Closes#2990 ty @Atrius97 !
Remove the `object Content` accessor only used for Mystery Gifts (used to trickle up the PKM object since the two ribbon interfaces weren't implemented on the IEncounterable). Just make PCD/PGT implement the ribbon interfaces and delegate the get/set to PKM directly.
Rewrite the national ribbon check for clarity
Optimize invalid/missing ribbon string replace to operate on the final string rather than do linq and replace each input. With this we make 1 temp string only, rather than 1-per-ribbon.
Replace hardcoded "Ribbon" strings to use a shared const string in a central spot.
* Fix broken hidden power power calculation
* Fix broken Gen 2 Hidden Power calculation
* Add parentheses
* WIP UI
* Finalize UI, only show on gens 1-5
* Inline some logic to reduce allocations
* Add unit tests for both hidden power calculation cases
Co-authored-by: Kurt <kaphotics@gmail.com>
Closes#2984
ty atrius & matt via discord
Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
EncounterTrade: don't init Location to -1; keep as default 0 and use that as the pivot for default met location. Move Fateful property to the sub-type that uses it (EncounterTrade4, for Ranch).
Move some EncounterStatic->PKM logic that is per-type to the associated type overloaded methods. Rearrange order of properties to be more consistent with interfaces
Gen3: Initialize some classes without using post-constructor setters. The `init` setter functionality coming in c#9 won't be usable as the net46 runtime/netstandard2 doesn't support it on current previews. Do it this way so we can explicity initialize some required properties rather than apply version on a second iteration.
Was previously showing RaidArmor for pre-Armor saves, as the reference of a zero-length array was the same as the bools. Just sanity check since all block chunks have length.
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
Gen1: all are Trade1 objects, and all get the values set; just set the value in the object initializer
Gen2: all are Trade2 objects, set the same version
Gen2 all static encounters already have a version marked. Only thing remaining is to set the language.
Move logic closer to where it is used rather than in larger static classes
EncounterStatic(7): move VC transfer template creation to class, simplify some sanity checks
EvoChain: g==2 case is never hit as the generation check at the top of the loop already skips
Still some pending stuff like bad mystery gifts
gen2 static encounters on g/s applying met level and not location
gen6 ralts trade (no nickname) being flagged as nicknamed when it shouldn't
gen4 manaphy egg not having a hatch location (worked fine if you transferred it up)
gen3 antishiny gifts not setting their PIDs (jirachi WC3)
gen5 N's pkm gifts setting the wrong nature
gen3 unown not being generated correctly, cosplay pikachu being allowed form0, non-BugCatchingContest no longer require Sport ball, oras dexnav marill now uses the azurill eggmove table
Remove RibbonWishing as property, just calc on the fly since it's a single case
Update type info for vc transfer to indicate it's an es7
Split up dreamworld encounters as intended, fix logic lol
precompute result size
set Gen5 as lumped group for common encounters
remove linq usage (besides Sum call, whatever)
GetEncounters now only filters the in-game static encounters rather than the dreamworld too, as those are already filtered by separate arrays.
Get the variable rather than indexing into the array each time
Simplify some expressions in sav7 for readability
Make SAV_EventFlags use comboitem explicitly by type rather than an anonymous type with same member names
Check successive move slots after the current index rather than doing a count eq >= 2.
Flag all empty slots prior to a filled move slot, rather than flagging a full slot as invalid because "empty move".
* Rework gen1 slot loading
Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types).
* Revise fuzzy met check for underleveled wild evos
Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison.
Previous commit fixed it for gen1.
* Rework gen2-4 slot loading
Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet...
* Add feebas slots for old/good encounters
* Begin moving properties
Great news! Gen5-7 need to be de-dumbed like Gen1-4.
Then I can remove the bang (!) on the Area accessor and ensure that it's never null!
* Split off XD pokespot slot encounter table type
* Set area in constructor
* Deduplicate g3 roaming encounters
* Deduplicate xd encounter locations (rebattle)
Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format).
* Make all slots have a readonly reference to their parent area
* Minor clean
* Remove "Safari" slot type flag
Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte
Output of slot binaries didn't preserve the Safari flag anyway.
* Update SlotType.cs
* Handle type encounters correctly
* Merge safari area into regular xy area
* Merge dexnav accessor logic
* fix some logic so that tests pass again
rearrange g5 dw init to be done outside of static constructor (initializer instead)
PIDGenerator: friend safari slots now generate with required flawless IV count
* Add cianwood tentacool gift encounter
* Remove unnecessary abstractions
Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain.
Increase restrictiveness of location/type get-set operations
* Minor tweaks, pass parameters
DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can.
* Remove unused legality tables