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