PKHeX/PKHeX.Core/Legality/LearnSource/Verify/LearnPossible.cs
Kurt 18fd790657 Minor perf tweaks
Relocate checksum adders to Checksums class, improve performance by eliminating slice calls
Improve HOME sharing for GO8 and IMoveset encounters: actually sanity check GO8, and skip other non-PK7/PB7 cases.
2023-07-15 11:22:48 -07:00

79 lines
3.1 KiB
C#

using System;
namespace PKHeX.Core;
/// <summary>
/// Logic to check the possible moves a Pokémon can learn.
/// </summary>
public static class LearnPossible
{
/// <summary>
/// Populates the permission <see cref="result"/> list indicating the move ID indexes that can be learned based on the inputs.
/// </summary>
/// <param name="pk">Entity to check</param>
/// <param name="enc">Encounter it has been matched to</param>
/// <param name="history">Environment specific evolution history</param>
/// <param name="result">Flag array, when true, indicating if a move ID can be currently known.</param>
/// <param name="types">Move types to give</param>
public static void Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, Span<bool> result, MoveSourceType types = MoveSourceType.All)
{
if (types.HasFlag(MoveSourceType.Encounter))
FlagEncounterMoves(pk, enc, result);
IterateAndFlag(result, pk, enc, history, types);
}
/// <inheritdoc cref="Get(PKM,IEncounterTemplate,EvolutionHistory,Span{bool},MoveSourceType)"/>
public static bool[] Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types = MoveSourceType.All)
{
var result = new bool[pk.MaxMoveID + 1];
Get(pk, enc, history, result, types);
return result;
}
private static void FlagEncounterMoves(PKM pk, IEncounterTemplate enc, Span<bool> result)
{
if (pk.IsOriginalMovesetDeleted())
return;
if (enc is EncounterSlot8GO { OriginFormat: PogoImportFormat.PK7 or PogoImportFormat.PB7 } g)
{
Span<ushort> initial = stackalloc ushort[4];
g.GetInitialMoves(pk.Met_Level, initial);
SetAll(initial, result);
}
else if (enc.Generation >= 6)
{
static void AddIfInRange(ushort move, Span<bool> result)
{
if (move < result.Length)
result[move] = true;
}
AddIfInRange(pk.RelearnMove1, result);
AddIfInRange(pk.RelearnMove2, result);
AddIfInRange(pk.RelearnMove3, result);
AddIfInRange(pk.RelearnMove4, result);
}
}
private static void SetAll(ReadOnlySpan<ushort> moves, Span<bool> result)
{
foreach (var move in moves)
result[move] = true;
}
private static void IterateAndFlag(Span<bool> result, PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types)
{
// Similar to the iteration when validating a set of currently known moves, iterate backwards.
// Instead of checking if a single move can be learned, get an enumerable of moves and flag.
// Keep iterating backwards, as an older game may have an exclusive move.
var game = LearnGroupUtil.GetCurrentGroup(pk);
while (true)
{
game.GetAllMoves(result, pk, history, enc, types);
var next = game.GetPrevious(pk, history, enc, LearnOption.Current);
if (next is null)
return;
game = next;
}
}
}