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https://github.com/kwsch/PKHeX
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768047cd80
* 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.
10 lines
487 B
C#
10 lines
487 B
C#
namespace PKHeX.Core;
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/// <summary>
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/// Wraps details used for parsing ribbon states.
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/// </summary>
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/// <param name="Entity">Entity to parse</param>
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/// <param name="Encounter">Encounter originated as</param>
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/// <param name="History">History of visitation</param>
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/// <remarks>For Generation 1/2 encounters, use the transferred encounter data object.</remarks>
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public readonly record struct RibbonVerifierArguments(PKM Entity, IEncounterTemplate Encounter, EvolutionHistory History);
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