Ensure GO IVs are respecting the min floor
Add some comments, reuse PersonalInfo reference instead of refetch
Fix Hoopa Unbound SlotWrite changing to 3
EncounterEgg now indicates FixedBall(Poke) for Gen2-5
EncounterSlot2 now indicates Form Random for Gen2 Unown, database
EncounterStatic3 now generates FRLG Gen2 Roamers with correct location
EncounterCriteria now used more heavily for requested IVs
EncounterPossible3 now correctly skips Eggs if eggs are not requested
EncounterGift3Colo now generates Japanese Bonus disk gifts only in Japanese, doesn't validate non-Japanese
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.