mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-21 01:43:10 +00:00
8f9de86347
the Actual result still needs to leave the stack, so that has to be heap allocated.
107 lines
4.4 KiB
C#
107 lines
4.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace PKHeX.Core
|
|
{
|
|
public static class MoveBreed
|
|
{
|
|
public static bool Process(int generation, int species, int form, GameVersion version, int[] moves)
|
|
{
|
|
_ = Process(generation, species, form, version, moves, out var valid);
|
|
return valid;
|
|
}
|
|
|
|
public static object Process(int generation, int species, int form, GameVersion version, ReadOnlySpan<int> moves, out bool valid) => generation switch
|
|
{
|
|
2 => MoveBreed2.Validate(species, version, moves, out valid),
|
|
3 => MoveBreed3.Validate(species, version, moves, out valid),
|
|
4 => MoveBreed4.Validate(species, version, moves, out valid),
|
|
5 => MoveBreed5.Validate(species, version, moves, out valid),
|
|
_ => MoveBreed6.Validate(generation, species, form, version, moves, out valid),
|
|
};
|
|
|
|
public static int[] GetExpectedMoves(int[] moves, IEncounterTemplate enc)
|
|
{
|
|
var parse = Process(enc.Generation, enc.Species, enc.Form, enc.Version, moves, out var valid);
|
|
if (valid)
|
|
return moves;
|
|
return GetExpectedMoves(enc.Generation, enc.Species, enc.Form, enc.Version, moves, parse);
|
|
}
|
|
|
|
public static int[] GetExpectedMoves(int generation, int species, int form, GameVersion version, ReadOnlySpan<int> moves, object parse)
|
|
{
|
|
// Try rearranging the order of the moves.
|
|
// Build an info table
|
|
var x = (byte[])parse;
|
|
var details = new MoveOrder[moves.Length];
|
|
for (byte i = 0; i < x.Length; i++)
|
|
details[i] = new MoveOrder((ushort) moves[i], x[i]);
|
|
|
|
// Kick empty slots to the end, then order by source priority.
|
|
IOrderedEnumerable<MoveOrder> expect = generation != 2
|
|
? details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source)
|
|
: details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source != (byte) EggSource2.Base);
|
|
|
|
// Reorder the moves.
|
|
var reorder1 = new int[moves.Length];
|
|
var exp = expect.ToList();
|
|
for (int i = 0; i < moves.Length; i++)
|
|
reorder1[i] = exp[i].Move;
|
|
|
|
// Check if that worked...
|
|
_ = Process(generation, species, form, version, reorder1, out var valid);
|
|
if (valid)
|
|
return reorder1;
|
|
|
|
// Well, that didn't work; probably because the moves aren't valid. Let's remove all the base moves, and get a fresh set.
|
|
var reorder2 = reorder1; // reuse instead of reallocate
|
|
var learn = GameData.GetLearnsets(version);
|
|
var table = GameData.GetPersonal(version);
|
|
var index = table.GetFormIndex(species, form);
|
|
var learnset = learn[index];
|
|
var eggLevel = EggStateLegality.GetEggLevel(generation);
|
|
var baseMoves = learnset.GetBaseEggMoves(eggLevel);
|
|
|
|
RebuildMoves(baseMoves, exp, reorder2);
|
|
|
|
// Check if that worked...
|
|
_ = Process(generation, species, form, version, reorder2, out valid);
|
|
if (valid)
|
|
return reorder2;
|
|
|
|
// Total failure; just return the base moves.
|
|
baseMoves.CopyTo(reorder2);
|
|
for (int i = baseMoves.Length; i < reorder2.Length; i++)
|
|
reorder2[i] = 0;
|
|
return reorder2;
|
|
}
|
|
|
|
private static void RebuildMoves(ReadOnlySpan<int> baseMoves, List<MoveOrder> exp, int[] result)
|
|
{
|
|
var notBase = new List<int>();
|
|
foreach (var m in exp)
|
|
{
|
|
if (m.Source == 0)
|
|
continue; // invalid
|
|
int move = m.Move;
|
|
if (baseMoves.IndexOf(move) == -1)
|
|
notBase.Add(move);
|
|
}
|
|
|
|
int baseCount = 4 - notBase.Count;
|
|
if (baseCount > baseMoves.Length)
|
|
baseCount = baseMoves.Length;
|
|
int ctr = 0;
|
|
for (; ctr < baseCount; ctr++)
|
|
result[ctr] = baseMoves[baseMoves.Length - baseCount + ctr];
|
|
foreach (var m in notBase)
|
|
result[ctr++] = m;
|
|
|
|
for (int i = ctr; i < result.Length; i++)
|
|
result[i] = 0;
|
|
}
|
|
|
|
private readonly record struct MoveOrder(ushort Move, byte Source);
|
|
}
|
|
}
|