Rotom Bike water upgrade isn't available until you have sufficient progress, so you can't get these dens with the lowest rank.
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Nice bug ya got there, gamefreak.
Coulda cleared the AffixedRibbon value instead of copying it on Shedinja creation, and it would have made this unnecessary.
Please ditch the Affixed Ribbon gimmick for future games, thanks!
Distribution raid encounters from before each of the DLC patches can only be captured in existing Wild Area locations.
Store the BCAT index in the encounter details and use it to compare when the BCAT was available.
Switch expression had an issue with interpreting the object's type (unboxing, yay)
should probably just return a typed object from the parse, but nah, this is a quick fix.
Farfetch’d uses the non-vertical apostrophe, still.
Showdown is consistent with their usage (in/outputting ’), but we'll keep the '->’ for that sanitization just in case other services/users enter the wrong char.
Closes#3185
Closes#3194
Exports are fine, imports with an ambiguous language (can be either JPN or INT) while illegal don't result in the above branches passing it.
Inputs with <=6 chars for OT&Nick will be ambiguous; PKM editor.
- Settings now stored as json next to exe
- Settings now exposes all legality checking setttings that can be changed
- Slot hovering now can play cries in MGDB/PKMDB/etc, not just the main boxes.
- Enhanced hover text for mystery gifts and encounters that have movesets
- Show recently loaded save files in ctrl-f browser
- Toggle auto-load savefile setting to be none/detect-latest/last-loaded
- Custom extensions & extra backup paths can now be configured directly in the json settings
- Settings editor now uses propertygrid & tabs.
This change revises the logic for an Egg Move's RelearnMoves.
Removes a class that is no longer used
Passes the large value-passing struct byref via in keyword
Revises handling so that early-returned results from the MoveBreed processing are marked with their move source rather than leaving them unvisited.
The moveset processor uses depth search recursion, and returns false if the move that it is processing is not possible for the hatched moveset. If the depth search never reaches the check for base moves, all moves won't be marked for their origins, resulting in the result array not being accurate to use for suggestion purposes.
Yay multi-purpose logic (validation w/early returns & fixing needing fully processed data).
Mostly because of Gen3 save editing bugfixes, forcing a new version.
Last version added the PID checks for Gen8; this one adds move ordering checks for eggs. More fun :)
Base method checks wurmple (not available in swsh), removed.
Hidden ability check returns Partial for any species that cannot be patched, and Deferred for any patched; we don't care, because there aren't any wild species that can't be patched in swsh.
* Initial bred moveset validation logic
Unpeel the inheritance via recursion and permitted moves
* Volt tackle considerations
* Optimize out empty slot skips
* Add tests, fix off-by-one's
* Require all base moves if empty slot in moveset
* Add test to prove failure per Anubis' provided test
* Tweak enum labels for easier debugging
When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value.
* Fix recursion oopsie
Also check for scenario where no-base-moves but not enough moves to push base moves out
* Add Crystal tutor checks
* Add specialized gen2 verification method
Game loops through father's moves and pushes in one iteration, rather than checking by type.
* Add another case with returning base move
* Add push-out requirement for re-added base moves
* Minor tweaks
Condense tests, fix another off-by-one noticed when creating tests
* Disallow inherited parent levelup moves
Disallow volt tackle on Gen2/R/S
* Split MoveBreed into generation specific classes
Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too.
Add some xmldoc as the api is starting to solidify
* Add method overload that returns the parse
Verify that the parse order is as expected
* Add reordering suggestion logic
Try sorting first, then go nuclear with rebuilding.
* Return base moves if complete fail
* Set base moves when generating eggs, only.
* Use breed logic to check for egg ordering legality
Don't bother helping for split-breed species
* Exploration: rework ability criteria to ability numbers desired
* Sync remaining changes
* Update EncounterCriteria.cs
* Add xmldoc
* Improve speed of IsDualGender check
* More xmldoc updates
Should be doing this on main but meh, this branch is gonna get merged later
* Fix typo
* Update WC7.cs
* Update PersonalInfo.cs
All slots are now initialized via constructor, property can now be init!
Optimize some value fetching for gen7b, as the input data has features that can be abused
Remove hardcoded chunk lengths array
Remove cached chunk index array
Handle new-game files correctly (all blocks present check).
Consistently call things sector instead of chunk or block.
Somehow there was a bug with my FRLG save file's box data, which now loads completely?? Neat
Extract RSBOX checksum logic to checksum class
Allocate half as much for gen3 save detect
Simplify some expressions for GC save loading (x - size + offset, when x==size)
Adding setters for Hidden Power caused the IVs to get mutated, same for some other values. The DateTime could return null if undefined.
Used to be Declared only (properties in destination class), but GBPKM has shared Nick/Lang/IV logic.
513648638f
Just do the GBPKM fixup at the end to copy the remaining properties manually. Set HP type if the conversion was from future 31IV games.
Relocate the SetRandomEC at the tail end of the generator into the specific classes that set EC, so that our correlation generators don't have their EC overwritten at the end.
plugin adds a reader -> reader checks if it is a non-PKHeX.Core save type (they'd implement their own savefile/etc type) -> returns a matching save object if so
basically bypasses the base PKHeX logic
path.getfilename will never return null unless you pass null, which we don't do
setchecksums' base method does the AllBlocks.SetChecksums. move the battle team set to right before the usage of SetChecksums
Disassociate pk4/pk6 backing byte[] when converting to pk5|pk7, as we no longer make a copy of the byte[] in the pkm's constructor.
Change UpdatePKM to include isParty, as we want it optional to update FormArgument too.
Change FormArgument saving to be handled by FormConverter; kinda not really good to have it there, but nothing else is handling FormArgument values.
Expand IFormArgument to have all FormArgument values exposed. "Maximum" is furfrou only.
PK6: Max is in the "FormArgument" u32, and the remain/elapsed is in party stats (hence the reverting when boxed)
PK7: u8 remain, u8 elapsed, u8 max, u8 unused.
PK8: assumedly the same as PK7, given the disassembly hints that it's the same as past games (even though Furfrou and Hoopa are not in SWSH).
Update dictionary to use proper format (yyyy-mm-dd), as well as verifier to properly check met year.
Also updated IsValidDateWC8 to clamp latest met date based on UTC, like with GO encounters.
When making the wc8 bin, the filename v1/v2 may be first or second if the EventsGallery changes its syntax. Don't assume the v2 comes after v1. Just check for mismatch
Checks partial matches in the loop rather than outside; it'll only settle on the partial match if there's nothing else to settle on.
Gen1/2 generators can have partial matches bubble up before actual matches (gen1 fighting gen2).
I should probably have slot1/2 and static1/2 and trade1/2 implement GetBlank so that they can flexibly return a japanese/int/(kor) from template rather than default int, but eh
The Encounter dumper project already excluded all headbutt tree areas that can't be accessed. Every slot that is present in this project can be accessed.
Move the tree check to the eslot2 object
Check all gen2 slots regardless of crystal origin, since we now tag all of them with location IDs.
## Issue
We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.
## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots.
* We have a Silcoon that we've leveled up a few times.
Was our Silcoon originally a Wurmple, or was it caught as a Silcoon?
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.
---
Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).
The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.
---
The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.
---
## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.
## Conclusion
This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
Closes#3133
not an ideal solution, but the encounter matching API is kinda limited in deferred-invalid vs deferred-notIdeal.
probably need to unify the match logic and generators so they can cache one secondary-check invalid
See the EncounterSlotDumper with the memoization logic & json tree listing.
Simplifies things a lot, and improves checking speed. Unreachable trees are now treated the same as no-trees maps.
ez 1.5KB reduction in file size :P
Remove gen3 egg location hashset; only paths that reach it are for hatched eggs or current breed-eggs. Check breed eggs with the singular met location.
Simplify some logic flow
This only matches the weather table with the Pokemon and does not fully
account for whether a location can spawn a particular weather.
Additional minor changes:
- Adds ScriptedNoMarks to Regis and Glimwood Tangle static encounters
- Corrects a few version-specific Pokemon such as Ludicolo/Shiftry
- Removes erroneous encounters such as Milotic in East/West Lake Axewell
- Removes an unused Motostoke Stadium encounter
Retain a stringbuilder to mutate the string rather than finalizing temporary strings
yields some speed improvements (less gen0 string objects allocated)
Closes#2954 ; can set directly from propertygrid already, but might as well clean things up a little bit to match the disassembly logic.
Open the simple editor center parent rather than next-form-position
Strip out unused lines [~ XX]; behaviorially equivalent to empty strings.
Mutate original met list rather than making a copy and moving any changes into it (saves extra allocations)
Change initial loop start to pre-skip iterations not meeting criteria
Manually mark duplicate lines (only 2 exist); no more linq/searching.
Wipe merged location sub-names prior to merging (bounds check optimization, maybe? already accessed, setting should be fine).
Tests still pass :)
Check for negative met location IDs to return empty (fuzzing?)
Change "FRLG" -> "Kanto" as strings are reused
Used lines:
39c3968e5e/Gen1/DumpUtil.cs (L5)
table.Where(z => z != 0).Select(z => lines[z]).Distinct()
The only two that had FRLG are now showing "Kanto"
don't use FIPS compliant hashing methods explicitly, no real reason to. hash.Create() will select managed vs csp depending on the framework/core and reg flags.
add >net46 incremental hash logic for swsh
remove static sha256 instance (single threaded overkill)
Further improvements can be made if there's a way to have a union struct (4 u16s, lumped u64) that has a simple 4bit diagonal mirror operation on it. Can be at least twice as fast.
Benchmarking with optimizations shows about 80-90% of the prior time taken, so at least a 10% speed optimization
Rarely used, was fun to try and optimize a little more.
Eliminate bounds checks by accessing/setting the highest element, and only index twice instead of 6x.
Eliminate u16 casts by leaving as int type (same result)
Eliminate temp value caching and instead directly write to storage. (no more _0123).
End result looks neat too, since the >> 0's removed looks like a diagonal, like the nibble rotation :D
Add xmldoc
Remove linq from memecrypto code (speed lmao)
Hide some methods that shouldn't be called directly
Name variables better for accessor const's
GCI, DSV, DUC are already supported, so I've written the abstraction for those and seed the Handler list on startup.
Can add a new class with recognition via SaveUtil.Handlers.Add(myHandler);
Nickname AND Trainer Name are verified in that method; we still want to execute it. If it has a fixed nickname, we can skip the wordfilter since it's already been checked.
clean:
if (!logical) return;
Existing logic had methods named to return true if fail, now method checks for passing, thus the logic now follows the above pattern.