2022-06-18 18:04:24 +00:00
|
|
|
<Project Sdk="Microsoft.NET.Sdk">
|
2017-05-12 04:34:18 +00:00
|
|
|
|
|
|
|
<PropertyGroup>
|
2023-12-04 04:13:20 +00:00
|
|
|
<TargetFramework>net8.0</TargetFramework>
|
2017-05-12 04:34:18 +00:00
|
|
|
<Description>Pokémon C# Class Library</Description>
|
2022-05-08 00:30:42 +00:00
|
|
|
<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>
|
2022-05-08 00:30:42 +00:00
|
|
|
<RepositoryType>git</RepositoryType>
|
2021-08-04 07:13:58 +00:00
|
|
|
</PropertyGroup>
|
|
|
|
|
2022-05-08 00:30:42 +00:00
|
|
|
<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
|
|
|
<None Include="..\icon.png" Pack="true" PackagePath="" />
|
2022-05-08 00:30:42 +00:00
|
|
|
</ItemGroup>
|
|
|
|
|
2021-08-04 07:13:58 +00:00
|
|
|
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
|
2021-08-01 05:38:04 +00:00
|
|
|
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
|
2017-05-12 04:34:18 +00:00
|
|
|
</PropertyGroup>
|
|
|
|
|
|
|
|
<ItemGroup>
|
2021-05-09 19:57:26 +00:00
|
|
|
<None Remove="Resources\**" />
|
|
|
|
<EmbeddedResource Include="Resources\**" />
|
2017-05-12 04:34:18 +00:00
|
|
|
</ItemGroup>
|
|
|
|
|
2020-03-20 18:42:58 +00:00
|
|
|
</Project>
|