Commit graph

23 commits

Author SHA1 Message Date
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
a62324a5a1
Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
Kurt
f51e3673da Update AbilityVerifier.cs
incorrectly edited (ability number needs to be bit0/1/2 not none/any other permutation)
Closes #2860
2020-06-16 22:13:21 -05:00
Kurt
6164884700 Merge IGeneration into IEncounterable
all but egg exposed it; now, just make egg expose it and remove the unnecessary interface

we still need to Set generation for non-eggs/mgift, so have a separate Settable interface for internal purposes.
2020-05-17 12:32:28 -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
41a3989b53 Consolidate encounterlink into mysterygift
use synthetic wondercards to match link gifts
2019-01-12 23:50:31 -08:00
Kurt
b7acb7fa1d Add memory rarity table 2018-10-12 17:45:52 -07:00
Kurt
2db8daa07b Add specified ability no-hidden check
ability=0 allowed abil1/2 but not 4; catch that scenario
2018-10-10 16:31:40 -07:00
Kurt
47f20b8c0e Update fixed ability comparison for 6+
4aa44c90c1 only updated it for gens 3-5
Closes #2136
2018-10-08 15:26:43 -07:00
Kurt
4aa44c90c1 Update fixed ability comparison
ignores <= 0 now
2018-10-07 15:36:04 -07:00
Kurt
66faa43e03 Add gen6+ fixed ability hot path
Closes #2135
2018-10-06 11:24:46 -07:00
Kurt
91c37ab573 Update legality check message string style
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.

updating the translation files with the remapped variable names shortly

remap list: https://pastebin.com/jybkVDAK
2018-09-01 14:11:12 -07:00
Kurt
c8563a3737 Respacening
Style guidelines, handle a bunch of files
no functional change
2018-07-26 19:34:27 -07:00
Kurt
e4aa16f396 Fill out gen5 hidden ability banlist
now flags gen5 contrary serperior ;)
2018-07-16 21:53:46 -07:00
Kurt
bdb5aaee36 Ignore mismatch if explicitly permitted by prior check
Closes #2062
2018-07-16 16:12:19 -07:00
Kurt
8a83b9bde8 Update manaphy ability check again
57250823a8
covered it for format>=6, in 4/5 the abilitynumber is derived from
PIDAbility
Closes #2052
2018-07-10 21:30:13 -07:00
Kurt
57250823a8 Add ranger manaphy ability check
PCD != PGT

Closes #2044
2018-07-09 17:33:31 -07:00
Kurt
6bb076aecf Fix mysterygift hidden ability comparison
Closes #2047
2018-07-09 17:08:26 -07:00
Kurt
fdc4dd2811 Fix encounter ability comparison
-1 is the 'no fixed ability parameters defined'

Closes #2041
(optimize abilitynumber check for early return)
2018-07-03 18:43:11 -07:00
Kurt
8e950e83b3 Rewrite ability verification
Closes #2040 , adds test cases:

invalid bulbasaur.wc3: hidden ability
invalid charmander.pcd: hidden ability
valid camerupt: gen3->4 unevolved mismatch
valid leafeon: pcd mismatch -> evolved now matching

should be much easier to maintain; methods are reused with less overall
nesting
2018-07-02 20:34:41 -07:00
Kurt
c40a284174 Misc simplifications / xmldoc 2018-07-01 19:17:37 -07:00
Kurt
e29cf2a903 Rework secondary check flow
Checks.cs initially started out small, but over the years it has grown
to handle multiple types of checks. With all these checks next to
eachother, it's hard to see the overall groups. Splitting them up
(potentially further?) allows for more focused maintenance &
understanding.

Not sure if I'm happy with the overall bandaids used (checks no longer
done within LegalityAnalysis so variable repointing is excessively
used), but I'm happier the way it is now compared to the huge Checks.cs
2018-06-23 22:00:01 -07:00