the moderate encounter trees (total of 5)
byte[][] result = new byte[PivotCount][];
for (int i = 0; i < PivotCount; i++)
{
var moderate = new byte[ModerateTreeCount];
for (int j = 0; j < moderate.Length; j++)
moderate[j] = (byte)((i + j) % PivotCount);
Array.Sort(moderate);
result[i] = moderate;
}
return result;
}
private TreesArea(byte[] entry)
{
// Coordinates of trees were obtained with the program G2Map
// ValidTrees are those accessible by the player
Location = entry[0];
var valid = new TreeCoordinates[entry[1]];
var ofs = 2;
for (int i = 0; i < valid.Length; i++, ofs += 2)
valid[i] = new TreeCoordinates(entry[ofs], entry[ofs + 1]);
// Invalid tress are trees that the player can not reach without cheating devices, like a tree beyond other trees
var invalid = new TreeCoordinates[entry[ofs]];
ofs++;
for (int i = 0; i < invalid.Length; i++, ofs += 2)
invalid[i] = new TreeCoordinates(entry[ofs], entry[ofs + 1]);
CreatePivotLists(valid, invalid, out PivotModerate, out PivotLow);
#if DEBUG
ValidTrees = valid;
InvalidTrees = invalid;
#endif
}
private static void CreatePivotLists(TreeCoordinates[] valid, TreeCoordinates[] invalid, out TreeEncounterAvailable[] moderate, out TreeEncounterAvailable[] low)
{
// For legality purposes, only the tree index is needed.
// Group the trees data by their index; trees that share indexes are indistinguishable from one another
var TreeIndexValid = valid.Select(t => t.Index).Distinct().ToArray();
var TreeIndexInvalid = invalid.Select(t => t.Index).Distinct().Except(TreeIndexValid).ToArray();
Array.Sort(TreeIndexValid);
Array.Sort(TreeIndexInvalid);
// Check for every trainer pivot index if there are trees with moderate encounter and low encounter available in the area
moderate = new TreeEncounterAvailable[PivotCount];
low = new TreeEncounterAvailable[PivotCount];
for (int i = 0; i < PivotCount; i++)
{
var TrainerModerateTrees = TrainerModerateTreeIndex[i];
moderate[i] = GetIsAvailableModerate(TrainerModerateTrees, TreeIndexValid, TreeIndexInvalid);
low[i] = GetIsAvailableLow(TrainerModerateTrees, TreeIndexValid, TreeIndexInvalid);
}
}
private static TreeEncounterAvailable GetIsAvailableModerate(byte[] moderate, byte[] valid, byte[] invalid)
{
if (valid.Any(moderate.Contains))
return TreeEncounterAvailable.ValidTree;
if (invalid.Any(moderate.Contains))
return TreeEncounterAvailable.InvalidTree;
return TreeEncounterAvailable.Impossible;
}
private static TreeEncounterAvailable GetIsAvailableLow(byte[] moderate, byte[] valid, byte[] invalid)
{
if (valid.Except(moderate).Any())
return TreeEncounterAvailable.ValidTree;
if (invalid.Except(moderate).Any())
return TreeEncounterAvailable.InvalidTree;
return TreeEncounterAvailable.Impossible;
}
#if DEBUG
public void DumpLocation(string[] locationNames)
{
string loc = locationNames[Location];
Console.WriteLine($"Location: {loc}");
Console.WriteLine("Valid:");
foreach (var tree in ValidTrees)
Console.WriteLine(tree);
Console.WriteLine("Invalid:");
foreach (var tree in InvalidTrees)
Console.WriteLine(tree);
Console.WriteLine("===");
}
#endif
}
}