2022-06-18 18:04:24 +00:00
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<Project Sdk="Microsoft.NET.Sdk">
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2017-05-12 04:34:18 +00:00
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<PropertyGroup>
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2023-01-22 04:02:33 +00:00
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<TargetFramework>net7.0</TargetFramework>
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2017-05-12 04:34:18 +00:00
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<Description>Pokémon C# Class Library</Description>
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2022-05-08 00:30:42 +00:00
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<RootNamespace>PKHeX.Core</RootNamespace>
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</PropertyGroup>
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<PropertyGroup>
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<IsPackage>true</IsPackage>
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<PackageId>PKHeX.Core</PackageId>
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<IncludeSymbols>true</IncludeSymbols>
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<SymbolPackageFormat>snupkg</SymbolPackageFormat>
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<PackageIcon>icon.png</PackageIcon>
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<PackageLicenseExpression>GPL-3.0-or-later</PackageLicenseExpression>
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<PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance>
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<PackageProjectUrl>https://github.com/kwsch/PKHeX</PackageProjectUrl>
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2019-02-07 23:39:15 +00:00
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<RepositoryUrl>https://github.com/kwsch/PKHeX</RepositoryUrl>
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2022-05-08 00:30:42 +00:00
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<RepositoryType>git</RepositoryType>
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2021-08-04 07:13:58 +00:00
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</PropertyGroup>
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2022-05-08 00:30:42 +00:00
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<ItemGroup>
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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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<None Include="..\icon.png" Pack="true" PackagePath="" />
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2022-05-08 00:30:42 +00:00
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</ItemGroup>
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2021-08-04 07:13:58 +00:00
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<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
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2021-08-01 05:38:04 +00:00
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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2017-05-12 04:34:18 +00:00
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</PropertyGroup>
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<ItemGroup>
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2021-05-09 19:57:26 +00:00
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<None Remove="Resources\**" />
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<EmbeddedResource Include="Resources\**" />
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2017-05-12 04:34:18 +00:00
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</ItemGroup>
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2020-03-20 18:42:58 +00:00
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</Project>
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