Commit graph

127 commits

Author SHA1 Message Date
Kurt
e735d92218 Generator Tests: Add tests for LGPE->SV
Quite a few broken ctor's in the test result output pane, but these will be addressed later (Teal Mask DLC just dropped).
2023-09-12 18:15:44 -07:00
Kurt
c6a961bda6
Add Xoroshiro128Plus Solver, SW/SH Raid verification (#3961)
Due to how the game generates the Pokémon data, the first two (or three) RNG calls are used to set the 32-bit `EncryptionConstant` and `PID`. With 2x 32-bit and 1x 64-bit values, we can algorithmically reverse the movement & manipulation of bits to recover the initial seed. Notably, certain bits of the initial state are not captured by our first two (or three) outputs, so we must brute-force guess at the initial state, and verify the RNG's output yields the expected values.

**With the ability for real-time Xoroshiro128+ seed reversal, we can now validate RNG correlations for SW/SH raid encounters natively within the program.** For now, the legality fail error message is extremely vague and any validated seed won't be "remembered" for the Legality Parse like other RNG methods. These seeds are 64bit, while every other "remembered" `PID/IV` seed-info is 32-bit.

Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
2023-08-14 20:01:38 -07:00
Kurt
f632aedd15
Encounter Templates: Searching and Creating (#3955)
We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.

In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
2023-08-12 16:01:16 -07:00
Kurt
164d517ef1 Allow move crossover from GO initial movesets
GO imports that are created with their PK7 and PB7 movesets can bleed from their initial moves.

Example: Muk-Alola level 20 with Minimize can bleed into SV at level 20 (below the normal learn at level 21).
2023-07-07 19:32:38 -07:00
Kurt
41693b0142 Misc fixes 2023-07-06 19:41:27 -07:00
Kurt
dcc0e79435
Evotree: Evolution Traversal Enhancements (#3936)
Like move validation, evolutions are the earliest thing we wish to traverse when determining what encounters may have originated the current Pokémon. To determine the permitted species-form-levels a Pokémon could originate with, we must devolve a Pokémon by traveling down-generation to origin. Once we have an encounter, we can then evolve it to the current species, traversing upwards from origin to the current format.
2023-07-05 21:14:09 -07:00
Kurt
c73264d4f3 Minor minor perf
Small changes to reduce some allocations
2023-04-15 01:58:37 -07:00
Kurt
4caf749064 Misc tweaks
do things a little more directly

blank ctor: we already have the ctor, just invoke it ourselves instead of having to rediscover it
2023-04-10 01:26:54 -07:00
Kurt
4384cadefc Add more xmldoc 2023-03-31 13:00:34 -07:00
Kurt
5ce3e734b8
Skip initial cctor alloc on non-byte primitives (#3850)
Runtime/jit repoints these to the dll rather than heap if we're Little Endian (always, otherwise will allocate like before).

Eliminates quite a few static constructors, so even faster startup. Items later.
2023-03-25 17:55:55 -07:00
Kurt
5de825de51 Disallow matching if notradeback loc wiped
Closes #3710
2023-01-21 22:01:50 -08:00
Kurt
88830e0d00
Update from .NET Framework 4.6 to .NET 7 (#3729)
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.

Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.

Adds functionality for Batch Editor commands to `>`, `<` and <=/>=

TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.

Main window has a new layout to account for DPI scaling (8 point grid)

Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes #3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes #3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes #3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes #3691)
Added: Properties for ribbon/mark count (closes #3659)
Fixed: Traded SV eggs are now checked correctly (closes #3692)
2023-01-21 20:02:33 -08:00
Kurt
3ef12c3ebe
Encounter Crossover/Wander tolerance (30f) (#3683)
* Update encounter_wild_paldea.pkl

* Add weather/time mark checks

* Set tolerance to 30f, swap crabrawler evos
2022-12-10 19:53:59 -08:00
Kurt
03182ebd3d Update 22.11.24
Adds support for Scarlet & Violet.

Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-11-24 17:42:17 -08:00
Kurt
9c133d4e39 Allow emitting Crystal eggs for location-less pk2's
Closes #3591
ty @randomdice101 !
2022-09-24 18:07:41 -07:00
Kurt
84be9da49d Revise rotom form check 2022-09-18 17:07:43 -07:00
Kurt
27eb68335b Update learn handling for side-game wiped movesets 2022-09-10 12:02:15 -07:00
Kurt
92a50264cc
Refactor RNG advance/reverse methods (#3579)
The new LCRNG/GCRNG/ARNG classes are static, rather than singletons. Allows them to be inlined much better.
2022-09-04 12:03:37 -07:00
Kurt
66e0613d82 Minor clean 2022-08-30 15:00:45 -07:00
Kurt
d8fe34011d Remove some bounds checks, int->byte form oops
https://github.com/kwsch/PKHeX/pull/3575#issuecomment-1229244453
ty @Kermalis !
2022-08-27 12:53:30 -07:00
Kurt
3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
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".
2022-08-26 23:43:36 -07:00
Kurt
eb2cef10c9 Minor clean
Stability intensifies
2022-08-22 23:18:53 -07:00
Kurt
9166d0eb64
Refactoring: Move Source (Legality) (#3560)
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
2022-08-03 16:15:27 -07:00
Kurt
fc754b346b
File scoped namespaces (#3529)
[Language Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-10.0/file-scoped-namespaces)

Updates all the files, one less level of indentation.

Some small changes were made to API surfaces, renaming `PKM pkm` -> `PKM pk`, and `LegalityAnalysis.pkm` -> `LegalityAnalysis.Entity`
2022-06-18 11:04:24 -07:00
Kurt
0093927e15 Use ReadOnlySpan instead of Span if appropriate 2022-06-13 00:04:20 -07:00
Kurt
c75f543f8b Minor tweaks 2022-06-07 23:32:57 -07:00
Kurt
8c528855f4 Differentiate dragged PK8/PB8 better w/preferences
Better determine preference with file extension string
2022-06-07 03:33:45 -07:00
Kurt
e571a0b95f Check catchrate tradeback separately
Closes #3510
Thanks @CodeWithMa !
2022-06-02 18:32:22 -07:00
Kurt
178069f889 Minor tweaks 2022-05-07 11:47:01 -07:00
Kurt
a57f40ae7d Break up PKX into separate classes
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).
2022-05-06 20:38:55 -07:00
Kurt
ff2e890e69 Revise Overworld8a application of PIDIV
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.
2022-04-22 21:11:11 -07:00
Kurt
e6cf5d0baf Split PKMConverter into multiple classes
EntityFormat -> detects byte[] -> ctor() PKM
EntityConverter -> converts between pkm formats
RecentTrainerCache -> used by other classes (not within EntityConverter!)
EntityBlank -> creates blank PKM objects indirectly
2022-04-09 01:39:34 -07:00
Kurt
8f8726ac5e Disallow encstatic1 yield catchrate not tradeback 2022-03-13 18:29:47 -07:00
Kurt
801892b59e potential revisions for gible (#3462)
ddc6f414df caused it to be `<=` instead of `<`, but maybe the underlying issue was fixed a different way since all tests still pass with this reversion.
2022-03-12 17:39:01 -08:00
Kurt
69fafcab83 Performance: Slightly reduce allocations in moveset validation (#3460)
* 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.
2022-03-12 17:39:00 -08:00
Kurt
5359a140a6 Handle fixed ability for 8b RNG 2022-03-08 08:44:55 -08:00
Kurt
e5e2a3427f Rename Silver SV->SI
SV will likely be the lump for SCarlet and VIolet
2022-02-27 11:16:12 -08:00
Kurt
3bef0452d6 Update bdsp underground table for area6
819b90f931
Closes #3450
2022-02-26 11:54:24 -08:00
Kurt
d5be6254f3
Add logic for PLA wild RNG correlation (#3443)
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>
2022-02-20 17:59:48 -08:00
Kurt
10bbf14ff7 Handle test case for no feebas in PLA 2022-02-08 18:55:55 -08:00
Kurt
b0197a84a0 Update lgpe route20 lapras level range
Closes #3380
2022-02-04 00:53:29 -08:00
Kurt
38809f67dd Handle suggestions 2022-01-17 20:21:33 -08:00
Lusamine
96d2ca1dcc Add Wild8RNG generation method 2022-01-16 01:57:56 -06:00
Kurt
682feab3d4 Return evolution chains with more accurate min-max
Closes #3371 ty @Ninjistix !
2022-01-14 00:11:33 -08:00
Kurt
47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
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.
2022-01-02 21:35:59 -08:00
Kurt
defae6727d Check bdsp version exclusive hatch locations
lol srsly

Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
2021-12-24 18:39:54 -08:00
Kurt
46f5a9c29a Remove inaccessible zone IDs from hatch location list
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
2021-12-23 01:25:14 -08:00
Kurt
1e0ac7fb26 Ban more BDSP egg moves before HOME
https: //github.com/kwsch/UnityDPtools/pull/2
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2021-12-20 19:00:48 -08:00
Kurt
56c7c8336a Revise roamer shiny xor checking
shininess unrelated to your trainer ID, lol

probably also applies to other predetermined encounters like underground and radar, but those aren't EC-seed regenerated (?)

Remove unused interface declaration
2021-11-25 08:32:36 -08:00
Kurt
723514e89c
Update 21.11.19 - Brilliant Diamond & Shining Pearl (#3289)
Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(

Builds will fail because azure pipelines not yet updated with net6.
2021-11-19 18:23:49 -08:00