PKHeX/PKHeX.Core/PKHeX.Core.csproj

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<Description>Pokémon C# Class Library</Description>
<RootNamespace>PKHeX.Core</RootNamespace>
</PropertyGroup>
<PropertyGroup>
<IsPackage>true</IsPackage>
<PackageId>PKHeX.Core</PackageId>
<IncludeSymbols>true</IncludeSymbols>
<SymbolPackageFormat>snupkg</SymbolPackageFormat>
<PackageIcon>icon.png</PackageIcon>
<PackageLicenseExpression>GPL-3.0-or-later</PackageLicenseExpression>
<PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance>
<PackageProjectUrl>https://github.com/kwsch/PKHeX</PackageProjectUrl>
2019-02-07 23:39:15 +00:00
<RepositoryUrl>https://github.com/kwsch/PKHeX</RepositoryUrl>
<RepositoryType>git</RepositoryType>
</PropertyGroup>
<ItemGroup>
Refactoring: Move Source (Legality) (#3560) 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
2022-08-03 23:15:27 +00:00
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<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<None Remove="Resources\**" />
<EmbeddedResource Include="Resources\**" />
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</Project>