mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 10:23:09 +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
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using System;
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using System.Buffers;
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namespace PKHeX.Core;
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public sealed class LegalMoveInfo
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{
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// Use a bool array instead of a HashSet; we have a limited range of moves.
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// This implementation is faster (no hashcode or bucket search) with lower memory overhead (1 byte per move ID).
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private readonly bool[] AllowedMoves = new bool[(int)Move.MAX_COUNT + 1];
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/// <summary>
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/// Checks if the requested <see cref="move"/> is legally able to be learned.
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/// </summary>
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/// <param name="move">Move to check if can be learned</param>
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/// <returns>True if can learn the move</returns>
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public bool CanLearn(int move) => AllowedMoves[move];
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/// <summary>
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/// Reloads the legality sources to permit the provided legal info.
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/// </summary>
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/// <param name="la">Details of analysis, moves to allow</param>
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public bool ReloadMoves(LegalityAnalysis la)
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{
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var rent = ArrayPool<bool>.Shared.Rent(AllowedMoves.Length);
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var span = rent.AsSpan(0, AllowedMoves.Length);
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LearnPossible.Get(la.Entity, la.EncounterOriginal, la.Info.EvoChainsAllGens, span);
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// check prior move-pool to not needlessly refresh the data set
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bool diff = !span.SequenceEqual(AllowedMoves);
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if (diff) // keep
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span.CopyTo(AllowedMoves);
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span.Clear();
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ArrayPool<bool>.Shared.Return(rent);
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return diff;
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}
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}
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