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".
Make GetG3Species return ushort
Fixes regression caused by 5942a74147
Copying SpeciesID3 instead of Species is fine as it skips the map/unmap step, but it also skips the setting of the HasSpecies flag. So we'll just set it in the individual ConvertToPK3 methods.
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.
Closes#3519
Usages weren't consistent; since `é` isn't accessible on usual english keyboards, just use regular `e` instead of alt-223 entry.
Not sure why VS preferred to save the text files without an encoding prefix; oh well.
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
ShowdownSet: Lessen allocation
MoveTutor: Remove boxing by calling the generic method instead of object method
Xoro8b: Add more xmldoc, use positive constant instead of inverse negative for parity
StadiumUtil: Use built-in endianness reversal methods
Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.
Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
Instantiating from template now follows group seed -> spawn 1 correlation, including alpha move.
Differentiates static encounters that don't follow the ow8a correlation, scrambles EC to disassociate.
Adds rand64 to get initial seeds
Set correct level range to match slotSeed; not respecting the slot roll being valid, but whatever.
Now reads/writes correctly in the GUI.
Closes#3470
Not going to handle slot swaps not matching the data, as this becomes problematic when cloning slots. Previous commit added the ability to manually move mail slots.
First 5 blocks are reserved for file accessing info, but we should include them when checking length
Closes#3468
Capture the bool indicating Japanese for the save file, so box names are now read correctly (if changed from game's default).
net6 was 4x faster than 461 with the old implementation; now it is faster for both but not as disparate.
New implementation performance is always at least 30% better than the old implementation; even better for smaller chunks of data (40% less time).
Pretty much mimics bare metal value writes
Seal ComboItem
Reorder methods for easier reading
Fix BulkGenerator living dex setting CurrentLevel -- needs to be after species,form as EXPGrowth can vary for forms.
Was originally expected that gen8 was going to be a pair+revision generation, but with BDSP and PLA being totally different games, there's no need to have inheritance complicating a single SWSH class.
Fixes#3455 by adding bool for insular sea, and adjusting overall progress values as listed.
Closes#3456 (supersedes)
Updates SCBlockAccessor to eliminate bounds check (integer overflow, which isn't possible with our array size), adds some overloads, and xmldoc.
Co-Authored-By: Jonathan Herbert <3344332+foohyfooh@users.noreply.github.com>
Closes#3454
Use ahtb sourced (hash,string) correlation from pkNX to dynamically generate block keys.
Co-Authored-By: Jonathan Herbert <3344332+foohyfooh@users.noreply.github.com>
Xor no longer allocates
Encrypt no longer allocates byte[0x60]
temp now allocated on stack instead of heap
Pre-size memorystream (prevents 0xF0 allocation)
Adds structures to read/write saved spawner data such as seeds, counts.
Adds generator and validator to emulate the FixInitSpec builder used by the game logic
Similar to SW/SH raids, validating these in-process is not feasible due to the number crunching required.
This does not handle the encounter slot call or the follow-up level range call. Just the inner FixInitSpec ctor & fill.
level is calc'd:
randFloat(sum) -> slot float
rand.Next() -> gen_seed (for all the details)
rand.NextInt(delta) +min -> level
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Was writing kor string, then writing en after (all terminators).
Make method signature match other SetString, with write buffer as first arg
Closes#3440
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.
Introduces an option to disable reading .bak / "backup" files; trickle the changes up to all surface users so that SAV_FolderList can correctly load all .bak saves into its Backup tab.
The "ignore backups" was added in the latest feature push to ignore "backup" from being detected as the latest save.
Update 22.02.04
Individual commits from this PR are not cherry-pickable in a vacuum; these were manually re-committed from a staging repo in order to group together changes for general public viewing. There were over 250 commits on the private development repo for this update.
XD shadow monitor stores the Gen3-mainline-SpeciesID instead of nationaldex ID.
Remap the values on the fly.
Pass the data via span to save a 8KB allocation for sav ctor
Closes#3365
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.
`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.
The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.
Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
Closes#3318
Gen8: if held item, only give if can be legally held; if dmax crystal, only give if available.
Gen8b: if held item, only give if can be legally held
Others: unimplemented; pull requests accepted.