mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-23 04:23:12 +00:00
d47bb1d297
With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
78 lines
5.1 KiB
C#
78 lines
5.1 KiB
C#
using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Details about moves in <see cref="EntityContext.Gen8a"/>
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/// </summary>
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internal static class MoveInfo8a
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{
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public static ReadOnlySpan<byte> MovePP_LA =>
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[
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00, 35, 25, 10, 15, 20, 20, 10, 10, 10, 35, 30, 05, 10, 20, 30, 25, 35, 20, 15,
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20, 20, 25, 20, 30, 05, 10, 15, 15, 15, 25, 20, 05, 30, 15, 20, 20, 10, 05, 30,
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20, 20, 20, 30, 20, 40, 20, 15, 20, 20, 20, 30, 25, 10, 30, 25, 05, 15, 10, 05,
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20, 20, 20, 05, 35, 20, 20, 20, 20, 20, 15, 20, 15, 10, 20, 25, 10, 20, 20, 20,
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10, 40, 10, 15, 25, 10, 20, 05, 15, 10, 05, 10, 10, 20, 10, 20, 40, 30, 20, 20,
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20, 15, 10, 40, 15, 10, 30, 10, 20, 10, 40, 40, 20, 30, 30, 20, 20, 10, 10, 20,
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05, 10, 30, 20, 20, 20, 05, 15, 15, 20, 10, 15, 35, 20, 15, 10, 10, 30, 15, 20,
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20, 10, 10, 05, 10, 25, 10, 10, 20, 15, 40, 20, 10, 05, 15, 10, 10, 10, 15, 30,
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30, 10, 10, 15, 10, 01, 01, 10, 25, 10, 05, 15, 20, 15, 10, 15, 30, 05, 40, 15,
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10, 25, 10, 20, 10, 20, 10, 10, 10, 20, 15, 20, 05, 40, 05, 05, 20, 05, 10, 05,
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10, 10, 10, 10, 20, 20, 30, 15, 10, 20, 20, 25, 05, 15, 10, 05, 20, 15, 20, 25,
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20, 05, 30, 05, 05, 20, 40, 05, 20, 40, 20, 05, 35, 10, 05, 05, 05, 15, 05, 25,
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05, 05, 10, 20, 10, 05, 15, 10, 10, 20, 15, 10, 10, 10, 20, 10, 10, 10, 10, 15,
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15, 15, 10, 20, 20, 10, 20, 20, 20, 20, 20, 10, 10, 10, 20, 20, 05, 15, 10, 10,
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15, 10, 20, 05, 05, 10, 10, 20, 05, 10, 20, 10, 20, 20, 20, 05, 05, 15, 20, 10,
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15, 20, 15, 10, 10, 15, 10, 05, 05, 10, 25, 10, 05, 20, 15, 05, 40, 15, 15, 40,
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15, 20, 20, 05, 15, 20, 15, 15, 15, 05, 10, 30, 20, 30, 20, 05, 40, 10, 05, 10,
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05, 15, 25, 25, 05, 20, 15, 10, 10, 20, 10, 20, 20, 05, 05, 10, 05, 40, 10, 10,
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05, 10, 10, 15, 10, 20, 15, 30, 10, 20, 05, 10, 10, 15, 10, 10, 05, 15, 05, 10,
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10, 30, 20, 20, 10, 10, 05, 05, 10, 05, 20, 10, 20, 10, 05, 10, 10, 20, 10, 10,
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15, 10, 15, 10, 10, 10, 10, 10, 10, 10, 30, 05, 10, 05, 10, 10, 05, 20, 20, 10,
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20, 15, 15, 15, 15, 20, 15, 15, 10, 10, 10, 20, 15, 05, 05, 15, 15, 05, 10, 05,
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15, 05, 10, 20, 05, 20, 20, 20, 20, 05, 20, 15, 05, 20, 15, 10, 10, 05, 10, 05,
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05, 10, 05, 05, 10, 05, 15, 05, 15, 10, 10, 10, 10, 10, 15, 15, 20, 15, 10, 15,
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10, 15, 10, 20, 10, 10, 10, 20, 20, 20, 20, 20, 15, 15, 15, 15, 15, 15, 20, 15,
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10, 15, 15, 15, 15, 10, 15, 10, 10, 10, 15, 15, 15, 15, 05, 05, 15, 05, 10, 10,
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10, 20, 20, 20, 10, 10, 30, 15, 10, 10, 15, 25, 10, 15, 10, 10, 10, 20, 10, 10,
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10, 10, 05, 15, 15, 05, 05, 10, 10, 10, 05, 05, 10, 05, 05, 15, 10, 05, 05, 05,
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10, 10, 10, 10, 20, 25, 10, 20, 30, 25, 20, 20, 15, 20, 15, 20, 20, 15, 10, 10,
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10, 10, 20, 10, 25, 10, 10, 10, 10, 20, 20, 05, 05, 05, 20, 10, 10, 20, 15, 20,
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20, 10, 20, 30, 10, 10, 40, 40, 20, 20, 40, 20, 20, 10, 10, 10, 10, 05, 10, 10,
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05, 05, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01,
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01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 10,
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10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 25, 15, 20, 30, 20, 15, 15, 20, 10, 15,
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15, 10, 05, 10, 10, 20, 15, 10, 15, 15, 15, 05, 15, 20, 20, 01, 01, 01, 01, 01,
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01, 01, 01, 01, 05, 05, 10, 10, 10, 20, 10, 10, 10, 05, 05, 20, 10, 10, 10, 01,
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05, 15, 05, 01, 01, 01, 01, 01, 01, 10, 15, 15, 20, 20, 20, 20, 15, 15, 10, 10,
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05, 20, 05, 10, 05, 15, 10, 10, 05, 15, 20, 10, 10, 15, 10, 10, 10, 10, 10, 10,
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10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 05, 10, 15, 10, 15,
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05, 05, 05, 10, 15, 40, 10, 10, 10, 15, 10, 10, 10, 10, 05, 05, 05, 10, 05, 20,
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10, 10, 05, 20, 20, 10, 10, 05, 05, 05, 40, 10, 20, 10, 10, 10, 10, 05, 05, 15,
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05, 10, 10, 10, 05, 05, 35, 15, 10, 10, 15, 05, 10, 10, 10, 05, 05, 10, 05, 15,
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10, 15, 10, 15, 15, 15, 05, 05, 05, 10, 10,
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];
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/// <summary>
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/// Bitflag indexes of moves that are not usable in game.
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/// </summary>
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/// <remarks>
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/// This is a bitflag array, where each bit represents a move. If the bit is set, the move is not usable in game.
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/// Instead of allocating a hashset, this is a more efficient method (no allocation) with O(1) lookup (faster than HashSet's O(1) lookup).
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/// </remarks>
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public static ReadOnlySpan<byte> DummiedMoves => // 673 moves (1346 bytes) => 104 bytes.
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[
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0x7E, 0xBC, 0xFE, 0xFF, 0xBD, 0xEA, 0xCF, 0x72, 0x7F, 0x1F,
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0x0E, 0x1F, 0xAB, 0xFD, 0xEF, 0xBE, 0x7D, 0xD7, 0x35, 0xCF,
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0xD5, 0xEF, 0x5F, 0x0F, 0xEF, 0x9E, 0xFD, 0xFF, 0x7E, 0x5F,
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0x3B, 0xFD, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xDF, 0xBF, 0xB3,
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0xBF, 0xAF, 0xF5, 0xE4, 0xF6, 0xFF, 0xFB, 0xFF, 0xFF, 0x2B,
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0x84, 0x8C, 0x08, 0xA0, 0xDB, 0xAA, 0xC5, 0x21, 0xF0, 0xFB,
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0xFF, 0xF7, 0xFF, 0xFB, 0xFF, 0xF3, 0xFE, 0xBF, 0xFF, 0xE7,
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0xFF, 0xFF, 0x7D, 0xFC, 0xF7, 0xDF, 0xFE, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xB7, 0xFF, 0xFF, 0xFF, 0xFF, 0xBF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xEF,
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0xFF, 0xFF, 0xFF, 0x07,
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];
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}
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