Will need to verify if Beast Balls can be used on other Pokémon, and if generic Poké Balls can be used on Ultra Beasts. We'll see when GO Fest Berlin starts.
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.
struct implementing interface is boxed when passed to method that accepts interface (not generic method).
Removes IDexLevel (no other inheritors but EvoCriteria) and uses the primitive the data is stored (array, not IReadOnlyList) for slightly better perf.
ty @Atrius97 for finally nailing the repro on this
Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
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).
* Draft checks for encounter slot mastery
* Check encounter mastery flags
* Add moves for LA static encounters that don't follow learnset
* Add moves on crossover LA static encounters
* add alpha moveset population method
Now generates and applies moves as the game does
Updates some handling of other methods to use Span
* Show better message for bad mastery init flags
* Insert descending if candidates have same level
Level 78 Yanmega:
- [01] [10] Quick Attack
- [06] [15] Gust
- [11] [20] Silver Wind
- [18] [28] Hypnosis
- [25] [35] Air Slash
- [34] [45] Ancient Power
- [43] [54] Crunch
- [43] [54] Bug Buzz
Yields:
AlphaMove
Crunch*
Bug Buzz*
Ancient Power
* Descending order due to iteration
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
* Make EvolutionCriteria struct
8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration
* Inline queue operations, less allocation
* Inline some logic
* Update EvolutionChain.cs
* Improve clarity on duplicate move check
* Search reverse
For a dual stage chain, finds it first iteration rather than second.
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.
* Reuses move parse result objects for each encounter parsed in a LegalityCheck attempt, instead of creating a new object.
* Ensures the objects are never-null, and makes cleanup easier.
Slightly adjusts some other parts of the moveset validation to reduce allocations.
Have `Shiny.Random` be `0`, so we can skip init on this field for EncounterStatic. Plus makes it a little less brittle for future expansion if shiny qualities change.
Change the data structure so that different locations are tied to the table, rather than separate usages of the table.
This de-bloats from 344KB->85KB and has less runtime memory consumption.
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>
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.