0, [9,19] are set (didn't see 15), but there's also a switch case which
references all values 0-19.
these values are used by a 80 sbyte array (4*20) in the Resort.cro
remove usages of "goto case"
use shared class for pk1/2 setnotnicknamed
fix extendedeurope values (copypaste from extendedAmericas)
move ball out of verifiers, move nature/movetype with ball
could use concurrentdictionary but after reading some perf drawbacks vs
manual locks, just do it manually. regex checking is the real slow part,
whatever
add some comments to describe
Closes#2095
split out unsketchable moves (struggle/chatter) to separate array
remove trailing spaces (auto fixed by my visual studio plugin), add
space before comment //
some cards may permit being recieved on incorrect games
some wcxfulls permit games they shouldn't (tapu koko flags permit USUM
but games released after the distribution window)
lots of wcx lacking restrictions completely
tested flagging USUM rockruff & zeraora
might be worth discarding MysteryGiftVerifier and instead just using
unused fields for prior formats to supply the data.
Closes#2065 Thanks @WEERSOQUEER !
Single evo species weren't getting flagged in the evolution verification
as they early returned (species matched), just move the sanity check
before that
orderby consumes the entire input enumerable in 'sorting' the list;
since we don't care about the order besides a yes/no, just manage the
yield order ourselves.
don't bother using this method more than the spot it's in; was a fun
exercise but other spots are set up for easier debugging
(overall flow is where->deferby->yield), could make things easier to
read but meh
convert all dictionaries to char-byte instead of string (saves 50KB on
compressed dll, lul)
update OT string comparison for pre/post transfer specimens
Showing "TRAINER" for all languages isn't correct, just show a mapped
character
Closes#2049 , thanks @egzonqj & @WEERSOQUEER !
Closes#20454ac92b9418
had added it; assuming to undo lvl-1 => lvl for gen3/4.
Level Up, Learn Nincada Move, Evolve to Ninjask & spawn Shedinja, then
learn any Ninjask Moves. Gen3 reverses the spawn&learnNinjask steps,
which is handled separately
Thanks @XxPhoenix1996xX !
all usages besides fetching a 32bit random value should use rand.next
remove unnecessary do-while loop for calculating random EVs (always
returns 510 in total)
Closes#2040 , adds test cases:
invalid bulbasaur.wc3: hidden ability
invalid charmander.pcd: hidden ability
valid camerupt: gen3->4 unevolved mismatch
valid leafeon: pcd mismatch -> evolved now matching
should be much easier to maintain; methods are reused with less overall
nesting
reduce nesting (evo.RequiresLevelUp is checked twice, only check once
and handle path)
compact some methods
seal some classes
add a little xmldoc to exposed members
Encounter used to be used to determine if the original encounter was
valid; we now store the encounter object and checking is fast enough --
we don't really care to short-circuit individual verification steps
anymore.
Checks.cs initially started out small, but over the years it has grown
to handle multiple types of checks. With all these checks next to
eachother, it's hard to see the overall groups. Splitting them up
(potentially further?) allows for more focused maintenance &
understanding.
Not sure if I'm happy with the overall bandaids used (checks no longer
done within LegalityAnalysis so variable repointing is excessively
used), but I'm happier the way it is now compared to the huge Checks.cs
push unsaved IVTotal/EVTotal stuff from prior commit
rework exposed types for evo chain
initial trim now uses much less linq
can probably redo the get initial chain to provide a species to break
on...
Add safari min flawless IVs to reroll (can expand if #2025 is required
for egg group15)
Use EV/IVTotal (faster, not linq array based)
Fix missing pumpkaboo form regression, Closes#2026
Relocate swapbits to appropriate class, unneeded in PKM.cs
Can't have species == 0 or invalid gameversion; check for
EncounterInvalid instead.
Egg chain is always valid (since it is not EncounterInvalid) thus always
provide the chain.
Since these 2 are the same, simplify the logic to be shared.
rearrange some parameters for easier flow
Rename "Flag" to "Method"; isn't used besides for indicating the evo
Method.
Remove some unnecessary duplicate checks
- always >=1 in chain at start
- mostEvolved already checked for > maxspeciesgen
continued simplification
core.cs is pretty much the following:
misc one-off junk
moveset fetch
encounter table fetch
evo chain fetch
might eventually move things around a bit further for cleanliness so
that misc meta junk is the only thing that remains in core.
#2015
Can't get a shiny female 1:7 f:m gender ratio transfer after the VC2
bank update; need to respect that when generating random moves for the
pkm by removing any gen2 evo chain data.
update handling that checked for this case to instead check for
equivalence to ability1 instead of 0
was generating a PGF with ability[1] = 0, which is not correct. Just fix
the binaries to behave and get rid of all the workarounds since future
tables don't have missing values.
bypass savefile language checks if no language set
fix gen2 static gift egg that is really a wild encounter -- egg flag was
set & not cleared -> no wild pkm, bad! Adds test case for this.
(probably isn't a better place to clear, enforces only once per
generation rather than on every yield/end of every static yield)
Although Pokémon Ruby, Sapphire, and Emerald include a location pointer
for "Mirage Island", any Wynaut caught here will simply display "Met on
Route 130" in their summary. This is because the player is technically
still on Route 130's map.
Can't get anything with that location ID as an egg or as wild
egg fetch returns array, need to add to the collection
force everything as readonly to prevent adds outside of the constructor
Closes#1988
Thanks @iiippppk !
fix b2w2 egg base levelup reference (not bw, b2w2!), doesn't really
matter much except for better indication (possibly?)
remove some unnecessary linq ToArray() calls
continue relocating code out of Core
pull out some move data fetching to separate class
add methods to quickly fetch if the move is learnable via that method
eventual plan is this:
replace
'fetch all possible moves then look within' move validation
with:
'peek if learnable, and get info how' move validation
advantages:
- returns game the move was learned in and the level (if appropriate)
- infinitely less object creation (garbage collection)
- only looks for a given move, doesn't have to fetch everything before
checking
- faster than full fetch, can be made even faster by optimizing lookups.
subject to change :)