PKHeX/PKHeX.Core/Legality/LearnSource/Verify/LearnVerifierHistory.cs
Kurt 3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
2022-08-26 23:43:36 -07:00

146 lines
5.5 KiB
C#

using System;
namespace PKHeX.Core;
internal static class LearnVerifierHistory
{
public static void Verify(Span<MoveResult> result, ReadOnlySpan<ushort> current, IEncounterTemplate enc, PKM pk, EvolutionHistory history)
{
if (enc.Species is (int)Species.Smeargle)
{
VerifySmeargle(result, current, pk);
return;
}
// Empty moves are valid (unless the game does not have a deleter -- handled later).
MarkEmptySlots(result, current);
// Basic gist of move source identification: check if the moves can be learned in the current format.
// If moves are still unverified, we step backwards in time to the previous game environment, until all moves are checked.
// If moves are STILL unverified, then they must not be legal.
var game = LearnGroupUtil.GetCurrentGroup(pk);
MarkAndIterate(result, current, enc, pk, history, game, MoveSourceType.All, LearnOption.Current);
}
public static void MarkAndIterate(Span<MoveResult> result, ReadOnlySpan<ushort> current, IEncounterTemplate enc, PKM pk, EvolutionHistory history, ILearnGroup game,
MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
{
if (!pk.IsOriginalMovesetDeleted() && types.HasFlagFast(MoveSourceType.Encounter))
{
// Knock off relearn moves if available.
if (pk.Format >= 6)
MarkRelearnMoves(result, current, pk);
// Knock off initial moves if available.
MarkSpecialMoves(result, current, enc, pk);
}
// Iterate games to identify move sources.
if (Iterate(result, current, pk, history, enc, game, types, option))
return;
// Mark remaining as unknown source.
for (int i = 0; i < result.Length; i++)
{
if (!result[i].IsParsed)
result[i] = MoveResult.Unobtainable();
}
}
private static void MarkSpecialMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, IEncounterTemplate enc, PKM pk)
{
if (enc is IMoveset { Moves: {HasMoves: true} moves})
MarkInitialMoves(result, current, moves);
else if (enc is EncounterSlot8GO g)
MarkInitialMoves(result, current, g.GetInitialMoves(pk.Met_Level));
}
private static bool Iterate(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvolutionHistory history, IEncounterTemplate enc, ILearnGroup game, MoveSourceType types, LearnOption option)
{
while (true)
{
bool finished = game.Check(result, current, pk, history, enc, types, option);
if (finished)
return true;
var next = game.GetPrevious(pk, history, enc, option);
if (next is null)
return false;
game = next;
}
}
public static void MarkInitialMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, Moveset moves)
{
// If the initial move is present in the current moves, mark that current move index as an initial move.
if (moves.Move1 == 0) return;
var index = current.IndexOf(moves.Move1); if (index != -1) result[index] = MoveResult.Initial;
if (moves.Move2 == 0) return;
index = current.IndexOf(moves.Move2); if (index != -1) result[index] = MoveResult.Initial;
if (moves.Move3 == 0) return;
index = current.IndexOf(moves.Move3); if (index != -1) result[index] = MoveResult.Initial;
if (moves.Move4 == 0) return;
index = current.IndexOf(moves.Move4); if (index != -1) result[index] = MoveResult.Initial;
}
public static void MarkInitialMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, ReadOnlySpan<ushort> moves)
{
// If the initial move is present in the current moves, mark that current move index as an initial move.
foreach (var move in moves)
{
if (move == 0)
break;
var index = current.IndexOf(move);
if (index != -1)
result[index] = MoveResult.Initial;
}
}
private static void MarkEmptySlots(Span<MoveResult> result, ReadOnlySpan<ushort> current)
{
// Iterate from last move, marking empty slots, until we hit a non-zero move ID.
for (int i = current.Length - 1; i >= 0; i--)
{
var move = current[i];
if (move != 0)
return;
result[i] = MoveResult.Empty;
}
}
private static void VerifySmeargle(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk)
{
for (int i = current.Length - 1; i >= 0; i--)
{
var move = current[i];
if (move == 0)
result[i] = MoveResult.Empty;
else if (MoveInfo.IsValidSketch(move, pk.Context))
result[i] = MoveResult.Sketch;
else
result[i] = MoveResult.Unobtainable();
}
}
private static void MarkRelearnMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk)
{
// Check if any of the current moves can be relearned.
for (int i = 0; i < current.Length; i++)
{
var move = pk.GetRelearnMove(i);
if (move == 0) // No more relearn moves.
return;
var index = current.IndexOf(move);
if (index == -1) // Not a relearn move.
continue;
result[index] = MoveResult.Relearn;
}
}
}