Catch_Rate => CatchRate
Make Location* classes public
Extract a few methods, make public
Merge EncounterUtil & EncounterUtil1
add xmldoc
add missing deferral for Nest8 templates
improve binlinker span fetch to a single read (-1)
With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
Correct poltchageist masterpiece comments
swap order of Ogerpon (more likely to be Level 70)
Add methods to filter gameversions by context
add 3 more sizes
Add xmldoc
Simplify some casts
Demote priority of Gen2 event yielding
Remove old EncounterMatchUtil code
Repoint DateTime.Now to console specific date provider stubs
Allow nickname->species with span
add ConstantExpected annotations
Correct Gen8b ability set calling CommonEdits instead of direct setter
Slightly better perf on gen5/gen8+ location fetch
Misc pkm ctor fixes for b2w2 trade & wc3 eggs
wurmple evo now has an enum to be more explicit
no recursion for gen5 generator
fix showdown line length check allowing 86 instead of 80
Due to how the game generates the Pokémon data, the first two (or three) RNG calls are used to set the 32-bit `EncryptionConstant` and `PID`. With 2x 32-bit and 1x 64-bit values, we can algorithmically reverse the movement & manipulation of bits to recover the initial seed. Notably, certain bits of the initial state are not captured by our first two (or three) outputs, so we must brute-force guess at the initial state, and verify the RNG's output yields the expected values.
**With the ability for real-time Xoroshiro128+ seed reversal, we can now validate RNG correlations for SW/SH raid encounters natively within the program.** For now, the legality fail error message is extremely vague and any validated seed won't be "remembered" for the Legality Parse like other RNG methods. These seeds are 64bit, while every other "remembered" `PID/IV` seed-info is 32-bit.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Relocate checksum adders to Checksums class, improve performance by eliminating slice calls
Improve HOME sharing for GO8 and IMoveset encounters: actually sanity check GO8, and skip other non-PK7/PB7 cases.
Move enum -> ushort instead of int
Redo handling of HOME Volt Tackle (disallow on SWSH Cap Pikachu)
Pass spans instead of strings to use span methods
Reset encounter filters on early abort
Like move validation, evolutions are the earliest thing we wish to traverse when determining what encounters may have originated the current Pokémon. To determine the permitted species-form-levels a Pokémon could originate with, we must devolve a Pokémon by traveling down-generation to origin. Once we have an encounter, we can then evolve it to the current species, traversing upwards from origin to the current format.
* Fix Pokemon tooltip for LA incorrectly referring to SwSh location table
* Fixes to comments referring to incorrect generation/version/game
---------
Co-authored-by: James Park <5295838+pencilethics@users.noreply.github.com>
* Heavily rewrites the `PKH` abstractions.
* Uses HOME's core-side classes as the transfer middlemen instead of direct A->B transfers.
* Revises logic to account for most of HOME's quirks (scale/height copying, safe refuge PLA)
Future revisions hinge on better handling of evotree (need better metadata about existing as specific evolutions in each game).
---------
Co-authored-by: sora10pls <17801814+sora10pls@users.noreply.github.com>
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
* Uses LearnSource more throughout the codebase when appropriate, rather than loosely coupled pivot methods.
* Hides Learnset/EggMove data inside the LearnSource classes.
* Extracts functionality from the large Legal class & partial Table*.cs files into better performing helper classes.
* Cleans up some code from prior LearnSource commits.
* Extract/encapsulate inventory legal arrays to interface+class
Hiding them behind methods allows these to be left as ReadOnlySpan<ushort> and thus never allocate on the heap.
Also refactors out some logic for checking if an item is legal.
End result feels more maintainable and is less bloaty (no more passing in a nullable func)
Batch editing
* Add HasType filter
```
=HasType=11
.HeldItem=Meadow Plate
```
slaps a meadow plate on any pkm with grass type
Use `=PersonalType1=11` for only primary grass types; only-secondary-type grass will not match it.
NET 8 will have a Shuffle method, which can get rid of the overload in Util.
Batch Editor no longer crashes the program when selecting OT_Trash/HT_Trash/Nickname_Trash via dropdown.
Runtime/jit repoints these to the dll rather than heap if we're Little Endian (always, otherwise will allocate like before).
Eliminates quite a few static constructors, so even faster startup. Items later.
Follow up to #3235, this time closing the book for good.
From a bulk analysis perspective, having multiple patterns[0, 17] of Vivillon for the same Gen6/7 OT is illegal. Maybe not for traded eggs?
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.
Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.
Adds functionality for Batch Editor commands to `>`, `<` and <=/>=
TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.
Main window has a new layout to account for DPI scaling (8 point grid)
Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes#3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes#3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes#3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes#3691)
Added: Properties for ribbon/mark count (closes#3659)
Fixed: Traded SV eggs are now checked correctly (closes#3692)
Adds support for Scarlet & Violet.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Add zh-HK README translation for README. It was wrote in Traditional Chinese Hong Kong style.
Add Traditional Chinese translation resource and make PKHeX support for tradition Chinese.
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
Disallow max moves from Sketch
Hide dmax moves from legal dropdown lists
Pass ushort for moves for validating memories
Internal class for move pp (hide empty class from dll users)
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
ty @trigger-segfault
e611c9661e
apparently Japanese XD uses 32bit instead of 64bit, different struct size. Seems the same as the memo size being different for japanese XD too.
Since we're now using Config, apply the correct CurrentRegion/OriginalRegion values when setting a pk* to sav.