Commit graph

67 commits

Author SHA1 Message Date
Kurt
51c872f4e1 Move more logic closer to where it's used 2020-11-02 14:46:26 -08:00
Lusamine
d5e5df802e
Add Ballimere Lake -> Lakeside Cave crossover (#3069) 2020-10-31 22:29:08 -07:00
Kurt
c9ee07e9b9 Update form for friendsafari vivillon
Closes #3066
2020-10-30 22:23:13 -07:00
Lusamine
5e92b7b5f7
Add crossover and static encounters for CT (#3050)
* Add crossover encounters for CT

* Old Cemetery -> Giant's Foot

* Add some static encounters

* Add Frostpoint Field -> Freezington crossover
2020-10-27 22:08:49 -07:00
Kurt
2e4af1afc5 Update legality comparisons for Crown Tundra
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
2020-10-24 11:16:01 -07:00
Kurt
52a67f2425 Add Stadium2 Support
Introducing a new PKM format: SK2
Split ICaughtData2 off of PK2 so it can be shared with SK2 when type-checks occur
Add conversion for PK2<->SK2
Split the split-buffer handling for GBPKM to GBPKML (what a name), so that I can reuse shared accessor logic for SK2.
2020-10-02 18:08:40 -07:00
Kurt
ce5897ff94 Move version value from Slot to Area to reduce member size & value passing
Restrict some setters to protected only
2020-08-30 11:08:21 -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
780e8bf2bf Branch to specific iterator
Similar to fuzzy matches for gen3/4 iterators
2020-08-22 14:52:17 -07:00
Kurt
42453bdcd8 Update EncounterArea8.cs 2020-08-22 14:12:16 -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
40ce63873d Reduce gen1 encounter legality startup alloc by 5KB
Use precomputed counts to remove the need to store a cache of read values

rename some variables in ReadSlots1FishingYellow
2020-07-19 14:08:56 -05:00
Kurt
eb7ed44b29 Finish splitting gen1/2 encounter types from parent class
Results in a little more code, but each path is less tangled
simplify some expressions
remove RBDragonair content in favor of a strict filter for catch rate

Move gen1 trade trainer names to stringconverter, since pk1/pk2 shouldn't refer to legality classes
2020-07-19 13:32:40 -05:00
Lusamine
fdfa10e881
Add a few static/crossover encounters (#2932) 2020-07-08 22:59:08 -05:00
Kurt
a7ba178005 Remove unreachable/const logic
Earlier compares result in some logic being unnecessary

The Gen7 level up move compare was actually an oversight, so it's a worthwhile fix :)
2020-06-27 22:44:14 -05:00
Kurt
3138fb20c6 Refactor some method signatures
vs -> chain (clarity on what it is; an evolution chain, rather than e.v.o.s - vs)
Clamp origin chain for transferred where we can use the max origin level
2020-06-27 22:18:29 -05:00
Lusamine
565c9a590e
Add some cross boundary encounters (#2910) 2020-06-26 23:31:23 -05:00
Lusamine
bc1538efa5
Add some IoA cross-boundary encounters (#2902) 2020-06-24 07:34:26 -05:00
Kurt
36dd5ece21 Initial Isle of Armor support
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
2020-06-19 18:51:15 -05:00
Kurt
db30170cc5 Update EncounterArea7g.cs
Kinda ugly but works for now
Closes #2861
2020-06-16 22:40:43 -05:00
Kurt
6aab8ca449 Minor renaming/type change of passed args
Next commit will have more changes where we remove some reliance on PKM.GenNumber, in favor of the passed encounter's generation
2020-05-31 12:12:07 -07:00
Kurt
67e9809ecd Require exact form matching 2020-04-12 19:41:03 -07:00
Archit Date
e3e46209e9
add back watchtower as a legal location (#2796)
made an oopsie, Watchtower Ruins also apparently includes 2 extra dens that can spawn encounters that are not 8NC. Den 17 is locked to 8NC encounters only, but location-wise there is no difference between Den 15,16,17
2020-03-20 07:22:44 -07:00
Kurt
c8343e9f5d Update EncounterArea8.cs 2020-03-19 22:15:01 -07:00
Kurt
72e0fbe225 Update EncounterArea8.cs 2020-03-19 21:06:46 -07:00
Kurt
94d8125574 Split up Friend Safari checks & generator
removes one GetEnumerator call for non-fsafari encounters
2020-03-14 11:32:27 -07:00
Kurt
509e2f1fa3 Handle more evolution/form checks
Closes #2726
1. Add variant evolutions to form-match cases
2. Ban LGPE origin alolan raichu
3. Add egg form check for unavailable regional forms
4. Previous commit fixed mew (remove ribbon interface from WB7)

Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
2020-02-20 22:11:48 -08:00
Kurt
ebf20d927b More transfer implications
Totems are downsized to regular
araquanid, togedemaru, and ribombee totems can't transfer (at the moment)
2020-02-11 20:11:33 -08:00
Kurt
5ac9782320 Form check wild unown
Closes #2682
2020-02-04 17:38:35 -08:00
Kurt
522dbdbe32 Flute boost/decrease 3->4
Closes #2678 ty @Rayqo
dat level 1 wild pokemon 👍
2020-02-03 18:40:31 -08:00
Kurt
108233b45f Add glalie/skuntank locations
#2570
2019-12-10 19:54:26 -08:00
Kurt
c85c8ded5c Fix crossover location compare, add formchange
Rotom can change forms, first time it's available in the wild. Fun.
Fix crossover location comparison (was always returning false).
2019-12-09 19:28:28 -08:00
Kurt
eac3804c7b Clean up dexlevel/evocriteria constructor usage
DexLevel was the initial abstraction, which was expanded/reused for
evolution details

I should probably merge the two classes since everything is passed as
EvoCriteria
The encounter generators do some silly form fuzzy match which can now be
more accurately checked since I've moved Form to DexLevel... maybe a
future commit can clean that up.

encounterarea2 was reusing this class, just use a throwaway readonly
struct as our temp value storage
2019-12-05 23:04:24 -08:00
Kurt
f25b36a306 Minor tweaks
Remove unused stuff
add some comments/xmldoc
Move Trainer1 to classes that use it
2019-11-28 14:00:55 -08:00
Kurt
ea2f7f338b Add weather indication to detailed parse output 2019-11-28 12:56:26 -08:00
Kurt
5a1bffb2ba Split wild encounters for crossover & weather
Certain Mark values (ribbon) are only obtainable if the encounter was
obtained in some weather (I really hope there's no crossover cases for
this), and non-symbol encounters can't wander to another zone.

I wonder if you can wander from one zone with one exclusive weather, to
another zone, and get an 'unobtainable' mark (with the new zone's
weather) on the crossover mon's weather. yikes lmao
2019-11-27 22:46:14 -08:00
Kurt
c6f515c755 Use more performat array join 2019-11-20 17:07:55 -08:00
Kurt
fa344208b2 Add crossover location handling
Closes #2461 by implementing slightly differently

Dictionary instead of new[] every area
Checks original met location first before attempting the dictionary
lookup (missing in pull request)
Easy path forward if LGPE crossover is needed

Potential issues: Since encounter types aren't marked, shaking trees and
fishing encounters are allowed to cross over. Maybe need to have some
marking for encounter slots or something...
2019-11-19 08:38:18 -08:00
Kurt
d4c5919e5e Revisions for some static encounters
Identified a few more
2019-11-17 15:50:41 -08:00
Kurt
3be4fde2d5 Prevent non-galar forms for wild match
uses the same logic as the wild area boost lines above
2019-11-16 10:35:08 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -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
ab0b8979e9
Add swsh content placeholders (#2392)
placeholder content until real data is dumped
2019-09-23 16:56:47 -07:00
Kurt
3c50983afd Use less efficient IsLevelWithinRange, for clarity
See previous commit for discussion; it's easier to read and maintain
this rather than have the precomputed min/max comparisons.

LevelMin - minDecrease <= min && max <= LevelMax + maxIncrease;
See EncounterArea7b:
Since we know min and minDecrease (0) before doing the linq filter we
can precompute the lowbound, same for highbound; but this isn't
immediately obvious to the reader. The perf cost is pretty much
negligible in the big picture, so leave it in the more readable state.

Thanks @fattard & @ammako !

#2389
2019-09-19 22:54:53 -07:00
Kurt
a4a0e3ac6e Fix flute level amp direction
The inputs to "IsLevelWithinRange" are the highest value the
lowest-level can be, and the lowest value the highest level can be...
seems confusing (hence the original error).

If a slot is 6-7, with a wild encounter (flute), we can go +/-3 from
6-7, which is 3-10.
With an encounter of level 5, the inputs are: 5+3, and 5-3 (8, 2).
Since 8>lvlmin and 2<lvlhi, we can get a level 5 pkm from the slot
(using a negative flute yielding a -1 adjustment).

I could probably refactor it to be a 3-input signature (lvl, lvlneg,
lvlpos), and have it do LevelMin - lvlneg <= lvl && lvl <= LevelMax +
lvlpos

I should probably refactor these methods to do minLevel & maxLevel (so
baseSpecies.Level to CurrentLevel for pkm that lost their original met
data) but nothing needs the extra logic at this time.
2019-09-19 22:37:56 -07:00
Kurt
7e70d83664 Add missing filter overrides
Were using default filter behavior, which needs to be tweaked to account
for the original met location/level not being present (ie skip the
minLevel bounds check).

Hardcode logic for HasOriginalMetLocation for simplicity

Closes #2389 , thanks @Ammako !
2019-09-19 16:19:07 -07:00
Kurt
972e35a289 Minor reorganization
Move the ea32->array creation to the actual class
2019-09-13 09:08:12 -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