mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-23 19:03:11 +00:00
3c232505e5
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using System;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core;
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/// <summary>
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/// Unpacks <see cref="Learnset"/> data from legality binary inputs.
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/// </summary>
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public static class LearnsetReader
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{
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private static readonly Learnset EMPTY = new(Array.Empty<ushort>(), Array.Empty<byte>());
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/// <summary>
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/// Loads a learnset using the 8-bit-per-move storage structure used by Generation 1 & 2 games.
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/// </summary>
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/// <param name="input">Raw ROM data containing the contiguous moves</param>
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/// <param name="maxSpecies">Highest species ID for the input game.</param>
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public static Learnset[] GetArray(ReadOnlySpan<byte> input, int maxSpecies)
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{
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int offset = 0;
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var result = new Learnset[maxSpecies + 1];
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for (int i = 0; i < result.Length; i++)
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result[i] = ReadLearnset8(input, ref offset);
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return result;
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}
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/// <summary>
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/// Loads a learnset by reading 16-bit move,level pairs.
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/// </summary>
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/// <param name="entries">Entry data</param>
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public static Learnset[] GetArray(BinLinkerAccessor entries)
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{
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var result = new Learnset[entries.Length];
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for (int i = 0; i < result.Length; i++)
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result[i] = ReadLearnset16(entries[i]);
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return result;
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}
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/// <summary>
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/// Reads a Level up move pool definition from a contiguous chunk of GB era ROM data.
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/// </summary>
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/// <remarks>Moves and Levels are 8-bit</remarks>
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private static Learnset ReadLearnset8(ReadOnlySpan<byte> data, ref int offset)
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{
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int end = offset; // scan for count
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if (data[end] == 0)
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{
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++offset;
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return EMPTY;
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}
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do { end += 2; } while (data[end] != 0);
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var count = (end - offset) / 2;
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var moves = new ushort[count];
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var levels = new byte[count];
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for (int i = 0; i < moves.Length; i++)
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{
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levels[i] = data[offset++];
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moves[i] = data[offset++];
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}
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++offset;
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return new Learnset(moves, levels);
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}
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/// <summary>
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/// Reads a Level up move pool definition from a single move pool definition.
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/// </summary>
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/// <remarks>Count of moves, followed by Moves and Levels which are 16-bit</remarks>
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private static Learnset ReadLearnset16(ReadOnlySpan<byte> data)
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{
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if (data.Length == 0)
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return EMPTY;
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var count = (data.Length / 4) - 1;
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var moves = new ushort[count];
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var levels = new byte[count];
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for (int i = 0; i < count; i++)
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{
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var move = data.Slice(i * 4, 4);
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levels[i] = move[2];
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moves[i] = ReadUInt16LittleEndian(move);
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}
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return new Learnset(moves, levels);
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}
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}
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