mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 18:33:14 +00:00
3c232505e5
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
89 lines
2.3 KiB
C#
89 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace PKHeX.Core;
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/// <summary>
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/// Set of 4 moves that are in a list of moves.
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/// </summary>
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public readonly record struct Moveset(ushort Move1, ushort Move2 = 0, ushort Move3 = 0, ushort Move4 = 0)
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{
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public bool HasMoves => Move1 != 0;
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public bool Contains(ushort move) => move == Move1 || move == Move2 || move == Move3 || move == Move4;
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public bool AnyAbove(int max) => Move1 > max || Move2 > max || Move3 > max || Move4 > max;
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public ushort[] ToArray() => new[] { Move1, Move2, Move3, Move4 };
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public void CopyTo(Span<ushort> moves)
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{
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moves[3] = Move4;
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moves[2] = Move3;
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moves[1] = Move2;
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moves[0] = Move1;
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}
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public bool ContainsAny(ReadOnlySpan<ushort> moves)
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{
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foreach (var move in moves)
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{
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if (Contains(move))
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return true;
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}
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return false;
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}
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public bool ContainsAll(ReadOnlySpan<ushort> needs)
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{
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foreach (var move in needs)
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{
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if (!Contains(move))
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return false;
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}
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return true;
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}
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public string GetMovesetLine(IReadOnlyList<string> names, string split = " / ")
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{
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var sb = new StringBuilder(128);
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sb.Append(names[Move1]);
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if (Move2 != 0)
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{
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sb.Append(split).Append(names[Move2]);
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if (Move3 != 0)
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{
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sb.Append(split).Append(names[Move3]);
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if (Move4 != 0)
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sb.Append(split).Append(names[Move4]);
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}
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}
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return sb.ToString();
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}
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public int BitOverlap(ReadOnlySpan<ushort> span)
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{
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// Flag each present index; having all moves will have all bitflags.
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int flags = 0;
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for (var i = 0; i < span.Length; i++)
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{
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var move = span[i];
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if (Contains(move))
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flags |= 1 << i;
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}
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return flags;
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}
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public static int BitOverlap(Span<ushort> moves, Span<ushort> span)
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{
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// Flag each present index; having all moves will have all bitflags.
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int flags = 0;
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for (var i = 0; i < span.Length; i++)
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{
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var move = span[i];
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if (moves.Contains(move))
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flags |= 1 << i;
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}
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return flags;
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}
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}
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