* 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.
More in line with modernizing the codebase with latest c# syntax
improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
Remove hardcoded chunk lengths array
Remove cached chunk index array
Handle new-game files correctly (all blocks present check).
Consistently call things sector instead of chunk or block.
Somehow there was a bug with my FRLG save file's box data, which now loads completely?? Neat
Extract RSBOX checksum logic to checksum class
Allocate half as much for gen3 save detect
Simplify some expressions for GC save loading (x - size + offset, when x==size)
plugin adds a reader -> reader checks if it is a non-PKHeX.Core save type (they'd implement their own savefile/etc type) -> returns a matching save object if so
basically bypasses the base PKHeX logic
## Issue
We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.
## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots.
* We have a Silcoon that we've leveled up a few times.
Was our Silcoon originally a Wurmple, or was it caught as a Silcoon?
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.
---
Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).
The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.
---
The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.
---
## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.
## Conclusion
This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
Add xmldoc
Remove linq from memecrypto code (speed lmao)
Hide some methods that shouldn't be called directly
Name variables better for accessor const's
GCI, DSV, DUC are already supported, so I've written the abstraction for those and seed the Handler list on startup.
Can add a new class with recognition via SaveUtil.Handlers.Add(myHandler);
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.
Handle all warnings
obviously the usage of null! could potentially be avoided if the object init wasn't such garbage, but here we are with years of old junk and lack of abstraction in the GUI project
This format won't be supported cleanly, so let's just try to allow language detection to work as best as it can without storing metadata in the SK2 bytes.
Extract common abstract class for shared logic
Clean up property/field/method ordering to be consistent and logical (roughly: attributes, constructors, state management, retrievable values, static methods)
Apply default language OT name
Closes#3009
Make QRPK7 implement IEncounterable and remove hardcoded PKHeX strings
Let force hatching for WC3 eggs try to hatch from the savefile's language, then revert to english if failed to set an OT.
Detects the language of the currently loaded save file, and passes that info to the blank sav creator
Use a trainer name of "1337" instead of PKHeX for any Japanese save file, because Gen1/2(/3?) character tables don't have regular ascii chars.
Introducing a new PKM format: SK2
Split ICaughtData2 off of PK2 so it can be shared with SK2 when type-checks occur
Add conversion for PK2<->SK2
Split the split-buffer handling for GBPKM to GBPKML (what a name), so that I can reuse shared accessor logic for SK2.
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Closes#2826
It doesn't find it in the SM table, but didn't return -1
rework logic flow to return when found, rather than after loop finishes.
Also fix display off-by-1 since we're not using zero indexing for our entry numbers.
Thanks @Ammako !
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
Choosing G/S will initialize as GS
Choosing C will initialize as C
calling via their own code (GSC/GS) will choose the most recent (crystal
if possible).
Closes#2359
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
FileInfo inherits from FileSystemInfo, which initializes a bunch of
strings that we don't need
this isn't a great optimization, just a fun exercise finding a quicker
approach to get these values
no functional change, just rewrite some logic for better flow
fix subform popup count restriction (OwnedForms requires forms to be
added/removed manually; it doesn't automatically update)
sanitize box names when dumping boxes with separate folders (and bad box
names)
relocate program language enum
test that test case is proper
move getcompatible & gettemplate to core
remove catch rate changing for pk1 (catchrate editor now used instead)