mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-18 08:23:12 +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
143 lines
4.9 KiB
C#
143 lines
4.9 KiB
C#
using System;
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namespace PKHeX.Core;
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public static class EvolutionReversal
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{
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public static EvoCriteria[] Reverse(this IEvolutionLookup lineage, ushort species, byte form, PKM pk, byte levelMin, byte levelMax, int maxSpeciesID, bool skipChecks, int stopSpecies)
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{
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var lvl = levelMax;
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var first = new EvoCriteria { Species = species, Form = form, LevelMax = lvl };
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const int maxEvolutions = 3;
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Span<EvoCriteria> evos = stackalloc EvoCriteria[maxEvolutions];
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evos[0] = first;
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switch (species)
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{
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case (int)Species.Silvally:
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form = 0;
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break;
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}
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// There aren't any circular evolution paths, and all lineages have at most 3 evolutions total.
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// There aren't any convergent evolution paths, so only yield the first connection.
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int ctr = 1;
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while (species != stopSpecies)
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{
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var key = EvolutionTree.GetLookupKey(species, form);
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var node = lineage[key];
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bool oneValid = false;
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for (int i = 0; i < 2; i++)
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{
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ref var link = ref i == 0 ? ref node.First : ref node.Second;
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if (link.IsEmpty)
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break;
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if (link.IsEvolutionBanned(pk) && !skipChecks)
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continue;
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var evo = link.Method;
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if (!evo.Valid(pk, lvl, skipChecks))
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continue;
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if (evo.RequiresLevelUp && levelMin >= lvl)
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break; // impossible evolution
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UpdateMinValues(evos[..ctr], evo, levelMin);
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species = link.Species;
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form = link.Form;
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evos[ctr++] = evo.GetEvoCriteria(species, form, lvl);
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if (evo.RequiresLevelUp)
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lvl--;
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oneValid = true;
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break;
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}
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if (!oneValid)
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break;
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}
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// Remove future gen pre-evolutions; no Munchlax from a Gen3 Snorlax, no Pichu from a Gen1-only Raichu, etc
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ref var last = ref evos[ctr - 1];
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if (last.Species > maxSpeciesID)
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{
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for (int i = 0; i < ctr; i++)
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{
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if (evos[i].Species > maxSpeciesID)
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continue;
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ctr--;
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break;
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}
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}
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// Last species is the wild/hatched species, the minimum level is because it has not evolved from previous species
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var result = evos[..ctr];
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last = ref result[^1];
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last = last with { LevelMin = levelMin, LevelUpRequired = 0 };
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// Rectify minimum levels
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RectifyMinimumLevels(result);
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return result.ToArray();
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}
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private static void RectifyMinimumLevels(Span<EvoCriteria> result)
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{
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for (int i = result.Length - 2; i >= 0; i--)
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{
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ref var evo = ref result[i];
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var prev = result[i + 1];
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var min = (byte)Math.Max(prev.LevelMin + evo.LevelUpRequired, evo.LevelMin);
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evo = evo with { LevelMin = min };
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}
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}
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private static void UpdateMinValues(Span<EvoCriteria> evos, EvolutionMethod evo, byte minLevel)
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{
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ref var last = ref evos[^1];
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if (!evo.RequiresLevelUp)
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{
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// Evolutions like elemental stones, trade, etc
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last = last with { LevelMin = minLevel };
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return;
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}
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if (evo.Level == 0)
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{
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// Friendship based Level Up Evolutions, Pichu -> Pikachu, Eevee -> Umbreon, etc
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last = last with { LevelMin = (byte)(minLevel + 1) };
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// Raichu from Pikachu would have a minimum level of 1; accounting for Pichu (level up required) results in a minimum level of 2
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if (evos.Length > 1)
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{
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ref var first = ref evos[0];
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if (!first.RequiresLvlUp)
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first = first with { LevelMin = (byte)(minLevel + 1) };
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}
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}
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else // level up evolutions
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{
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last = last with { LevelMin = evo.Level };
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if (evos.Length > 1)
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{
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ref var first = ref evos[0];
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if (first.RequiresLvlUp)
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{
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// Pokemon like Crobat, its minimum level is Golbat minimum level + 1
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if (first.LevelMin <= evo.Level)
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first = first with { LevelMin = (byte)(evo.Level + 1) };
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}
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else
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{
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// Pokemon like Nidoqueen who evolve with an evolution stone, minimum level is prior evolution minimum level
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if (first.LevelMin < evo.Level)
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first = first with { LevelMin = evo.Level };
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}
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}
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}
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last = last with { LevelUpRequired = evo.RequiresLevelUp ? (byte)1 : (byte)0 };
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}
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}
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