mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-23 12:33:06 +00:00
88830e0d00
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now. Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes. Adds functionality for Batch Editor commands to `>`, `<` and <=/>= TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants. Main window has a new layout to account for DPI scaling (8 point grid) Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes #3724) Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes #3720) Changed: Hyper Training suggestions now apply for level 50 in SV. (closes #3714) Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes #3691) Added: Properties for ribbon/mark count (closes #3659) Fixed: Traded SV eggs are now checked correctly (closes #3692)
74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic to check the possible moves a Pokémon can learn.
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/// </summary>
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public static class LearnPossible
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{
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/// <summary>
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/// Populates the permission <see cref="result"/> list indicating the move ID indexes that can be learned based on the inputs.
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/// </summary>
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/// <param name="pk">Entity to check</param>
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/// <param name="enc">Encounter it has been matched to</param>
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/// <param name="history">Environment specific evolution history</param>
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/// <param name="result">Flag array, when true, indicating if a move ID can be currently known.</param>
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/// <param name="types">Move types to give</param>
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public static void Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, Span<bool> result, MoveSourceType types = MoveSourceType.All)
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{
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if (types.HasFlag(MoveSourceType.Encounter))
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FlagEncounterMoves(pk, enc, result);
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IterateAndFlag(result, pk, enc, history, types);
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}
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/// <inheritdoc cref="Get(PKM,IEncounterTemplate,EvolutionHistory,Span{bool},MoveSourceType)"/>
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public static bool[] Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types = MoveSourceType.All)
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{
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var result = new bool[pk.MaxMoveID + 1];
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Get(pk, enc, history, result, types);
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return result;
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}
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private static void FlagEncounterMoves(PKM pk, IEncounterTemplate enc, Span<bool> result)
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{
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if (pk.IsOriginalMovesetDeleted())
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return;
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if (enc is EncounterSlot8GO g)
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{
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Span<ushort> initial = stackalloc ushort[4];
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g.GetInitialMoves(pk.Met_Level, initial);
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SetAll(initial, result);
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}
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else if (enc.Generation >= 6)
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{
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result[pk.RelearnMove1] = true;
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result[pk.RelearnMove2] = true;
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result[pk.RelearnMove3] = true;
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result[pk.RelearnMove4] = true;
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}
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}
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private static void SetAll(ReadOnlySpan<ushort> moves, Span<bool> result)
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{
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foreach (var move in moves)
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result[move] = true;
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}
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private static void IterateAndFlag(Span<bool> result, PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types)
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{
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// Similar to the iteration when validating a set of currently known moves, iterate backwards.
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// Instead of checking if a single move can be learned, get an enumerable of moves and flag.
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// Keep iterating backwards, as an older game may have an exclusive move.
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var game = LearnGroupUtil.GetCurrentGroup(pk);
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while (true)
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{
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game.GetAllMoves(result, pk, history, enc, types);
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var next = game.GetPrevious(pk, history, enc, LearnOption.Current);
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if (next is null)
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return;
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game = next;
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}
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}
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}
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