Commit graph

78 commits

Author SHA1 Message Date
Kurt
31142ee297 Replace some linq usage with direct logic 2021-05-06 23:26:38 -07:00
Kurt
33ad654be6 Mark encstatic version on init rather than post-init 2021-01-03 16:49:49 -08:00
Kurt
f6d4d93613 Inline some logic for contest stats 2021-01-01 12:21:46 -08:00
Kurt
e8c23f6644 Simplify some repeated comparisons with expressions
Less prone for bugs since it uses the same value for all comparisons without re-specifying
2020-12-29 00:37:59 -08:00
Kurt
ba7ccaf5e6 Make EncounterTrade's version init-only 2020-12-24 15:23:26 -08:00
Kurt
736564be8c Merge EncounterStatic4 back together 2020-12-23 12:15:49 -08:00
Kurt
98be0f6739 Target type'd new 2020-12-21 17:17:56 -08:00
Kurt
133b8e6ba0 Rework Pokewalker/Dream Radar static encounters to own class 2020-12-21 17:04:09 -08:00
Kurt
7fc8001806 Continued refactoring
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.
2020-09-13 14:40:10 -07:00
Kurt
e3ad6ec55d Make multiple-met locations a single object instance
make trade have Any again; it's a marker to apply the gameversion since we're lazy
2020-08-30 19:24:24 -07:00
Kurt
5a391bc20c Make EncounterStatic abstract, make Generation property abstract
Merge EncounterGift8 with EncounterStatic8 since there isn't much need to have two separate classes
2020-08-30 16:10:24 -07:00
Kurt
81a693bafe Make Generation property get-only per class
don't need to store an int since it's a const-per-class
2020-08-30 15:35:59 -07:00
Kurt
6ee7a8724b
Offload EncounterSlot loading logic to reduce complexity (#2980)
* 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
2020-08-30 10:23:22 -07:00
Kurt
a62324a5a1
Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
Kurt
a6a3c6eaaa Refactoring
change some expressions for better perf/readability
2020-07-19 17:48:45 -05:00
Kurt
aaf6642d31 Rename Data -> BinLinker 2020-03-20 15:18:59 -07:00
Kurt
d06949bdb3 Update min level clamps, actually compare req PID
Closes #2787
The commit a couple days ago added the missing minimum level restrictions; community documentation was slightly misleading but we should be good now.

The PID check was nonfunctional (compared A==A or A==A*), rather than actually checking the fixed PID.

Co-Authored-By: feralfalcon <feralfalcon@users.noreply.github.com>
2020-03-18 12:23:09 -07:00
Matt
d004389a3e
Update Gen 4 trade min levels (#2769)
Eggs hatch at Lv. 1 in Gen 4, and some other Species can be found in the wild at Levels lower than their intended evolution requirement.
Closes #2768
2020-03-16 18:14:22 -07:00
Kurt
6a5bf02126 Add min levels for trades
Make PIDs readonly for trades
Clone FR/LG Lickitung (different min levels)
2020-03-13 21:39:35 -07:00
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Kurt
c6f515c755 Use more performat array join 2019-11-20 17:07:55 -08:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* 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
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
734aa33898 Split encounter areas, relocate slot finding to obj
Now logic is reasonably split, and each format of area has its own way
of yielding slots

Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
2019-09-12 23:20:52 -07:00
Kurt
477187a66c Split EncounterArea into game-specific classes
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit

Move some string[] array fetch (for all languages) to Util
2019-09-11 22:06:24 -07:00
Matt
7472ba8152 Encounters cleanup (#2335) 2019-06-25 10:55:35 -07:00
Kurt
042e5176a6 Remove hardy shuckie & version split
Not version specific; I'm assuming the 00020003 PID is a result of
hacking the save file to change OT gender. Legitimate saves haven't
yielded the Hardy PID. Changing gender probably results in a bad
pointer, fetching the wrong value.

Closes #2290
2019-04-30 17:03:12 -07:00
Kurt
f481404503 Misc clean 2019-02-02 10:19:41 -08:00
Kurt
6353e8d84d Add special set operation for alph rocksmash
closes #2253
ty @Subject21J & @ReignOfComputer
2019-01-27 11:08:21 -08:00
Kurt
272a29a641 Differentiate DP/Pt Shaymin
fateful isn't on dp shaymin even though it's an illegal encounter
2019-01-03 17:04:32 -08:00
Kurt
ec4088b1fe Cleanly lay out hgss swarm data 2018-12-02 14:46:17 -08:00
Kurt
77a4691a58 Add remainder of relicanth swarm data
https://projectpokemon.org/home/forums/topic/48702-bug-ss-relicanth-encounter-error/
Thanks finalevil151!
2018-12-02 14:39:24 -08:00
Kurt
daf41da91b Add more pokewalker moves
Thanks theSlayer!
2018-11-03 12:42:11 -07:00
Kurt
a3e7c4837e Rewrite trade OT/Nick verification, g4 shuckie
Shuckie in HG is not the same as Shuckie in SS.
Use the relatively-recent Nick/OT properties instead of digging through
the encounter table & strings. Ends up being slightly faster.

Thanks theSlayer!

https://projectpokemon.org/home/files/file/3048-kirks-shuckie/?tab=comments#comment-1424
2018-10-27 13:37:03 -07:00
Kurt
03a05364ab Update colo suicune ++
location ID was originally added by:

afde4514e2 (diff-83a32d69355a64376bc77bd07e338a33R446)

I
have another save file that uses met location 110 (like this one) so I
assume it was originally a copypaste error from Sudowoodo.

Change Trade strings to not allocate separate empty arrays.
2018-10-04 08:14:53 -07:00
Kurt
4bbb1f54b9 Change burned tower suicune encounter type
was initially set by this commit

0e3815b048

field test resulted in Cave/HoO type
https://projectpokemon.org/home/files/file/2953-burned-tower-suicune/
2018-10-03 16:46:55 -07:00
Kurt
7403c0f91a Add more pokewalker moves
igglybuff wish, happiny heal bell, and the elemental punches to round
things out even though they can be tutored

https://projectpokemon.org/home/forums/topic/46143-bug-in-last-update/?do=findComment&comment=234991
2018-08-08 17:35:06 -07:00
Kurt
1486b7f14a Misc style & minor tweaks
Remove move combobox flicker hack (no longer necessary)
Add more Array.Empty usages
cache mysterygift sizes
seal some classes

no functionality changes
2018-08-02 20:11:42 -07:00
Kurt
614d2629ce Remove unnecessary ref passing
object is already passed byref, don't need to repoint the reference
2018-07-19 18:09:37 -07:00
Kurt
1c75093e27 Specify altform for ranch shellos
1 not 0

https://projectpokemon.org/home/files/file/336-shellos/?do=findComment&comment=1290&tab=comments
2018-07-18 07:15:46 -07:00
Kurt
3cf78ff3a2 Permit metronome for Pokewalker Cleffa
Closes #2033
2018-06-25 19:15:37 -07:00
Kurt
99005d8fc0 Refactoring
more discards & simplifications
2018-05-12 12:28:48 -07:00
Kurt
5a3c8f4147 Remove trailing whitespace 2018-05-12 08:41:29 -07:00
Kurt
16ed4353b2 More generator updates
Store 4g giratina held item for enc->pkm legality
revise usages of GetSaneGender
Rearrange some logic
Better handle impossible version encounters (gen4)

gen 1-5 done, stuck on 659 - bunnelby egg...?
2018-05-09 17:50:56 -07:00
Kurt
daf093879b More generator updates
all the way up to nidorina

extract some reusable methods
exclude invalid headbutt encounters
use built in randomgender
2018-04-29 18:26:36 -07:00
Kurt
4214b1be7b More generator fixes/improvements
Fix/add missing gameversion references (BU instead of BW,
pokewalker=HGSS)
increase reuse of pidgenerator & add more generating methods.

seems like it's generating pkm fine besides the PID edge cases, which is
nice
2018-04-29 09:31:13 -07:00
Kurt
0597833899 Track version of slots/static/trades
I think I set the version at the appropriate times to get all encounter
objects
2018-03-30 21:38:57 -07:00
Kurt
1ca69965bf store encountertrade nick/ot within object
allows for ot/nick fetch for a given language
2018-03-26 22:23:11 -07:00
Kurt
88ce27f26b Add R/S roamer data offset
is different from emerald

Thanks TetsuyaGR!

https://projectpokemon.org/home/forums/topic/44407-bug-rubysapphire-roamer-bug/

(use concatall in encounters4)
2018-03-18 08:37:40 -07:00
Kurt
e9a3b4acf1 Merge PIDType and bool? shiny property
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one

bool? occupies 2 bytes; enum:byte is 1 byte.

should probably move validity checking logic into the IEncounterable
objects instead...
2018-03-16 19:35:55 -07:00