mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-24 11:23:11 +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
57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core;
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/// <summary>
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/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.BW"/>.
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/// </summary>
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/// <inheritdoc cref="SAV5" />
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public sealed class SAV5BW : SAV5
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{
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public SAV5BW() : base(SaveUtil.SIZE_G5RAW)
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{
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Blocks = new SaveBlockAccessor5BW(this);
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Initialize();
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}
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public SAV5BW(byte[] data) : base(data)
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{
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Blocks = new SaveBlockAccessor5BW(this);
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Initialize();
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}
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public override IPersonalTable Personal => PersonalTable.BW;
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public SaveBlockAccessor5BW Blocks { get; }
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protected override SaveFile CloneInternal() => new SAV5BW((byte[])Data.Clone());
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public override int EventWorkCount => 0x13E;
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public override int EventFlagCount => 0xB60;
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protected override int EventWorkOffset => 0x20100;
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protected override int EventFlagOffset => EventWorkOffset + 0x27C;
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public override int MaxItemID => Legal.MaxItemID_5_BW;
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private void Initialize()
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{
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BattleBoxOffset = 0x20A00;
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CGearInfoOffset = 0x1C000;
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CGearDataOffset = 0x52000;
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EntreeForestOffset = 0x22C00;
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PokeDex = Blocks.Zukan.PokeDex;
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WondercardData = Blocks.Mystery.Offset;
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DaycareOffset = Blocks.Daycare.Offset;
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}
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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public override MyItem Items => Blocks.Items;
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public override Zukan5 Zukan => Blocks.Zukan;
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public override Misc5 Misc => Blocks.Misc;
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public override MysteryBlock5 Mystery => Blocks.Mystery;
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public override Daycare5 Daycare => Blocks.Daycare;
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public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
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public override PlayerData5 PlayerData => Blocks.PlayerData;
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public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
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public override Entralink5 Entralink => Blocks.Entralink;
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public override Musical5 Musical => Blocks.Musical;
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public override Encount5 Encount => Blocks.Encount;
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public override int Fused => int.MinValue;
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public override int GTS => 0x20500;
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}
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