Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.
Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
* Draft checks for encounter slot mastery
* Check encounter mastery flags
* Add moves for LA static encounters that don't follow learnset
* Add moves on crossover LA static encounters
* add alpha moveset population method
Now generates and applies moves as the game does
Updates some handling of other methods to use Span
* Show better message for bad mastery init flags
* Insert descending if candidates have same level
Level 78 Yanmega:
- [01] [10] Quick Attack
- [06] [15] Gust
- [11] [20] Silver Wind
- [18] [28] Hypnosis
- [25] [35] Air Slash
- [34] [45] Ancient Power
- [43] [54] Crunch
- [43] [54] Bug Buzz
Yields:
AlphaMove
Crunch*
Bug Buzz*
Ancient Power
* Descending order due to iteration
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
Single underscore discards (one of the c# language revisions allowed reusing the single underscore discard).
Remove a temporary allocation in BDSP flag editor
* Make EvolutionCriteria struct
8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration
* Inline queue operations, less allocation
* Inline some logic
* Update EvolutionChain.cs
* Improve clarity on duplicate move check
* Search reverse
For a dual stage chain, finds it first iteration rather than second.
Instantiating from template now follows group seed -> spawn 1 correlation, including alpha move.
Differentiates static encounters that don't follow the ow8a correlation, scrambles EC to disassociate.
Adds rand64 to get initial seeds
Set correct level range to match slotSeed; not respecting the slot roll being valid, but whatever.
Getting close to weeding out all the easy inefficiencies to make me finally tackle the "stop gathering all moves instead of checking individual moves" allocation issue.
Sweet Heart still unobtainable (why did they give it a sprite if it's not functional ingame?)
Azure Flute is now obtainable
Sacred Ash was never obtainable
ddc6f414df caused it to be `<=` instead of `<`, but maybe the underlying issue was fixed a different way since all tests still pass with this reversion.
* Reuses move parse result objects for each encounter parsed in a LegalityCheck attempt, instead of creating a new object.
* Ensures the objects are never-null, and makes cleanup easier.
Slightly adjusts some other parts of the moveset validation to reduce allocations.
Have `Shiny.Random` be `0`, so we can skip init on this field for EncounterStatic. Plus makes it a little less brittle for future expansion if shiny qualities change.