mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-04-09 10:56:04 -05:00
* Update to .NET 10 * Property fields * API signature updates * Extension method blocks * Completed dark mode support Outside of my control: - vertical tab control (pkm editor) - datetimepicker controls - lgpe event flags (no idea) - some control types having white-borders when they should really be gray Box background is 50% transparency to effectively darken the image. * Custom legality report popup * Event diff dialog, version select dialog * Add quick overwrite popup for export sav * Extension methods * Dark Mode: glow currently editing sprite * Add invalid encounter hint for trade evolutions * Extension properties * Append legality hint on hover card * Slot image loading: clear the screen-reader description if a slot is empty/invalid, rather than retain the previous description. Changing boxes would easily confuse users on this.
278 lines
8.4 KiB
C#
278 lines
8.4 KiB
C#
using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Level Up Learn Movepool Information
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/// </summary>
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public sealed class Learnset(ushort[] Moves, byte[] Levels)
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{
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/// <summary>
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/// Moves that can be learned.
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/// </summary>
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private readonly ushort[] Moves = Moves;
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/// <summary>
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/// Levels at which a move at a given index can be learned.
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/// </summary>
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private readonly byte[] Levels = Levels;
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private const byte MagicEvolutionMoveLevel = 0;
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public ReadOnlySpan<ushort> GetAllMoves() => Moves;
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public ReadOnlySpan<byte> GetAllLevels() => Levels;
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public ReadOnlySpan<ushort> GetMoveRange(byte maxLevel, byte minLevel = 0)
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{
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if (minLevel <= Experience.MinLevel && maxLevel >= Experience.MaxLevel) // out of range, return all
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return Moves;
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if (minLevel > maxLevel)
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return default;
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int start = FindGrq(minLevel);
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if (start < 0)
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return default;
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int end = FindLastLeq(maxLevel);
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if (end < 0)
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return default;
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var length = end - start + 1;
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return Moves.AsSpan(start, length);
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}
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private int FindGrq(byte level, int start = 0)
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{
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var levels = Levels;
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for (int i = start; i < levels.Length; i++)
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{
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if (levels[i] >= level)
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return i;
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}
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return -1;
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}
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private int FindGr(byte level, int start)
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{
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var levels = Levels;
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for (int i = start; i < levels.Length; i++)
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{
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if (levels[i] >= level)
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return i;
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}
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return -1;
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}
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private int FindLastLeq(byte level, int end = 0)
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{
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var levels = Levels;
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for (int i = levels.Length - 1; i >= end; i--)
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{
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if (levels[i] <= level)
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return i;
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}
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return -1;
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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/// <returns>Array of Move IDs</returns>
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public void SetEncounterMoves(byte level, Span<ushort> moves, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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var req = Levels[i];
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if (req < 1) // Evolution or Relearn-menu-only moves
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continue;
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if (req > level)
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break;
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AddMoveShiftLater(moves, ref ctr, Moves[i]);
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}
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RectifyOrderShift(moves, ctr);
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}
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private static void AddMoveShiftLater(Span<ushort> moves, ref int ctr, ushort move)
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{
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if (!moves.Contains(move))
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moves[(ctr++) & 3] = move;
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}
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private static void RectifyOrderShift(Span<ushort> moves, int ctr)
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{
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// Perform (n & 3) rotations as if we were inserting moves, but a minimal amount of times.
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// This skips the rotation for when moves are inserted and then overwritten by later inserted moves.
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if (ctr <= moves.Length)
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return;
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var rotation = ctr & 3;
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if (rotation == 0)
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return;
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// rotate n times in-place
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for (int i = 0; i < rotation; i++)
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{
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var move = moves[0];
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for (int j = 0; j < 3; j++)
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moves[j] = moves[j + 1];
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moves[3] = move;
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}
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}
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public void SetEncounterMovesBackwards(byte level, Span<ushort> moves, int ctr = 0, bool sameDescend = true)
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{
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// sameDescend makes it work like a push-queue in reverse
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int index = FindLastLeq(level);
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while (true)
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{
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if (index == -1)
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return; // no moves to add?
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// In the event we have multiple moves at the same level, insert them in regular descending order.
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int start = index;
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if (sameDescend)
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{
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while (start != 0 && Levels[start] == Levels[start - 1])
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start--;
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}
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for (int i = start; i <= index; i++)
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{
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var move = Moves[i];
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if (moves.Contains(move))
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continue;
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if (Levels[i] == 0)
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break; // not a Level Up move
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moves[ctr++] = move;
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if (ctr == 4)
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return;
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}
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index = start - 1;
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}
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}
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/// <summary>Adds the learned moves by level up to the specified level.</summary>
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public void SetLevelUpMoves(byte startLevel, byte endLevel, Span<ushort> moves, int ctr = 0)
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{
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int startIndex = FindGrq(startLevel);
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if (startIndex == -1)
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return;
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int endIndex = FindGr(endLevel, startIndex);
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if (endIndex == -1)
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endIndex = Levels.Length;
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for (int i = startIndex; i < endIndex; i++)
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AddMoveShiftLater(moves, ref ctr, Moves[i]);
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RectifyOrderShift(moves, ctr);
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}
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/// <summary>Adds the moves that are gained upon evolving.</summary>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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public void SetEvolutionMoves(Span<ushort> moves, int ctr = 0)
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{
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// Evolution moves are always at the lowest indexes of the learnset.
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] != MagicEvolutionMoveLevel)
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break;
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AddMoveShiftLater(moves, ref ctr, Moves[i]);
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}
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RectifyOrderShift(moves, ctr);
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}
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/// <summary>Adds the learned moves by level up to the specified level.</summary>
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public void SetLevelUpMoves(byte startLevel, byte endLevel, Span<ushort> moves, ReadOnlySpan<ushort> ignore, int ctr = 0)
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{
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int startIndex = FindGrq(startLevel);
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if (startIndex == -1)
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return; // No more remain
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int endIndex = FindGr(endLevel, startIndex);
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if (endIndex == -1)
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endIndex = Levels.Length;
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for (int i = startIndex; i < endIndex; i++)
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{
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var move = Moves[i];
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if (ignore.Contains(move))
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continue;
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AddMoveShiftLater(moves, ref ctr, move);
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}
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RectifyOrderShift(moves, ctr);
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}
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/// <summary>Adds the moves that are gained upon evolving.</summary>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ignore">Ignored moves</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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public void SetEvolutionMoves(Span<ushort> moves, ReadOnlySpan<ushort> ignore, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] != MagicEvolutionMoveLevel)
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break;
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var move = Moves[i];
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if (ignore.Contains(move))
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continue;
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AddMoveShiftLater(moves, ref ctr, move);
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}
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RectifyOrderShift(moves, ctr);
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}
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/// <summary>
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/// Checks if the specified move is learned by level up.
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/// </summary>
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/// <param name="move">Move ID</param>
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public bool GetIsLearn(ushort move) => Moves.Contains(move);
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/// <summary>
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/// Checks if the specified move is learned by level up.
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/// </summary>
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/// <param name="move">Move ID</param>
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/// <param name="level">Level at which the move is learned</param>
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/// <returns>True if the move is learned by level up, false otherwise.</returns>
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public bool TryGetLevelLearnMove(ushort move, out byte level)
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{
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var index = Moves.IndexOf(move);
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if (index == -1)
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{
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level = 0;
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return false;
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}
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level = Levels[index];
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return true;
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}
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public ReadOnlySpan<ushort> GetBaseEggMoves(byte level)
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{
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// Count moves <= level
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var count = 0;
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foreach (ref readonly var x in Levels.AsSpan())
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{
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if (x > level)
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break;
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count++;
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}
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// Return a slice containing the moves <= level.
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if (count == 0)
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return [];
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int start = 0;
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if (count > 4)
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{
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start = count - 4;
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count = 4;
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}
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return Moves.AsSpan(start, count);
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}
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}
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