mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 02:13:10 +00:00
6441bdadd8
`Moveset` struct stores 4 moves, and exposes methods to interact with a moveset. `IndividualValueSet` stores a 6 IV template (signed). Performance impact: * Less allocating on the heap: Moves - (8 bytes member ptr, 20 bytes heap->8 bytes member) * Less allocating on the heap: IVs - (8 bytes member ptr, 28 bytes heap->8 bytes member) * No heap pointers, no need to jump to grab data. * Easy to inline logic for checking if moves are present (no linq usage with temporary collections). End result is faster ctor times, less memory used, faster program.
312 lines
9.9 KiB
C#
312 lines
9.9 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core;
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/// <summary>
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/// Level Up Learn Movepool Information
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/// </summary>
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public sealed class Learnset
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{
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/// <summary>
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/// Moves that can be learned.
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/// </summary>
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internal readonly int[] Moves;
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/// <summary>
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/// Levels at which a move at a given index can be learned.
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/// </summary>
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private readonly int[] Levels;
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public Learnset(int[] moves, int[] levels)
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{
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Moves = moves;
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Levels = levels;
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}
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/// <summary>
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/// Returns the moves a Pokémon can learn between the specified level range.
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/// </summary>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetMoves(int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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return Moves;
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if (minLevel > maxLevel)
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return Array.Empty<int>();
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return Array.Empty<int>();
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return Array.Empty<int>();
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var length = end - start + 1;
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if (length == Moves.Length)
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return Moves;
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return Moves.AsSpan(start, length).ToArray();
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}
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public (bool HasMoves, int Start, int End) GetMoveRange(int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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return (true, 0, Moves.Length - 1);
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if (minLevel > maxLevel)
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return default;
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return default;
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return default;
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return (true, start, end);
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetEncounterMoves(int level)
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{
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const int count = 4;
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var moves = new int[count];
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SetEncounterMoves(level, moves);
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return moves;
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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/// <returns>Array of Move IDs</returns>
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public void SetEncounterMoves(int level, Span<int> moves, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] > level)
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break;
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int move = Moves[i];
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bool alreadyHasMove = moves.IndexOf(move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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}
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public void SetEncounterMovesBackwards(int level, Span<int> moves, int ctr = 0)
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{
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int index = Array.FindLastIndex(Levels, z => z <= level);
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while (true)
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{
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if (index == -1)
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return; // no moves to add?
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// In the event we have multiple moves at the same level, insert them in regular descending order.
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int start = index;
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while (start != 0 && Levels[start] == Levels[start - 1])
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start--;
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for (int i = start; i <= index; i++)
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{
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var move = Moves[i];
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if (moves.IndexOf(move) == -1)
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moves[ctr++] = move;
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if (ctr == 4)
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return;
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}
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index = start - 1;
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}
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}
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/// <summary>Adds the learned moves by level up to the specified level.</summary>
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public void SetLevelUpMoves(int startLevel, int endLevel, Span<int> moves, int ctr = 0)
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{
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int startIndex = Array.FindIndex(Levels, z => z >= startLevel);
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int endIndex = Array.FindIndex(Levels, z => z > endLevel);
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for (int i = startIndex; i < endIndex; i++)
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{
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int move = Moves[i];
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bool alreadyHasMove = moves.IndexOf(move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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}
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/// <summary>Adds the moves that are gained upon evolving.</summary>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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public void SetEvolutionMoves(Span<int> moves, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] != 0)
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break;
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int move = Moves[i];
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bool alreadyHasMove = moves.IndexOf(move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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}
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/// <summary>Adds the learned moves by level up to the specified level.</summary>
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public void SetLevelUpMoves(int startLevel, int endLevel, Span<int> moves, ReadOnlySpan<int> ignore, int ctr = 0)
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{
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int startIndex = Array.FindIndex(Levels, z => z >= startLevel);
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if (startIndex == -1)
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return; // No more remain
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int endIndex = Array.FindIndex(Levels, z => z > endLevel);
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if (endIndex == -1)
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endIndex = Levels.Length;
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for (int i = startIndex; i < endIndex; i++)
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{
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int move = Moves[i];
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if (ignore.IndexOf(move) >= 0)
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continue;
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bool alreadyHasMove = moves.IndexOf(move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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}
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/// <summary>Adds the moves that are gained upon evolving.</summary>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ignore">Ignored moves</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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public void SetEvolutionMoves(Span<int> moves, ReadOnlySpan<int> ignore, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] != 0)
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break;
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int move = Moves[i];
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if (ignore.IndexOf(move) >= 0)
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continue;
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bool alreadyHasMove = moves.IndexOf(move) >= 0;
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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}
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public IList<int> GetUniqueMovesLearned(IEnumerable<int> seed, int maxLevel, int minLevel = 0)
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{
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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var list = new List<int>(seed);
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for (int i = start; i <= end; i++)
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{
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if (!list.Contains(Moves[i]))
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list.Add(Moves[i]);
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}
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return list;
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}
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/// <summary>Returns the index of the lowest level move if the Pokémon were encountered at the specified level.</summary>
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/// <remarks>Helps determine the minimum level an encounter can be at.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int GetMinMoveLevel(int level)
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{
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if (Levels.Length == 0)
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return 1;
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int end = Array.FindLastIndex(Levels, z => z <= level);
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return Math.Max(end - 4, 1);
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}
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public int GetMoveLevel(int move)
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{
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var index = Array.LastIndexOf(Moves, move);
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if (index == -1)
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return -1;
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return Levels[index];
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}
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private Dictionary<int, int>? Learn;
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private Dictionary<int, int> GetDictionary()
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{
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var dict = new Dictionary<int, int>();
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for (int i = 0; i < Moves.Length; i++)
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{
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if (!dict.ContainsKey(Moves[i]))
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dict.Add(Moves[i], Levels[i]);
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}
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return dict;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move)
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{
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return (Learn ??= GetDictionary()).TryGetValue(move, out var level) ? level : -1;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <param name="min">Minimum level to start looking at.</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move, int min)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (move != Moves[i])
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continue;
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var lv = Levels[i];
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if (lv >= min)
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return lv;
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}
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return -1;
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}
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public ReadOnlySpan<int> GetBaseEggMoves(int level)
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{
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// Count moves <= level
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var count = 0;
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foreach (var x in Levels)
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{
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if (x > level)
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break;
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count++;
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}
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// Return a slice containing the moves <= level.
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if (count == 0)
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return ReadOnlySpan<int>.Empty;
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int start = 0;
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if (count > 4)
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{
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start = count - 4;
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count = 4;
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}
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return Moves.AsSpan(start, count);
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}
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}
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