* 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.
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.
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.
EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.
Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
* Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately
Don't store within the object, track the slot origin data separately.
Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty.
- Requesting a Box Data report now shows all slots in the save file (party, misc)
- Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely)
- Replace some linq usages with direct code
* Remove WasLink virtual in PKM
Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM.
* Use Fateful to directly check gen5 mysterygift origins
No other encounter types in gen5 apply Fateful
* Simplify double ball comparison
Used to be separate for deferral cases, now no longer needed to be separate.
* Grab move/relearn reference and update locally
Fix relearn move identifier
* Inline defog HM transfer preference check
HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly.
* Extract more met location metadata checks: WasBredEgg
* Replace Console.Write* with Debug.Write*
There's no console output UI, so don't include them in release builds.
* Inline WasGiftEgg, WasEvent, and WasEventEgg logic
Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
Disassociate pk4/pk6 backing byte[] when converting to pk5|pk7, as we no longer make a copy of the byte[] in the pkm's constructor.
Change UpdatePKM to include isParty, as we want it optional to update FormArgument too.
Change FormArgument saving to be handled by FormConverter; kinda not really good to have it there, but nothing else is handling FormArgument values.
Expand IFormArgument to have all FormArgument values exposed. "Maximum" is furfrou only.
PK6: Max is in the "FormArgument" u32, and the remain/elapsed is in party stats (hence the reverting when boxed)
PK7: u8 remain, u8 elapsed, u8 max, u8 unused.
PK8: assumedly the same as PK7, given the disassembly hints that it's the same as past games (even though Furfrou and Hoopa are not in SWSH).
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
All logic in PokeCrypto is separate from the rest of the PKHeX.Core
library; makes it easy to just rip this portion out and reuse in other
projects without needing the entirety of PKHeX.Core logic
optimize out the CheckEncrypted to the actual path, separate methods.
Only usages of this method were with hardcoded Format values, so no
impact
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
Futureproof with transfer considerations
This is just a guess; gen7 didn't update the medal count and if we
assume pk8 overhauls the structure for a new console, they'll drop old
data.
With c#8 later next week, will move SuperTrainingMedalCount() to a
default interface method ez.
remove Identifier param. 99% of the time, identifier is not provided,
resulting in a useless call
end result:
provide 'create new' and 'create from' constructors
replace linq for Encrypt/Decrypt pkmdata fetch with faster length check
& optional resize (Span pls!?)
update pk6 comment for why affection is not cleared
use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values