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-288 KB (-31%) across lvlmove/eggmove/evolve binaries redesign the levelup bins: - be moves_levels rather than the "official" -1 stop of the past era. - gen1/2 reformatted from byte,byte[] to ^ to skip initialization work redesign the eggmove bins: - be simply moves[], rather than the "official" -1 stop of the past era; now is just a struct to keep the array readonly with no further allocation. - same for gen2 skipping initialization byte[]->ushort[] - for gen7/8 formtable indexed, just use the personal table indexing style of SV. added a 16-bit version of BinLinkerAccessor as start/end offsets of <65KB files are always 16bit. Saves a fair bit of space in eggmoves/evo where there's often 0 entries for a species-form. Obviously binlinker16 is an unofficial format, but there's no need to replicate official serialization formats if we instead use a universal & maintainable alternative. Plus they don't even use BinLinker across all their games. Adds a debug BinLinkerWriter because I'm tired of digging up the zipping implementation :)
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using System;
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using System.Runtime.InteropServices;
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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([], []);
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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(BinLinkerAccessor16 entries)
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{
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var result = new Learnset[entries.Length];
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result[0] = EMPTY; // empty entry
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for (int i = 1; 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 single move pool definition.
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/// </summary>
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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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// move[], .. level[]
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var count = data.Length / 3;
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var size = count << 1; // 2 bytes per move
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var moves = MemoryMarshal.Cast<byte, ushort>(data[..size]).ToArray();
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if (!BitConverter.IsLittleEndian)
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ReverseEndianness(moves, moves);
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var levels = data.Slice(size, count).ToArray();
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return new Learnset(moves, levels);
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}
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}
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