* 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.
Have `Shiny.Random` be `0`, so we can skip init on this field for EncounterStatic. Plus makes it a little less brittle for future expansion if shiny qualities change.
Change the data structure so that different locations are tied to the table, rather than separate usages of the table.
This de-bloats from 344KB->85KB and has less runtime memory consumption.
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>
Update 22.02.04
Individual commits from this PR are not cherry-pickable in a vacuum; these were manually re-committed from a staging repo in order to group together changes for general public viewing. There were over 250 commits on the private development repo for this update.
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.
They didn't reference the TamagoWazaIgnore table until v1.1 lmao
mimic BDSP's index fetching and just grab the array of eggmoves directly to avoid the abstraction method's overhead
set evotree back to private because don't need direct access anymore
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
because people couldn't hacc responsibly, I might as well give them a nudge in the right direction.
Doesn't mean I won't check your "random" choices distribution.
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.
Hope this doesn't regress for stadium tutoring moves
RB eevee with special 2-move set was being flagged (wanted 4 moves cuz the base 2 aren't the normal levelup moves)
capture references for more concise expressions
Should have been "UTC+12"
We can just inline the shifting since it'll always add 12 hours to the current UTC time, thus that's the maximum date value possible
Transfers use local date rather than UTC date, so we gotta allow dates up to kiribati's current date :)
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
#3260 part 1
I searched for more instances of the phantom character, and found the one instance in gen7 zh flags :D
Co-Authored-By: FeralFalcon <33670476+FeralFalcon@users.noreply.github.com>