PKHeX/PKHeX.Core/Legality/Learnset/Learnset.cs
Kurt 2c541ad422
Update to .NET 10 (#4676)
* 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.
2025-12-31 01:42:05 -06:00

278 lines
8.4 KiB
C#

using System;
namespace PKHeX.Core;
/// <summary>
/// Level Up Learn Movepool Information
/// </summary>
public sealed class Learnset(ushort[] Moves, byte[] Levels)
{
/// <summary>
/// Moves that can be learned.
/// </summary>
private readonly ushort[] Moves = Moves;
/// <summary>
/// Levels at which a move at a given index can be learned.
/// </summary>
private readonly byte[] Levels = Levels;
private const byte MagicEvolutionMoveLevel = 0;
public ReadOnlySpan<ushort> GetAllMoves() => Moves;
public ReadOnlySpan<byte> GetAllLevels() => Levels;
public ReadOnlySpan<ushort> GetMoveRange(byte maxLevel, byte minLevel = 0)
{
if (minLevel <= Experience.MinLevel && maxLevel >= Experience.MaxLevel) // out of range, return all
return Moves;
if (minLevel > maxLevel)
return default;
int start = FindGrq(minLevel);
if (start < 0)
return default;
int end = FindLastLeq(maxLevel);
if (end < 0)
return default;
var length = end - start + 1;
return Moves.AsSpan(start, length);
}
private int FindGrq(byte level, int start = 0)
{
var levels = Levels;
for (int i = start; i < levels.Length; i++)
{
if (levels[i] >= level)
return i;
}
return -1;
}
private int FindGr(byte level, int start)
{
var levels = Levels;
for (int i = start; i < levels.Length; i++)
{
if (levels[i] >= level)
return i;
}
return -1;
}
private int FindLastLeq(byte level, int end = 0)
{
var levels = Levels;
for (int i = levels.Length - 1; i >= end; i--)
{
if (levels[i] <= level)
return i;
}
return -1;
}
/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
/// <param name="level">The level the Pokémon was encountered at.</param>
/// <param name="moves">Move array to write to</param>
/// <param name="ctr">Starting index to begin overwriting at</param>
/// <returns>Array of Move IDs</returns>
public void SetEncounterMoves(byte level, Span<ushort> moves, int ctr = 0)
{
for (int i = 0; i < Moves.Length; i++)
{
var req = Levels[i];
if (req < 1) // Evolution or Relearn-menu-only moves
continue;
if (req > level)
break;
AddMoveShiftLater(moves, ref ctr, Moves[i]);
}
RectifyOrderShift(moves, ctr);
}
private static void AddMoveShiftLater(Span<ushort> moves, ref int ctr, ushort move)
{
if (!moves.Contains(move))
moves[(ctr++) & 3] = move;
}
private static void RectifyOrderShift(Span<ushort> moves, int ctr)
{
// Perform (n & 3) rotations as if we were inserting moves, but a minimal amount of times.
// This skips the rotation for when moves are inserted and then overwritten by later inserted moves.
if (ctr <= moves.Length)
return;
var rotation = ctr & 3;
if (rotation == 0)
return;
// rotate n times in-place
for (int i = 0; i < rotation; i++)
{
var move = moves[0];
for (int j = 0; j < 3; j++)
moves[j] = moves[j + 1];
moves[3] = move;
}
}
public void SetEncounterMovesBackwards(byte level, Span<ushort> moves, int ctr = 0, bool sameDescend = true)
{
// sameDescend makes it work like a push-queue in reverse
int index = FindLastLeq(level);
while (true)
{
if (index == -1)
return; // no moves to add?
// In the event we have multiple moves at the same level, insert them in regular descending order.
int start = index;
if (sameDescend)
{
while (start != 0 && Levels[start] == Levels[start - 1])
start--;
}
for (int i = start; i <= index; i++)
{
var move = Moves[i];
if (moves.Contains(move))
continue;
if (Levels[i] == 0)
break; // not a Level Up move
moves[ctr++] = move;
if (ctr == 4)
return;
}
index = start - 1;
}
}
/// <summary>Adds the learned moves by level up to the specified level.</summary>
public void SetLevelUpMoves(byte startLevel, byte endLevel, Span<ushort> moves, int ctr = 0)
{
int startIndex = FindGrq(startLevel);
if (startIndex == -1)
return;
int endIndex = FindGr(endLevel, startIndex);
if (endIndex == -1)
endIndex = Levels.Length;
for (int i = startIndex; i < endIndex; i++)
AddMoveShiftLater(moves, ref ctr, Moves[i]);
RectifyOrderShift(moves, ctr);
}
/// <summary>Adds the moves that are gained upon evolving.</summary>
/// <param name="moves">Move array to write to</param>
/// <param name="ctr">Starting index to begin overwriting at</param>
public void SetEvolutionMoves(Span<ushort> moves, int ctr = 0)
{
// Evolution moves are always at the lowest indexes of the learnset.
for (int i = 0; i < Moves.Length; i++)
{
if (Levels[i] != MagicEvolutionMoveLevel)
break;
AddMoveShiftLater(moves, ref ctr, Moves[i]);
}
RectifyOrderShift(moves, ctr);
}
/// <summary>Adds the learned moves by level up to the specified level.</summary>
public void SetLevelUpMoves(byte startLevel, byte endLevel, Span<ushort> moves, ReadOnlySpan<ushort> ignore, int ctr = 0)
{
int startIndex = FindGrq(startLevel);
if (startIndex == -1)
return; // No more remain
int endIndex = FindGr(endLevel, startIndex);
if (endIndex == -1)
endIndex = Levels.Length;
for (int i = startIndex; i < endIndex; i++)
{
var move = Moves[i];
if (ignore.Contains(move))
continue;
AddMoveShiftLater(moves, ref ctr, move);
}
RectifyOrderShift(moves, ctr);
}
/// <summary>Adds the moves that are gained upon evolving.</summary>
/// <param name="moves">Move array to write to</param>
/// <param name="ignore">Ignored moves</param>
/// <param name="ctr">Starting index to begin overwriting at</param>
public void SetEvolutionMoves(Span<ushort> moves, ReadOnlySpan<ushort> ignore, int ctr = 0)
{
for (int i = 0; i < Moves.Length; i++)
{
if (Levels[i] != MagicEvolutionMoveLevel)
break;
var move = Moves[i];
if (ignore.Contains(move))
continue;
AddMoveShiftLater(moves, ref ctr, move);
}
RectifyOrderShift(moves, ctr);
}
/// <summary>
/// Checks if the specified move is learned by level up.
/// </summary>
/// <param name="move">Move ID</param>
public bool GetIsLearn(ushort move) => Moves.Contains(move);
/// <summary>
/// Checks if the specified move is learned by level up.
/// </summary>
/// <param name="move">Move ID</param>
/// <param name="level">Level at which the move is learned</param>
/// <returns>True if the move is learned by level up, false otherwise.</returns>
public bool TryGetLevelLearnMove(ushort move, out byte level)
{
var index = Moves.IndexOf(move);
if (index == -1)
{
level = 0;
return false;
}
level = Levels[index];
return true;
}
public ReadOnlySpan<ushort> GetBaseEggMoves(byte level)
{
// Count moves <= level
var count = 0;
foreach (ref readonly var x in Levels.AsSpan())
{
if (x > level)
break;
count++;
}
// Return a slice containing the moves <= level.
if (count == 0)
return [];
int start = 0;
if (count > 4)
{
start = count - 4;
count = 4;
}
return Moves.AsSpan(start, count);
}
}