PKHeX/PKHeX.Core/Legality/Moves/Breeding/BreedInfo.cs
Kurt 9166d0eb64
Refactoring: Move Source (Legality) (#3560)
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
2022-08-03 16:15:27 -07:00

34 lines
1 KiB
C#

using System;
namespace PKHeX.Core;
/// <summary>
/// Value passing object to simplify some initialization.
/// </summary>
/// <typeparam name="T">Egg Move source type enumeration.</typeparam>
internal readonly ref struct BreedInfo<T> where T : unmanaged
{
/// <summary> Indicates the analyzed source of each move. </summary>
public readonly Span<T> Actual;
/// <summary> Indicates all possible sources of each move. </summary>
public readonly Span<byte> Possible;
/// <summary> Level Up entry for the egg. </summary>
public readonly Learnset Learnset;
/// <summary> Moves the egg knows after it is finalized. </summary>
public readonly ReadOnlySpan<int> Moves;
/// <summary> Level the egg originated at. </summary>
public readonly int Level;
public BreedInfo(Span<T> actual, Span<byte> possible, Learnset learnset, ReadOnlySpan<int> moves, int level)
{
Actual = actual;
Possible = possible;
Learnset = learnset;
Moves = moves;
Level = level;
}
}