PKHeX/PKHeX.Core/Legality/Verifiers/Ribbons/RibbonVerifierUnique3.cs
Kurt 768047cd80
Legality: Rewrite Ribbon Verifier (#3570)
* Rewrite ribbon verification
* Explicitly verifies all ribbons instead of chained iterators.
* Verifies using only the stack, using `struct` and `Span<T>`. No allocation on heap, or `IEnumerable` iterators.
* Verifies all egg ribbons using a separate method, explicitly implemented. No reflection overhead.
* Separates each ribbon interface to separate `static` classes. Easier to identify code needing change on new game update.
* Extracted logic for specific ribbons. Can easily revise complicated ribbon's acquisition rules.
* Simplifies GiveAll/RemoveAll legal ribbon mutations. No reflection overhead, and no allocation.
* Can be expanded in the future if we need to track conditions for ribbon acquisition (was Sinnoh Champ received in BDSP or Gen4?)

End result is a more performant implementation and easier to maintain & reuse logic.
2022-08-15 21:04:30 -07:00

37 lines
1 KiB
C#

using static PKHeX.Core.RibbonIndex3;
namespace PKHeX.Core;
/// <summary>
/// Parsing logic for <see cref="IRibbonSetUnique3"/>.
/// </summary>
public static class RibbonVerifierUnique3
{
public static void Parse(this IRibbonSetUnique3 r, RibbonVerifierArguments args, ref RibbonResultList list)
{
var evos = args.History;
if (evos.HasVisitedGen3)
{
PKM pk = args.Entity;
if (r.RibbonWinning && !RibbonRules.IsRibbonValidWinning(pk, args.Encounter, evos))
list.Add(Winning);
if (r.RibbonVictory && !RibbonRules.IsRibbonValidVictory(evos))
list.Add(Victory);
}
else // Gen4/5
{
if (r.RibbonWinning)
list.Add(Winning);
if (r.RibbonVictory)
list.Add(Victory);
}
}
public static void ParseEgg(this IRibbonSetUnique3 r, ref RibbonResultList list)
{
if (r.RibbonWinning)
list.Add(Winning);
if (r.RibbonVictory)
list.Add(Victory);
}
}