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
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.
Check per-evolution min level rather than basing it on the original encounter data.
Correctly parses stuff like a captured level 23 Nidorina that immediately evolves into Nidoqueen, then learns Body Slam.
Passing zero is better than passing 1, as 0 requires no value pushing.
tidy up method signatures in MoveLevelUp so that species is followed by form, and the lookups are textually aligned. Clarify "maxLevel" instead of max/lvl, same as min.
* 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
New legality checks for Transfer Console Region permitted, and removing the inaccessible areas (R1 outskirts rockruff) resulted in these being flagged.
Mutate the data so it's now legal with the updated rules.
Transporter remaps certain locale specific chars depending on the source ROM's version.
Since VC can trade between languages, there are 2 Spanish in-game trades that have glyphs subject to remapping, if it's transferred from a French game.
If the spanish trade is transferred from a french game, it must match the mutated string.
ty @Lusamine & helpers :D
Closes#3027
Roamers: Get PID generated externally
NPokemon: Get PID from a fixed value
Forced (Anti)Shiny: Get PID altered
Thanks @LegoFigure11 && Princess Emily (discord 4650) !
Closes#2990 ty @Atrius97 !
Remove the `object Content` accessor only used for Mystery Gifts (used to trickle up the PKM object since the two ribbon interfaces weren't implemented on the IEncounterable). Just make PCD/PGT implement the ribbon interfaces and delegate the get/set to PKM directly.
Rewrite the national ribbon check for clarity
Optimize invalid/missing ribbon string replace to operate on the final string rather than do linq and replace each input. With this we make 1 temp string only, rather than 1-per-ribbon.
Replace hardcoded "Ribbon" strings to use a shared const string in a central spot.
Closes#2984
ty atrius & matt via discord
Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
EncounterTrade: don't init Location to -1; keep as default 0 and use that as the pivot for default met location. Move Fateful property to the sub-type that uses it (EncounterTrade4, for Ranch).
Move some EncounterStatic->PKM logic that is per-type to the associated type overloaded methods. Rearrange order of properties to be more consistent with interfaces
Gen3: Initialize some classes without using post-constructor setters. The `init` setter functionality coming in c#9 won't be usable as the net46 runtime/netstandard2 doesn't support it on current previews. Do it this way so we can explicity initialize some required properties rather than apply version on a second iteration.
XD compares the player TSV against the non-shadow members, which is unnecessary but does result in them being able to cause shiny skips.
Update the VerifyNPC method to remove tsv check, as it's just repeating the logic we've done in the lock generator.
Added a test method that can be stepped through; compare the team results manually since they aren't exposed for interaction.
Closes#2751 , big thanks to @ijuintekka for being so detailed in their investigation/report!
Co-Authored-By: ijuintekka <ijuintekka@users.noreply.github.com>
Add more direct legality analysis constructors
evo count is >= 1
fix invalid test message
disallow gen2 moves if transferred from gen1
use ^1 instead of len-1 for netcore test project
doesn't like interacting with FluentAssertions for null check, so just throw an exception
move fEntries out of loop, fieldinfo is same for all (EvolutionTree)
just read the comments & code, this one is an annoying oversight
untraded pkm /should/ never have HT memory data, but sometimes it do be
like that
Closes#2571
Rewrite a bunch of the history verification stuff
Fix a few test cases with incorrect OT Friendship (transferred), and
missing GeoCountry
Need to rewrite memory verification next
(All test cases currently pass)
#2545
* 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
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
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 !
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.