PKHeX/PKHeX.Core/PKHeX.Core.csproj

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
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<TargetFrameworks>netstandard2.0;net46</TargetFrameworks>
<LangVersion>10</LangVersion>
<Nullable>enable</Nullable>
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<PropertyGroup>
<Description>Pokémon C# Class Library</Description>
<RootNamespace>PKHeX.Core</RootNamespace>
<NeutralLanguage>en</NeutralLanguage>
<Company>Project Pokémon</Company>
<Copyright>Kaphotics</Copyright>
2022-06-28 05:32:03 +00:00
<Version>22.06.26</Version>
</PropertyGroup>
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<IsPackage>true</IsPackage>
<PackageId>PKHeX.Core</PackageId>
<IncludeSymbols>true</IncludeSymbols>
<SymbolPackageFormat>snupkg</SymbolPackageFormat>
<PackageIcon>icon.png</PackageIcon>
<PackageLicenseExpression>GPL-3.0-or-later</PackageLicenseExpression>
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<PackageProjectUrl>https://github.com/kwsch/PKHeX</PackageProjectUrl>
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<RepositoryUrl>https://github.com/kwsch/PKHeX</RepositoryUrl>
<RepositoryType>git</RepositoryType>
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<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
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Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
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