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
Default settings do not flag, as Database view does not track the savefile (LegalityAnalysis only indirectly references the latest loaded save file, not the true source).
Bulk Analysis will flag them correctly if run. Can be turned off.
Hold shift when dropping into discord to have discord auto-send it; bump time delay to 20s for file deletes
Seems like it just wanted Effects.Copy instead of Effects.Move, nice. Used to work for a while until it didn't.
Stop allocating an entire shadow copy of the save file whenever we create a new savefile object from file.
Prior commits added the clear SaveFileMetadata class to cleanly track the file path. Backups are copied from the original path.
The RAM is pretty dirty for unallocated poffins; slots that have never been filled will have junk with whatever the unallocated pointer was looking at.
An empty poffin slot is just marked as FF, ignores the stats for that slot. Not sure on the naming, but Matt had a single Level 60 poffin -> must be Mild? Thus, all the names are -1 from the textfile array...
Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(
Builds will fail because azure pipelines not yet updated with net6.
* Providing pkm/sav files via command line (dragging files onto exe / associated file launched) will more intelligently source a partner sav/pkm object if not provided.
* Gen1/2 mainline save files now indicate if they are VC era or GB era (legality implications) in the program title bar.
* Fixes loading VC era save backups not being recognized as VC era (`.bak` extension hides `.dat`)
* Export BAK moved to the SAV tab, which allows Export main to be deleted and Export SAV to be used as the single-click for exporting saves. `CTRL-E` is still the hotkey.
* Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately
Don't store within the object, track the slot origin data separately.
Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty.
- Requesting a Box Data report now shows all slots in the save file (party, misc)
- Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely)
- Replace some linq usages with direct code
* Remove WasLink virtual in PKM
Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM.
* Use Fateful to directly check gen5 mysterygift origins
No other encounter types in gen5 apply Fateful
* Simplify double ball comparison
Used to be separate for deferral cases, now no longer needed to be separate.
* Grab move/relearn reference and update locally
Fix relearn move identifier
* Inline defog HM transfer preference check
HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly.
* Extract more met location metadata checks: WasBredEgg
* Replace Console.Write* with Debug.Write*
There's no console output UI, so don't include them in release builds.
* Inline WasGiftEgg, WasEvent, and WasEventEgg logic
Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
Closes#2954 ; can set directly from propertygrid already, but might as well clean things up a little bit to match the disassembly logic.
Open the simple editor center parent rather than next-form-position
The save editor buttons were originally checked for visibility in order to determine if we should hide the groupbox completely. This didn't work if the groupbox wasn't being displayed (get visibility checks if it is currently rendered, in addition to can be shown). So the "enabled" state was used to determine if it should be shown.
Now that we have the "Blocks" raw editing always being shown, the GroupBox will always be shown. Can just set the visibility directly, rather than doing the workaround.
Make the hall of fame editors slightly less SaveFile_type-specific.