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.
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).
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
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.
Simplify some method signatures, reduce checks for MoveEgg.GetEggMoves
ran legality checks for 100,000 pkm, no more exceptions (Internal Error) -- added a "CanGameGenerateEggs" which filters out unused gameIDs
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
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
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.