PKHeX/PKHeX.Core/Legality/Learnset/MoveSource.cs
Kurt c4199b26ec Minor startup optimization (resource sizes)
-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 :)
2025-05-25 16:27:05 -05:00

42 lines
1.3 KiB
C#

using System;
using System.Runtime.InteropServices;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Move list interaction wrapper.
/// </summary>
public readonly struct MoveSource
{
private readonly ushort[] moves;
private MoveSource(ushort[] moves) => this.moves = moves;
public ReadOnlySpan<ushort> Moves => moves;
public bool GetHasMove(ushort move) => Moves.Contains(move);
public static MoveSource[] GetArray(BinLinkerAccessor16 entries)
{
var result = new MoveSource[entries.Length];
result[0] = new MoveSource([]);
for (int i = 1; i < result.Length; i++)
{
var data = entries[i];
var moves = GetArray(data);
result[i] = new MoveSource(moves);
}
return result;
}
public static ushort[] GetArray(ReadOnlySpan<byte> data)
{
// Frequently, the data is empty, and the length is 0.
// Even though the ToArray() method will return [], check before the .Cast to avoid that work.
if (data.Length == 0)
return [];
var moves = MemoryMarshal.Cast<byte, ushort>(data).ToArray();
if (!BitConverter.IsLittleEndian)
ReverseEndianness(moves, moves);
return moves;
}
}