PKHeX/PKHeX.Core/Legality/Learnset/LearnsetReader.cs
Kurt 3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
2022-08-26 23:43:36 -07:00

84 lines
2.7 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Unpacks <see cref="Learnset"/> data from legality binary inputs.
/// </summary>
public static class LearnsetReader
{
private static readonly Learnset EMPTY = new(Array.Empty<ushort>(), Array.Empty<byte>());
/// <summary>
/// Loads a learnset using the 8-bit-per-move storage structure used by Generation 1 &amp; 2 games.
/// </summary>
/// <param name="input">Raw ROM data containing the contiguous moves</param>
/// <param name="maxSpecies">Highest species ID for the input game.</param>
public static Learnset[] GetArray(ReadOnlySpan<byte> input, int maxSpecies)
{
int offset = 0;
var result = new Learnset[maxSpecies + 1];
for (int i = 0; i < result.Length; i++)
result[i] = ReadLearnset8(input, ref offset);
return result;
}
/// <summary>
/// Loads a learnset by reading 16-bit move,level pairs.
/// </summary>
/// <param name="entries">Entry data</param>
public static Learnset[] GetArray(BinLinkerAccessor entries)
{
var result = new Learnset[entries.Length];
for (int i = 0; i < result.Length; i++)
result[i] = ReadLearnset16(entries[i]);
return result;
}
/// <summary>
/// Reads a Level up move pool definition from a contiguous chunk of GB era ROM data.
/// </summary>
/// <remarks>Moves and Levels are 8-bit</remarks>
private static Learnset ReadLearnset8(ReadOnlySpan<byte> data, ref int offset)
{
int end = offset; // scan for count
if (data[end] == 0)
{
++offset;
return EMPTY;
}
do { end += 2; } while (data[end] != 0);
var count = (end - offset) / 2;
var moves = new ushort[count];
var levels = new byte[count];
for (int i = 0; i < moves.Length; i++)
{
levels[i] = data[offset++];
moves[i] = data[offset++];
}
++offset;
return new Learnset(moves, levels);
}
/// <summary>
/// Reads a Level up move pool definition from a single move pool definition.
/// </summary>
/// <remarks>Count of moves, followed by Moves and Levels which are 16-bit</remarks>
private static Learnset ReadLearnset16(ReadOnlySpan<byte> data)
{
if (data.Length == 0)
return EMPTY;
var count = (data.Length / 4) - 1;
var moves = new ushort[count];
var levels = new byte[count];
for (int i = 0; i < count; i++)
{
var move = data.Slice(i * 4, 4);
levels[i] = move[2];
moves[i] = ReadUInt16LittleEndian(move);
}
return new Learnset(moves, levels);
}
}