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Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
namespace PKHeX.Core;
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/// <summary>
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/// Logic for applying a <see cref="PK1.Catch_Rate"/> value.
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/// </summary>
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public static class CatchRateApplicator
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{
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public static int GetSuggestedCatchRate(PK1 pk1, SaveFile sav)
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{
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var la = new LegalityAnalysis(pk1);
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return GetSuggestedCatchRate(pk1, sav, la);
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}
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public static byte GetSuggestedCatchRate(PK1 pk1, SaveFile sav, LegalityAnalysis la)
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{
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if (la.Valid)
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return pk1.Catch_Rate;
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if (la.Info.Generation == 2)
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return 0;
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var v = la.EncounterMatch;
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switch (v)
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{
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case EncounterTrade1 c:
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return c.GetInitialCatchRate();
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case EncounterStatic1E { Version: GameVersion.Stadium, Species: (int)Species.Psyduck}:
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return pk1.Japanese ? (byte)167 : (byte)168; // Amnesia Psyduck has different catch rates depending on language
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default:
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{
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if (sav.Version.Contains(v.Version) || v.Version.Contains(sav.Version))
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return (byte)sav.Personal[v.Species].CatchRate;
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if (!GameVersion.RB.Contains(v.Version))
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return (byte)PersonalTable.Y[v.Species].CatchRate;
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return (byte)PersonalTable.RB[v.Species].CatchRate;
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}
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}
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}
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}
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