2022-06-18 18:04:24 +00:00
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using System;
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2018-09-30 17:16:45 +00:00
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using System.Windows.Forms;
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using PKHeX.Core;
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.WinForms.Controls;
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public partial class CatchRate : UserControl
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2018-09-30 17:16:45 +00:00
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{
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2022-06-18 18:04:24 +00:00
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private PK1? Entity;
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public CatchRate() => InitializeComponent();
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public void LoadPK1(PK1 pk) => NUD_CatchRate.Value = (Entity = pk).Catch_Rate;
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private void ChangeValue(object sender, EventArgs e)
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2018-09-30 17:16:45 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (Entity is null)
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return;
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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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Entity.Catch_Rate = (byte)NUD_CatchRate.Value;
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2022-06-18 18:04:24 +00:00
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}
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2018-09-30 17:16:45 +00:00
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2022-06-18 18:04:24 +00:00
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private void Clear(object sender, EventArgs e) => NUD_CatchRate.Value = 0;
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2018-09-30 17:16:45 +00:00
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2022-06-18 18:04:24 +00:00
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private void Reset(object sender, EventArgs e)
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{
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if (Entity is null)
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return;
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var sav = WinFormsUtil.FindFirstControlOfType<IMainEditor>(this)?.RequestSaveFile;
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if (sav == null)
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return;
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NUD_CatchRate.Value = CatchRateApplicator.GetSuggestedCatchRate(Entity, sav);
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2018-09-30 17:16:45 +00:00
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}
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}
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