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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
16 lines
445 B
C#
16 lines
445 B
C#
namespace PKHeX.Core;
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internal static class LearnSource1
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{
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internal static readonly int[] TMHM_RBY =
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{
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005, 013, 014, 018, 025, 092, 032, 034, 036, 038,
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061, 055, 058, 059, 063, 006, 066, 068, 069, 099,
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072, 076, 082, 085, 087, 089, 090, 091, 094, 100,
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102, 104, 115, 117, 118, 120, 121, 126, 129, 130,
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135, 138, 143, 156, 086, 149, 153, 157, 161, 164,
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015, 019, 057, 070, 148,
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};
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}
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