mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 18:33:14 +00:00
1960b335fd
If you must get a list of abilities, then use the span extension methods. Also reworks some initial moveset fetching to allocate less
273 lines
8.8 KiB
C#
273 lines
8.8 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 ushort[] 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 byte[] Levels;
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public Learnset(ushort[] moves, byte[] 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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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 ushort[] GetEncounterMoves(int level)
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{
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const int count = 4;
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var moves = new ushort[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<ushort> 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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var 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<ushort> 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<ushort> 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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var 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<ushort> 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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var 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<ushort> moves, ReadOnlySpan<ushort> 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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var 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<ushort> moves, ReadOnlySpan<ushort> 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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var 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>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(ushort 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<ushort, byte>? Learn;
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private Dictionary<ushort, byte> GetDictionary()
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{
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// Create a dictionary, with the move as the key and the level as the value.
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// Due to the ordering of the object, this will result in fetching the lowest level for a move.
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var dict = new Dictionary<ushort, byte>(Moves.Length);
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for (int i = Moves.Length - 1; i >= 0; i--)
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dict[Moves[i]] = Levels[i];
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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(ushort 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(ushort 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<ushort> 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<ushort>.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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