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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
48 lines
2.3 KiB
C#
48 lines
2.3 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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namespace PKHeX.Core;
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/// <summary>
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/// Exposes information about how moves are learned in game.
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/// </summary>
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public interface ILearnSource
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{
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/// <summary>
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/// Checks if the <see cref="pk"/> can learn the requested <see cref="move"/> while existing as <see cref="evo"/>.
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/// </summary>
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/// <param name="pk">Entity reference</param>
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/// <param name="pi">Entity game stats</param>
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/// <param name="evo">Details about the state of the entity</param>
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/// <param name="move">Move ID to check</param>
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/// <param name="types">Types of move sources to iterate</param>
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/// <param name="option">Option to check if it can be currently known, or previously known.</param>
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/// <returns>Details about how the move can be learned. Will be equivalent to default if cannot learn.</returns>
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public MoveLearnInfo GetCanLearn(PKM pk, PersonalInfo pi, EvoCriteria evo, int move, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current);
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/// <summary>
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/// Yields an iterable list of all potential moves that an <see cref="evo"/> can learn from this <see cref="ILearnSource"/>.
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/// </summary>
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/// <param name="result">Result storage for flags</param>
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/// <param name="pk">Entity reference</param>
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/// <param name="evo">Details about the state of the entity</param>
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/// <param name="types">Types of move sources to iterate</param>
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public void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types = MoveSourceType.All);
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/// <summary>
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/// Gets the learnset for the given <see cref="species"/> and <see cref="form"/>.
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/// </summary>
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/// <param name="species">Entity species</param>
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/// <param name="form">Entity form</param>
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public Learnset GetLearnset(int species, int form);
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/// <summary>
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/// Gets the <see cref="PersonalInfo"/> for the given <see cref="species"/> and <see cref="form"/>.
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/// </summary>
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/// <param name="species">Entity species</param>
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/// <param name="form">Entity form</param>
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/// <param name="pi">Result value</param>
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/// <returns>True if the <see cref="PersonalInfo"/> reference is a valid entity reference.</returns>
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public bool TryGetPersonal(int species, int form, [NotNullWhen(true)] out PersonalInfo? pi);
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}
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