Sure it's nice to cache a valid array, but the amount of logic was small enough that it can be done with 10 lines of code rather than at the end of each verification method.
Reduces parameter passing & removes 1 field from the info object, as relearn suggestions are only done rarely after legality checking.
Allows for a simpler api surface (pkm, encounter) rather than a bigger object reference
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".
all but egg exposed it; now, just make egg expose it and remove the unnecessary interface
we still need to Set generation for non-eggs/mgift, so have a separate Settable interface for internal purposes.
Was referencing wild caught mons that are given a single egg move; this
logic handles shared egg moves too via daycare.
Probably need to rework SplitBreed into a dictionary; this might not
catch Mime/etc split breeds if they have different tables.
* 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
can now check individual strings / identifiers in a LegalityAnalysis
object by:
var la = new LegalityAnalysis(pkm);
var parse = la.Info.Parse;
if (parse.Any(z => ReferenceEquals(z.Comment, LegalityCheckStrings.X))
...
should be faster than doing string.Contains
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.
updating the translation files with the remapped variable names shortly
remap list: https://pastebin.com/jybkVDAK
use shared class for pk1/2 setnotnicknamed
fix extendedeurope values (copypaste from extendedAmericas)
move ball out of verifiers, move nature/movetype with ball
Graveler (SM Trade) -> Force applying handling trainer details for
ingame trades
Ponyta (Ranch Trade) Apply correct ability for encountertradePID
Up to 98 : Wild Gen2 Krabby (safari zone impossible location needs to
get filtered from possible encounters)