Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
2016-11-08 16:43:57 +00:00
|
|
|
|
|
2017-01-08 07:54:09 +00:00
|
|
|
|
namespace PKHeX.Core
|
2016-11-08 16:43:57 +00:00
|
|
|
|
{
|
2018-07-21 03:22:46 +00:00
|
|
|
|
/// <summary>
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// Level Up Learn Movepool Information
|
2018-07-21 03:22:46 +00:00
|
|
|
|
/// </summary>
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
public sealed class Learnset
|
2016-11-08 16:43:57 +00:00
|
|
|
|
{
|
2018-07-21 03:22:46 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Moves that can be learned.
|
|
|
|
|
/// </summary>
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
private readonly int[] Moves;
|
2018-07-21 03:22:46 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Levels at which a move at a given index can be learned.
|
|
|
|
|
/// </summary>
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
private readonly int[] Levels;
|
|
|
|
|
|
|
|
|
|
public Learnset(int[] moves, int[] levels)
|
|
|
|
|
{
|
|
|
|
|
Moves = moves;
|
|
|
|
|
Levels = levels;
|
|
|
|
|
}
|
2016-11-08 16:43:57 +00:00
|
|
|
|
|
2017-04-09 02:05:29 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Returns the moves a Pokémon can learn between the specified level range.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="maxLevel">Maximum level</param>
|
|
|
|
|
/// <param name="minLevel">Minimum level</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public int[] GetMoves(int maxLevel, int minLevel = 0)
|
2016-11-08 16:43:57 +00:00
|
|
|
|
{
|
2017-04-15 02:55:40 +00:00
|
|
|
|
if (minLevel <= 1 && maxLevel >= 100)
|
2017-03-12 23:36:23 +00:00
|
|
|
|
return Moves;
|
2017-07-09 15:47:17 +00:00
|
|
|
|
if (minLevel > maxLevel)
|
2018-08-02 01:30:51 +00:00
|
|
|
|
return Array.Empty<int>();
|
2017-04-09 02:05:29 +00:00
|
|
|
|
int start = Array.FindIndex(Levels, z => z >= minLevel);
|
|
|
|
|
if (start < 0)
|
2018-08-02 01:30:51 +00:00
|
|
|
|
return Array.Empty<int>();
|
2017-04-09 02:05:29 +00:00
|
|
|
|
int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
|
|
|
|
|
if (end < 0)
|
2018-08-02 01:30:51 +00:00
|
|
|
|
return Array.Empty<int>();
|
2017-04-09 02:05:29 +00:00
|
|
|
|
int[] result = new int[end - start + 1];
|
|
|
|
|
Array.Copy(Moves, start, result, 0, result.Length);
|
|
|
|
|
return result;
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
}
|
2018-06-13 01:35:56 +00:00
|
|
|
|
|
2018-06-14 05:03:58 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Adds the moves a Pokémon can learn between the specified level range.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="moves">Movepool</param>
|
|
|
|
|
/// <param name="maxLevel">Maximum level</param>
|
|
|
|
|
/// <param name="minLevel">Minimum level</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
|
|
|
|
public List<int> AddMoves(List<int> moves, int maxLevel, int minLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
if (minLevel <= 1 && maxLevel >= 100)
|
|
|
|
|
{
|
|
|
|
|
moves.AddRange(Moves);
|
|
|
|
|
return moves;
|
|
|
|
|
}
|
|
|
|
|
if (minLevel > maxLevel)
|
|
|
|
|
return moves;
|
|
|
|
|
int start = Array.FindIndex(Levels, z => z >= minLevel);
|
|
|
|
|
if (start < 0)
|
|
|
|
|
return moves;
|
|
|
|
|
int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
|
|
|
|
|
if (end < 0)
|
|
|
|
|
return moves;
|
|
|
|
|
for (int i = start; i < end + 1; i++)
|
|
|
|
|
moves.Add(Moves[i]);
|
|
|
|
|
return moves;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the moves a Pokémon can learn between the specified level range as a list.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="maxLevel">Maximum level</param>
|
|
|
|
|
/// <param name="minLevel">Minimum level</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
|
|
|
|
public List<int> GetMoveList(int maxLevel, int minLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
var list = new List<int>();
|
|
|
|
|
return AddMoves(list, maxLevel, minLevel);
|
|
|
|
|
}
|
|
|
|
|
|
2017-04-09 02:05:29 +00:00
|
|
|
|
/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
|
|
|
|
|
/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
|
|
|
|
|
/// <param name="level">The level the Pokémon was encountered at.</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
2018-01-28 08:09:11 +00:00
|
|
|
|
public int[] GetEncounterMoves(int level)
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
{
|
2018-01-28 08:09:11 +00:00
|
|
|
|
const int count = 4;
|
2018-06-13 01:35:56 +00:00
|
|
|
|
var moves = new int[count];
|
|
|
|
|
return GetEncounterMoves(level, moves);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
|
|
|
|
|
/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
|
|
|
|
|
/// <param name="level">The level the Pokémon was encountered at.</param>
|
|
|
|
|
/// <param name="moves">Move array to write to</param>
|
|
|
|
|
/// <param name="ctr">Starting index to begin overwriting at</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
|
|
|
|
public int[] GetEncounterMoves(int level, int[] moves, int ctr = 0)
|
|
|
|
|
{
|
2018-01-28 08:09:11 +00:00
|
|
|
|
for (int i = 0; i < Moves.Length; i++)
|
2017-09-24 17:36:16 +00:00
|
|
|
|
{
|
2018-01-28 08:09:11 +00:00
|
|
|
|
if (Levels[i] > level)
|
|
|
|
|
break;
|
2018-06-13 01:35:56 +00:00
|
|
|
|
|
2021-03-24 06:10:30 +00:00
|
|
|
|
int move = Moves[i];
|
|
|
|
|
bool alreadyHasMove = Array.IndexOf(moves, move) >= 0;
|
2018-06-13 01:35:56 +00:00
|
|
|
|
if (alreadyHasMove)
|
2017-09-24 17:36:16 +00:00
|
|
|
|
continue;
|
|
|
|
|
|
2018-01-28 08:09:11 +00:00
|
|
|
|
moves[ctr++] = move;
|
|
|
|
|
ctr &= 3;
|
2017-09-24 17:36:16 +00:00
|
|
|
|
}
|
2018-06-13 01:35:56 +00:00
|
|
|
|
return moves;
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
}
|
2018-06-13 01:35:56 +00:00
|
|
|
|
|
2018-06-13 05:15:06 +00:00
|
|
|
|
public IList<int> GetUniqueMovesLearned(IEnumerable<int> seed, int maxLevel, int minLevel = 0)
|
|
|
|
|
{
|
|
|
|
|
int start = Array.FindIndex(Levels, z => z >= minLevel);
|
|
|
|
|
int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
|
|
|
|
|
var list = new List<int>(seed);
|
|
|
|
|
for (int i = start; i <= end; i++)
|
|
|
|
|
{
|
|
|
|
|
if (!list.Contains(Moves[i]))
|
|
|
|
|
list.Add(Moves[i]);
|
|
|
|
|
}
|
|
|
|
|
return list;
|
|
|
|
|
}
|
|
|
|
|
|
2017-04-09 02:05:29 +00:00
|
|
|
|
/// <summary>Returns the index of the lowest level move if the Pokémon were encountered at the specified level.</summary>
|
|
|
|
|
/// <remarks>Helps determine the minimum level an encounter can be at.</remarks>
|
|
|
|
|
/// <param name="level">The level the Pokémon was encountered at.</param>
|
|
|
|
|
/// <returns>Array of Move IDs</returns>
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public int GetMinMoveLevel(int level)
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
{
|
2017-04-09 02:05:29 +00:00
|
|
|
|
if (Levels.Length == 0)
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
return 1;
|
2017-04-09 02:05:29 +00:00
|
|
|
|
|
|
|
|
|
int end = Array.FindLastIndex(Levels, z => z <= level);
|
|
|
|
|
return Math.Max(end - 4, 1);
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
}
|
2017-04-09 02:05:29 +00:00
|
|
|
|
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
private Dictionary<int, int>? Learn;
|
2018-08-02 01:30:51 +00:00
|
|
|
|
|
2018-06-08 02:05:28 +00:00
|
|
|
|
private Dictionary<int, int> GetDictionary()
|
|
|
|
|
{
|
|
|
|
|
var dict = new Dictionary<int, int>();
|
|
|
|
|
for (int i = 0; i < Moves.Length; i++)
|
2018-08-02 01:30:51 +00:00
|
|
|
|
{
|
2018-06-08 02:05:28 +00:00
|
|
|
|
if (!dict.ContainsKey(Moves[i]))
|
|
|
|
|
dict.Add(Moves[i], Levels[i]);
|
2018-08-02 01:30:51 +00:00
|
|
|
|
}
|
2018-06-08 02:05:28 +00:00
|
|
|
|
return dict;
|
|
|
|
|
}
|
|
|
|
|
|
2017-04-09 02:05:29 +00:00
|
|
|
|
/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
|
|
|
|
|
/// <param name="move">Move ID</param>
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public int GetLevelLearnMove(int move)
|
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037)
* Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile
* Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array
* Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg
Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg
add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn
* Fix for gen3 egg encounters
Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination
Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg
Remove duplicate encounters
* Gift egg should not allow inherited moves even it they dont have special moves
Those gift eggs are hatched only with the species base moves
* Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1
* Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters
* Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink
Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon
* Mark generation in gen 1 and 2 encounters
There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number
* Add min level for generation 1 moves in getMoves functions
Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table
Fix getMoves with min level when the moves list is empty, like Raichu generation 1
* Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter
Refactor VC Encounter changing Tuples for GBData class
* Fixed for gen 2 Checks
Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal
* Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work
* Add generation 1 parse moves function including default moves
* Clean-up get encounters
* Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter
That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again
Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter
* Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon
* Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution
Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered
* Fix gen 1 eevee and evolutions move checks
* Cleanup
* Move the code to change valid moves for generation 1 to a function
* Fix getMoveMinLevelGBEncounter
* getUsedMoveSlots, removed wild Butterfree edge case, it is not possible
* Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
|
|
|
|
{
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
return (Learn ??= GetDictionary()).TryGetValue(move, out var level) ? level : -1;
|
Shedinja evolution moves and some egg fixes (#1015)
* Add getMoves function with min level and max level, usefull for shedjina evolves moves (min level 20) and generation 1 moves ( no move reminder, min level is min encounter level + 1)
Also for gen1 encounters another function should be created to get by the encounter level the four moves that the pokemon learn by default, the last four in its movepool up until the encounter level
* getShedinjaEvolveMoves, function that return the moves that shedinja could learn from Ninjask move pool at the moment when Nincada evolves, in the same format that getValidMovesAllGens
* Add validation in parse moves for shedinja evolve moves.
Shedinja could have any gen3/4 moves from Ninjas learnset but only one is allowed
* Shedinja evolve moves text resources
* Fix egg moves pre-gen 6 validation:
Add skipoption variable to getEggMoves function from pre-gen6 games, to verify egg moves from split breed species
Flag illegal combinations of base egg moves and special egg moves
Return crystal egg moves for gen2 pokemon that can be tradeback to gen 1 games
* Fix for mix between event egg moves and base egg moves
* Changes just to make if there is only shedinja evolve move that is also the only base egg move change it from base egg move to evolve move, to avoid flag illegal if also the pokemon have a special egg move
* Revert "Changes just to make if there is only shedinja evolve move that is also the only base egg move change it from base egg move to evolve move, to avoid flag illegal if also the pokemon have a special egg move"
Revert the last change, i search in bulbapedia an there wasn't any nincada distributed with special moves in generation 3 nor 4, making this complicated validation unnecessary
This reverts commit 57f5ac1bbb75e32e417b575619339cae5e5d1ef2.
* Fix error
2017-04-01 00:40:30 +00:00
|
|
|
|
}
|
2018-06-09 03:10:41 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
|
|
|
|
|
/// <param name="move">Move ID</param>
|
|
|
|
|
/// <param name="min">Minimum level to start looking at.</param>
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
|
2018-06-09 03:10:41 +00:00
|
|
|
|
public int GetLevelLearnMove(int move, int min)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < Moves.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (move != Moves[i])
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
var lv = Levels[i];
|
|
|
|
|
if (lv >= min)
|
|
|
|
|
return lv;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
2021-04-05 01:30:01 +00:00
|
|
|
|
|
|
|
|
|
public ReadOnlySpan<int> GetBaseEggMoves(int level)
|
|
|
|
|
{
|
|
|
|
|
// Count moves <= level
|
|
|
|
|
var count = 0;
|
|
|
|
|
foreach (var x in Levels)
|
|
|
|
|
{
|
|
|
|
|
if (x > level)
|
|
|
|
|
break;
|
|
|
|
|
count++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Return a slice containing the moves <= level.
|
|
|
|
|
if (count == 0)
|
|
|
|
|
return ReadOnlySpan<int>.Empty;
|
|
|
|
|
|
|
|
|
|
int start = 0;
|
|
|
|
|
if (count > 4)
|
|
|
|
|
{
|
|
|
|
|
start = count - 4;
|
|
|
|
|
count = 4;
|
|
|
|
|
}
|
|
|
|
|
return Moves.AsSpan(start, count);
|
|
|
|
|
}
|
2016-11-08 16:43:57 +00:00
|
|
|
|
}
|
|
|
|
|
}
|