mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-19 08:53:28 +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
123 lines
4.5 KiB
C#
123 lines
4.5 KiB
C#
using System;
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namespace PKHeX.Core;
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public interface IHyperTrain
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{
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byte HyperTrainFlags { get; set; }
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bool HT_HP { get; set; }
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bool HT_ATK { get; set; }
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bool HT_DEF { get; set; }
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bool HT_SPA { get; set; }
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bool HT_SPD { get; set; }
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bool HT_SPE { get; set; }
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}
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public static partial class Extensions
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{
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/// <summary>
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/// Toggles the Hyper Training flag for a given stat.
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/// </summary>
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/// <param name="t">Hyper Trainable object</param>
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/// <param name="index">Battle Stat (H/A/B/S/C/D)</param>
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/// <returns>Final Hyper Training Flag value</returns>
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public static bool HyperTrainInvert(this IHyperTrain t, int index) => index switch
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{
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0 => t.HT_HP ^= true,
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1 => t.HT_ATK ^= true,
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2 => t.HT_DEF ^= true,
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3 => t.HT_SPE ^= true,
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4 => t.HT_SPA ^= true,
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5 => t.HT_SPD ^= true,
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_ => false,
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};
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public static bool IsHyperTrainedAll(this IHyperTrain t) => t.HyperTrainFlags == 0x3F;
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public static void HyperTrainClear(this IHyperTrain t) => t.HyperTrainFlags = 0;
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public static bool IsHyperTrained(this IHyperTrain t) => t.HyperTrainFlags != 0;
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/// <summary>
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/// Gets one of the <see cref="IHyperTrain"/> values based on its index within the array.
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/// </summary>
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/// <param name="t">Entity to check.</param>
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/// <param name="index">Index to get</param>
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public static bool IsHyperTrained(this IHyperTrain t, int index) => index switch
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{
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0 => t.HT_HP,
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1 => t.HT_ATK,
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2 => t.HT_DEF,
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3 => t.HT_SPE,
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4 => t.HT_SPA,
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5 => t.HT_SPD,
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_ => throw new ArgumentOutOfRangeException(nameof(index)),
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};
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/// <summary>
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/// Sets <see cref="IHyperTrain.HyperTrainFlags"/> to valid values which may best enhance the <see cref="PKM"/> stats.
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/// </summary>
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/// <param name="pk"></param>
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/// <param name="h">History of evolutions present as</param>
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/// <param name="IVs"><see cref="PKM.IVs"/> to use (if already known). Will fetch the current <see cref="PKM.IVs"/> if not provided.</param>
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public static void SetSuggestedHyperTrainingData(this PKM pk, EvolutionHistory h, ReadOnlySpan<int> IVs)
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{
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if (pk is not IHyperTrain t)
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return;
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if (!pk.IsHyperTrainingAvailable(h))
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{
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t.HyperTrainFlags = 0;
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return;
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}
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t.HT_HP = IVs[0] != 31;
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t.HT_ATK = IVs[1] != 31 && IVs[1] > 2;
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t.HT_DEF = IVs[2] != 31;
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t.HT_SPA = IVs[4] != 31;
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t.HT_SPD = IVs[5] != 31;
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// sometimes unusual speed IVs are desirable for competitive reasons
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// if nothing else was HT'd and the IV isn't too high, it was probably intentional
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t.HT_SPE = IVs[3] != 31 && IVs[3] > 2 &&
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(IVs[3] > 17 || t.HT_HP || t.HT_ATK || t.HT_DEF || t.HT_SPA || t.HT_SPD);
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if (pk is ICombatPower pb)
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pb.ResetCP();
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}
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/// <inheritdoc cref="SetSuggestedHyperTrainingData(PKM,EvolutionHistory,ReadOnlySpan{int})"/>
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public static void SetSuggestedHyperTrainingData(this PKM pk, ReadOnlySpan<int> IVs) => pk.SetSuggestedHyperTrainingData(EvolutionHistory.Empty, IVs);
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/// <inheritdoc cref="SetSuggestedHyperTrainingData(PKM,EvolutionHistory,ReadOnlySpan{int})"/>
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public static void SetSuggestedHyperTrainingData(this PKM pk)
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{
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Span<int> ivs = stackalloc int[6];
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pk.GetIVs(ivs);
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pk.SetSuggestedHyperTrainingData(ivs);
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}
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/// <summary>
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/// Indicates if Hyper Training is available for toggling.
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/// </summary>
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/// <param name="t">Entity to train</param>
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/// <param name="h">History of evolutions present as</param>
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/// <returns>True if available, otherwise false.</returns>
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public static bool IsHyperTrainingAvailable(this IHyperTrain t, EvolutionHistory h) => t switch
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{
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// Check for game formats where training is unavailable:
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PA8 pa8 => h.Gen7.Length > 0 || pa8.HasVisitedSWSH(h.Gen8) || pa8.HasVisitedBDSP(h.Gen8b),
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_ => true,
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};
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/// <inheritdoc cref="IsHyperTrainingAvailable(IHyperTrain, EvolutionHistory)"/>
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/// <param name="pk">Entity data</param>
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/// <param name="h">History of evolutions present as</param>
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public static bool IsHyperTrainingAvailable(this PKM pk, EvolutionHistory h)
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{
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if (pk is not IHyperTrain t)
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return false;
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if (!t.IsHyperTrainingAvailable(h))
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return false;
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// Gated behind level 100.
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return pk.CurrentLevel == 100;
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}
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}
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