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-288 KB (-31%) across lvlmove/eggmove/evolve binaries redesign the levelup bins: - be moves_levels rather than the "official" -1 stop of the past era. - gen1/2 reformatted from byte,byte[] to ^ to skip initialization work redesign the eggmove bins: - be simply moves[], rather than the "official" -1 stop of the past era; now is just a struct to keep the array readonly with no further allocation. - same for gen2 skipping initialization byte[]->ushort[] - for gen7/8 formtable indexed, just use the personal table indexing style of SV. added a 16-bit version of BinLinkerAccessor as start/end offsets of <65KB files are always 16bit. Saves a fair bit of space in eggmoves/evo where there's often 0 entries for a species-form. Obviously binlinker16 is an unofficial format, but there's no need to replicate official serialization formats if we instead use a universal & maintainable alternative. Plus they don't even use BinLinker across all their games. Adds a debug BinLinkerWriter because I'm tired of digging up the zipping implementation :)
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core;
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/// <summary>
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/// Move list interaction wrapper.
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/// </summary>
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public readonly struct MoveSource
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{
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private readonly ushort[] moves;
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private MoveSource(ushort[] moves) => this.moves = moves;
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public ReadOnlySpan<ushort> Moves => moves;
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public bool GetHasMove(ushort move) => Moves.Contains(move);
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public static MoveSource[] GetArray(BinLinkerAccessor16 entries)
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{
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var result = new MoveSource[entries.Length];
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result[0] = new MoveSource([]);
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for (int i = 1; i < result.Length; i++)
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{
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var data = entries[i];
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var moves = GetArray(data);
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result[i] = new MoveSource(moves);
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}
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return result;
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}
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public static ushort[] GetArray(ReadOnlySpan<byte> data)
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{
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// Frequently, the data is empty, and the length is 0.
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// Even though the ToArray() method will return [], check before the .Cast to avoid that work.
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if (data.Length == 0)
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return [];
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var moves = MemoryMarshal.Cast<byte, ushort>(data).ToArray();
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if (!BitConverter.IsLittleEndian)
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ReverseEndianness(moves, moves);
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return moves;
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}
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}
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