reduces loading time (don't have to allocate conversion arrays when
launching a gen7 game), and separates things to easier to manage
locations
reworks gen3 string encode/decode, no longer does 3->4->5 and 5->4->3;
instead goes straight to the end result without an intermediary format.
String sanitization should probably be broken up rather than reused, oh
well.
SetPINGA{S}(pk, criteria) -> pid,iv, nature, gender, ability (stats
future?)
memes aside, this is where criteria data is forced
Split N encounterstatic (has fixed PID and special flag) from
EncounterStaticPID
disable GeneratePKMs from throwing an exception (it's a testing flag,
not to leak out if someone wants a debug dll I guess)
expose FixedGenderFromBiGender
expose ribbon interfaces
showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
the ereader mons are nature/gender locked too, so unroll a little prior
to rechecking the overall team (with ereader mon included). Have to do
it this way as a lock can pop if the ereader data matches a prior spread
before the prior teammate can be generated.
Derived from WC7 with minor alterations (dynamic OT/Nickname which is
stored in the Full data). Since the 0x108 is not stored in the save
file, just keep the full data around.
* Rewrite tests with XUnit and .Net Core
* Add better "because" message
* Skipping test that was not ready & convert the fact to a theory
* Tweak casing
* Convert select date tests to theories
* Make the GetStringList load lock safer
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.
Repoint all test methods to use the new obj methods
Check max case for level first, then iterate upwards (eliminates inner
if)
change wc* nature to sbyte (update comparisons, 0xFF too magic-y)
use Rand.Next(x) instead of (0, x)
More languages than Italian have a rule-breaking name. Rework checks a
bit
Flag eggs more accurately
Update force hatch to move Link Trade met location to Egg Location
fix Ho-oh -> Ho-Oh text strings (correctness is key!)
Currently toggled off, can be optionally toggled on (I'm not sure that
it's perfect? Random save files have stuff flagged since they don't
match the lock; will have to investigate later)
rearrange getmove with respect to tutors; verifycurrentmoves was getting
tutor moves in levelup
extract not-found hint fetch
Expose gen5 block objects (so I can play with saves in linqpad)
Move logical checks using encounter data out of Core.cs
might be possible to excise legality checking objects from
Legal/PKHeX.Core so that a 'slimmer' core can be made
results in:
- precomputed GetTable() reference
- no casting when iterating for matches
- no db null checks, as they are initally Array.Empty<T>();
reduces noise a little & slightly faster
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.
updating the translation files with the remapped variable names shortly
remap list: https://pastebin.com/jybkVDAK
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.
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