mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-23 19:03:11 +00:00
9166d0eb64
Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using System;
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namespace PKHeX.Core;
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public sealed class EvolutionGroup2 : IEvolutionGroup
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{
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public static readonly EvolutionGroup2 Instance = new();
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private static readonly EvolutionTree Tree = EvolutionTree.Evolves2;
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private const int MaxSpecies = Legal.MaxSpeciesID_2;
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private const int Generation = 2;
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private static PersonalTable2 Personal => PersonalTable.C;
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public IEvolutionGroup? GetNext(PKM pk, EvolutionOrigin enc) => pk.Format > Generation ? EvolutionGroup7.Instance : null;
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public IEvolutionGroup? GetPrevious(PKM pk, EvolutionOrigin enc) => pk.Format != 1 ? EvolutionGroup1.Instance : null;
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public bool Append(PKM pk, EvolutionHistory history, ref ReadOnlySpan<EvoCriteria> chain, EvolutionOrigin enc)
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{
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// Get the first evolution in the chain that can be present in this group
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var any = GetFirstEvolution(chain, out var evo);
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if (!any)
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return false;
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// Get the evolution tree from this group and get the new chain from it.
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byte min;
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if (pk.Format > Generation)
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min = enc.LevelMin;
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else if (pk is ICaughtData2 { CaughtData: not 0 } c)
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min = (byte)c.Met_Level;
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else
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min = enc.LevelMin;
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var criteria = enc with { LevelMax = evo.LevelMax, LevelMin = min };
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var local = GetInitialChain(pk, criteria, evo.Species, evo.Form);
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// Revise the tree
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var revised = Prune(local);
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// Set the tree to the history field
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history.Gen2 = revised;
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// Retain a reference to the current chain for future appending as we step backwards.
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chain = revised;
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return revised.Length != 0;
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}
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public EvoCriteria[] GetInitialChain(PKM pk, EvolutionOrigin enc, ushort species, byte form)
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{
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return Tree.GetExplicitLineage(species, form, pk, enc.LevelMin, enc.LevelMax, MaxSpecies, enc.SkipChecks, enc.Species);
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}
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private static EvoCriteria[] Prune(EvoCriteria[] chain) => chain;
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private static bool GetFirstEvolution(ReadOnlySpan<EvoCriteria> chain, out EvoCriteria result)
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{
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var pt = Personal;
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foreach (var evo in chain)
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{
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// If the evo can't exist in the game, it must be a future evolution.
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if (!pt.IsPresentInGame(evo.Species, evo.Form))
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continue;
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result = evo;
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return true;
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}
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result = default;
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return false;
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}
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}
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