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In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD.
Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
80 lines
3.1 KiB
C#
80 lines
3.1 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 { OriginFormat: PogoImportFormat.PK7 or PogoImportFormat.PB7 } g)
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{
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Span<ushort> initial = stackalloc ushort[4];
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g.GetInitialMoves(pk.MetLevel, 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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static void AddIfInRange(ushort move, Span<bool> result)
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{
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if (move < result.Length)
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result[move] = true;
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}
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AddIfInRange(pk.RelearnMove1, result);
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AddIfInRange(pk.RelearnMove2, result);
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AddIfInRange(pk.RelearnMove3, result);
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AddIfInRange(pk.RelearnMove4, result);
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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 iterable chain of sources and flag for each.
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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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