Two checks are performed for Gen 3 & 4:
A: Encounterability (wurmple, ball, ability)
B: RNG Compatibility (frame)
Original code only checked 'A'
Recent code ordered by 'A', but returned anything that matched 'B'. If
'B was not satisfied, an 'A' match would get deferred, allowing for an
eventual B & !A to be returned before a A & !B being returned.
yay bool logic
we want to prefer a RNGFrameMatch as well as a SlotCompatible match
original code (no RNG checks) retrieves with SlotCompatible just fine
recent adding in framematch resulted in deferring compatible if not RNG
frame, yielding !A matches before A & !B
maintain 3 queues (A & B get yielded immediately) to track A!B, !AB, and
!A!B
not necessary to check unown case anymore as it'll fall into the A!B
group. better performant to skip that check in favor of only adding for
fail.
thanks theSlayer!
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one
bool? occupies 2 bytes; enum:byte is 1 byte.
should probably move validity checking logic into the IEncounterable
objects instead...
faster to do:
null check & comparison for each
vs
collection add (especially if growing collection)
don't evaluate all slots (faster), capturing the dexlevel[] object is
fine until the enumerable is discarded
WinForms->Core logic absorbing (CommonEdits)
loading ShowdownSet now applies properties to PKM instead of PKMEditor
Contest/IVs for Static/Trades are no longer set by default (less object
allocations), and are now checked by the encounter generator
great job gamefreak
allow current handler to be 0, remove static encounter as the data was
sneakily faked as a WC7 in the events gallery.
Closes#1817 ; still needs to update with new pikachu pid method
allowing shinies (next update).
Level = Level is equivalent to Level = 0
update EggInfoSource to use Level instead of LevelMin (LevelMin returns
Level, just be clear on usage)
update VerifyCurrentMoves so that only gen1/2 do the gen1/2 move update
methods. Recently extended all encounters to have a generation property;
we only care about gen1/2 here.
https://projectpokemon.org/home/forums/topic/43655-pokemon-crystal-egg-mark-as-not-legit/
closes#1755
also:
fix vc transfer checks not being called (EncounterOriginalGB is no
longer GBEncounterData).
remove usages of GBEncounterData -- class is (as of a ~~month ago) now
never leaked out of the EncounterGenerator -- always returns the actual
encounter data as the wrapper is not needed.
simplify logic flow / references
indicates met location for transferred mons
most gen1/2 encounters won't show values due to the location not being
stored respective to the string tables (anyone wanna do a location remap
after initial load?)
previously was only defined for gen1/2, why not all gens
can now query encounters in Core for encounters per generation via
reflection; can help group encounters for data vis or be faster than
getting individual gen numbers
extract EncounterStatic match determination; in doing so fixes "lvl" by
passing byval.
Pichu encounters (2) come before the Gift level 25 pikachu, causing lvl
to be dropped to 5. When pikachu comes around, it compares 5==25 -> bad;
pulling out the method and passing byval allows it to be 25 at the start
of every new encounterstatic checked.
get language list now doesn't return new objects (or re-enumerate)
update rand usage to be inclusive for top bound, extend shuffle to
collections
remove unnecessary location overrides (already overriden in legal fetch)
#1700
dp personal: add wormadam/deoxys manual forme count values
generator: bcc handling for pkm present in & out of bcc, and static/wild
duplicates
util: fix incorrect variable reference
using certain slot modifiers (swarm/game pak) causes different
arrangements of slots for different static/magnet pull groups to pull
from
store a list of permuted/different slots and add them to the table at
the end with the rest
move static/magnet pull marking into gen4 methods (only leave for gen3)
move trophy slot generation into gen4dppt area fetch (necessary for
static/magnet permuting)
fix electric off-by-one (yay for curse ??? type shifting everything)
dynamic level -> calc level
no sweet scent -> proc available (rock smash/fish)
change frame checking in encountergenerator to save which frame it was
found on (unused but possibly later can capture this for output)
Turns out there was no documentation anywhere on encounterslot numbers
for the individual forms; some sites had overall rates.
Assuming a human filled out the encounter slots, forms would repeat left
to right until a new form takes over. Below slot numbers match the rates
when summed up.
https://pastebin.com/raw/bQt3ZMbq
via pret/pokeemerald (and pokeruby); rate is set at 50%
swarm pokemon have the ability to have 4 fixed moves, so derive from
EncounterSlot to have moves, and remove special handling from
VerifyCurrentMoves (now picked up by IMoveset pattern
pull out transfer locations to const references
add vc2 & crown beast/celebi met location suggesting
add vc2 crystal sensitive detection
add 2 more usum trainer stats (thanks holla!)
move MarkEncounterTypeData back above the area size reduction so that
the mark-by-locationID special handling will work
prevent slottype from becoming overwritten if already defined by special
case handling
add examples provided to automated test cases
closes#1648
GetValid already filters by species
move some common non-location code out of the method; can be done for
the dexlevel fetching too -- future improvement.
don't bother converting to pkm then generating the sprite off that; use
the overload with int/bool
removes sav/pkm dependency for generating gift descriptions, and
standardizes the names a little. maybe a PKMBase interface would be
useful...
fix roamer3 not setting IVs
fix usum z items rightmost pixel getting chopped off
use Gen* instead of GenNumber for specific cases (faster)
add WasGiftEgg location case for Gen7
remove some unnecessary array allocations
sourced from Ultra Moon, location IDs are not known (need manual docs).
Many of these may be unused, like last gen. Will eventually remove
unused ones once crowdsourced effort finishes.
force colo starters to be male only
use some c# lang features for EncounterType flags
add edge case PIDIV detection for starter gender/shiny lock scenario
adds a little documentation for those unfamiliar with the NPC PKM
generation quirks.
Colosseum Starters will now be recognized with a different PIDIV type
which is specific to them & them only.
checks were previously only performed when finding the encounter, once
found, the GB encounter was validated. the transfer encounter is derived
after all encounter checks, thus remaining unchecked (really, only for
Locations).
Move generating logic to the generator, and double check the locations
are valid.
#1535
Thanks @DJPanda065 !
fetch is exclusively done with version already known; there are cases
where version can change for eggs so it's safer this way.
version change reference (gen6+):
212a489335
move must be removed 2->1 so cannot be permitted as egg move.
remove unreachable code (ParseMovesRelearn only is called for Generation
>= 6, and thus Format != 2).
- G1/G2 only have Hiragana letter he -> fixed Houndoom(ヘルガー) /Heracross (ヘラクロス) default name mismatch
- Fixed Stadium2 Farfetch'd move (Thrash -> Slash)
- Added VC Mew TID check
- Update Chinese legality strings
Korean g/s cannot access gen1 movesets, so pruning gen1 was necessary.
Rather than rebuilding the array (slow), just futureproof the entire
method to not rely on '7' (in case this code is ever used on Gen8).
Card 0525 was accidentally uploaded without the 3 flawless IVs setting;
sometimes when the internal event binary is built, the 3IV card comes
before the 0IV.
Play favorites with the 0IV.
Restriction happens because Korean can not trade with non-Korean GB era games
- There is no Korean release for gen 1 pokemon, included VC
- With no gen1 pokemon means any Korean gen2 is Gen2_NotTradeback, that means no gen1 origin nor moves are Legal
- Crystal was never released in Korean
- Pokemon Stadium 2 was never released in Korean, that means no move reminder for gen 2 korean pokemon
- Generation 4 can not trade between Korean and not Korean games, but Korean games can use the palpark with any language
Chinese language restrictions
There is no Chinese release for gen 1 and 2 pokemon games, VC Chinese games are in Japanese
farfetch'd apostrophe mapping disabled for gen5 and prior
Closes#1474
flag gen2 new moves as not obtainable if transferred from RBY (VC1) as
they must be removed before transferring 2->1.
Initialize move array for WC3 if none are present
Closes#1472
More gracefully handle invalid version pkms in a given format (gen5
origin version pkm on gen4 format no longer throws an exception).
I think egg hatch location checking is wrong for traded eggs (see gen3
vs future games, origin game shouldn't change but could hatch ORAS egg
on XY at XY location?)
Checks for max language ID on transferred pkm (gen5 pkm on gen7 can't
have CHS/CHT etc)
handles edge case for JPN B/W ingame trades
update pk5->pk6 transfer logic to bump langID 0 to 1.
Thanks HaxAras & Britty for providing samples!
Copied binaries from sm, references set up for saving time later
I assume not much will change in terms of structures, so it should just
be a file replacement & filling in static encounter table => 'working'
legality checks
Allows evolution met level check to be skipped
Adds minimum level constraint for evolution chain generating
Closes#1430
also adds deferral to the gen3 encounter generator as encounterstatic
gifts can collide with wild encounters when transferred
personalinfo setup wasn't populating info for form indexes
remove erroneous pid-type mismatch message on gen3/4 non-matching if
there are no deferred encounters
The encounter generator was returning always RBY and GSC and that make the ParseMovesGenGB to check only for rb and gs learnset for initial moves, the game returned should be the game for the encounter to make ParseMovesGenGB use the correct learnset table for the initial moves
Closes#1417
Add global link mission stats (thanks Holla!)
remove some ToArray() linq in favor of direct copies
Relocate encounter suggestion logic to separate class
Closes#1396, addresses other edge cases like entree-non HA & happiny
egg.
Fix misc refactoring errors
Don't early abort gen4->5+ encounter generation (need to check ingame
trades for abra/gengar). Can avoid by PID dictionary to check for trades
first, but unimplemented.
Closes#1377 , not fixing Pokewalker PID mismatch as algorithm needs to
be ironed out separately.
Add some documentation for the high-level encounter finding
Fix encounterstatics not being filtered for the associated game version
(closes#1372)
was a side effect of refactoring this week
shifts encounter data from Legal's split tables to individual files for
easier maintenance and initialization. Legal Core's init is so much
simpler now.
fix resource name typo
GetGenMovesCheckOrder doesn't respect generation restrictions, while
EncounterMoves does; filter afterwards.
Add compiler flags in the Analysis file to toggle try/catch off for
easier debugging. Just uncomment the #define SUPPRESS line.
Closes#1345
PGF for movie victini has OTgender=3; only eggs are supposed to set OT
details from the SAV.
update pattern matchers to abuse this fact.
Thanks @odaxis !
Rarely ever used, the only case where an unfavorable match is returned
first is Emerald Lati@s transferred to a future generation, as there are
2 encounters (one with and one without Fateful).
Closes#1326
Thanks @sora10pls !
Indicates why another type of encounter to match to was rejected, mostly
useful for diagnosing past gen specimens to figure out what changes need
to be made for that encounter to persist.
supply met level so the static encounter has a level to work with
instead of 0
Closes#1316
in other areas:
level 48 charizard VC1 transfer changed to mewtwo causes minlvl >
maxlevel, handle instead of throwing exception.
* Added location to encounter slot to make verification againts the location of the encounter when the pokemon has lost met location, like generation 2 heabutt tree, jhoto surfing in route 45 and in the future generation 4 munchlax tree
Added version to generation 1 and 2 encounter locations to filter by catch rate based of the version of the encounter and check initial moves of the encounter only for the game that match the encounter
Filter generation 2 pokemon for crystal who have met location based of the time of day when it was captured
Completed version to static and traded encounters for gen 1 pokemon, to avoid check a red encounter with yellow initial moves, if an encounter is possible in both games with diferent moves it is duplicated (like eevee), if it is possible in both games with the same moves is left as RBY, the encounter will only use red/blue moveset
Verify some invalid gen 2 encounters. Crystall heabutt encounters based on the TID, using the tree selection algorithm of the game to determine if the encounter is possible for the TID (implemented base on https://bulbapedia.bulbagarden.net/wiki/Headbutt_tree#Mechanics). Coordinates of Crystal trees obtained with the programa G2Map
Added checks for fishing encounters for unreacheable water tiles in gen 2, route 14, national park and the beta safari zone.
* Fix gen 1 static encounters and trade encounters filter by version
* Missing strings
* Fixes various gen 3 event templates.
* Adds more checks to PokePark 2005 eggs for DS Download Play.
* Fixes various gen 3 event checks. Still missing japanese events, but will add those another time.
* Adds 10 ANIV Celebi.
* Fixes PCJP 2003 eggs. Still doesn't use the exact formula though, but BACD-R is something to start with.
Add special ribbon detection (for wc3),
speed up seeds from IVs calc (flip top bit of seed to get the result for
other iteration)
Add a bunch of gen3 event data
Switch encounter slot generator to yield style to not require the entire
method to finish iterating
Although the pressure slot may be best-matching, it isn't the typical
match. Defer pressure slot clone to the end (defers the orderby
calculation)
There's probably a better way to do the pre-work (gen 5+ only operate
off one encounterarea... usually. Past Gens end up repeating the same
work for each area tested
slot matching runs slightly faster now due to the deferred execution
reduce 'as' usages for pk1 (cast & check once)
reorder some slot generation checks (early return prior to slot
filtering; not crucial as the linq wasn't evaluated yet).