Commit graph

248 commits

Author SHA1 Message Date
Kurt
833789b1b9 Fix cxd antishiny method detection
Closes #3008 ty @Sephirona !

Do the tsv-psv compare as uint to remove the need for later casts to int
2020-10-03 09:29:26 -07:00
Kurt
7fc8001806 Continued refactoring
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.
2020-09-13 14:40:10 -07:00
Kurt
5d3bc289b6 seal hunting
Mark things as sealed as they shouldn't be inherited from or overriden in a derived class.
2020-09-07 13:51:13 -07:00
Kurt
9191f023a3 Minor clean
Nullability annotations and some logic simplification
2020-09-06 11:24:54 -07:00
Kurt
6b472ffd62 Misc iencounterable->pkm generator fixes
Still some pending stuff like bad mystery gifts

gen2 static encounters on g/s applying met level and not location
gen6 ralts trade (no nickname) being flagged as nicknamed when it shouldn't
gen4 manaphy egg not having a hatch location (worked fine if you transferred it up)
gen3 antishiny gifts not setting their PIDs (jirachi WC3)
gen5 N's pkm gifts setting the wrong nature
gen3 unown not being generated correctly, cosplay pikachu being allowed form0, non-BugCatchingContest no longer require Sport ball, oras dexnav marill now uses the azurill eggmove table
2020-09-03 19:00:46 -07:00
Kurt
c2ec4d55e4 Minor clean
Add some xmldoc, remove some empty lines, move some small logic pieces to a better spot
2020-09-03 14:28:51 -07:00
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
7bd9ae8aeb Simplify cxd antishiny pidiv detect
Only check player ID
Closes #2952

Had originally intended to just recognize the PIDIV and check it in the lock verifier, but this is more straightforward since we don't have to check CPU TSV.
2020-07-26 09:49:33 -07:00
Kurt
a6a3c6eaaa Refactoring
change some expressions for better perf/readability
2020-07-19 17:48:45 -05:00
Kurt
993673f0de Minor clean
no functional change
2020-06-27 23:36:53 -05:00
Kurt
afa368823e Minor clean
handle some compiler messages
2020-05-26 16:59:47 -07:00
Kurt
045e289c0a Account for antishiny skip on the NPC mon right before shadow
pretty much a copy from the other method with simplifications
2020-05-11 16:52:09 -07:00
Kurt
5fc15dc9c8 Correctly prevent xd locked shinies
oops, 7fd7a86074 was not correct (only handled lockless) -- the verifier doesn't check the final shadow pokemon (not a lock).

https://projectpokemon.org/home/forums/topic/57014-shiny-shadow-pok%C3%A9mon-from-xd-shown-as-legal-pkhex-legality-check-error/
2020-05-08 10:07:21 -07:00
Kurt
ee1cfa8912 Hanle some compiler messages 2020-04-14 10:52:19 -07:00
Kurt
8ac61d7ff7 Allow antishiny CXD spreads for some checks 2020-04-11 23:14:16 -07:00
Kurt
7fd7a86074 Shiny check lockless XD shadow encounters 2020-04-09 14:14:48 -07:00
Kurt
1d5f929981 Fix shiny check behavior for XD nonshadows
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>
2020-03-11 19:18:58 -07:00
Kurt
c301ce88ab Update Random to be a bit more thread safe
Random isn't thread safe; users of PKHeX.Core.dll might run multithreaded operations (see PKSM + ALM), so we need to have a thread-specific RNG available.

Thread Local get; to improve performance, save the random object locally whenever it is used more than once in the method.

https://docs.microsoft.com/en-us/dotnet/api/system.threading.threadlocal-1?redirectedfrom=MSDN&view=netframework-4.8
https://stackoverflow.com/questions/18333885/threadstatic-v-s-threadlocalt-is-generic-better-than-attribute/18337158#18337158
2020-01-25 21:49:52 -08:00
Kurt
ecfcbbc4cb Verify full raid result with known seed 2020-01-23 00:11:07 -08:00
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Kurt
9401b7a790 More readonly struct tweaks
help dat compiler
minor clean elsewhere
2019-10-26 23:18:25 -07:00
Kurt
e3efa65160 Cleanup
handle messages for dirty cleaning :)
2019-10-26 12:33:58 -07:00
Kurt
bb84ec4e89 Handle some vs message suggestions 2019-10-19 20:33:17 -07:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* 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
2019-10-16 18:47:31 -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
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
825e06130e Add nullable reftype compiler checks to test proj
New in c# 8
Assert.True(check for null) doesn't give a hint that the obj isnt null
afterwards.
Assert.NotNull does have the compiler hint attribute
could probably use fluentexpression syntax, but resharper doesn't pick
up on the nonnullable hint like vs does.
GeneratorTests: swap FirstOrDefault to First, can keep the fluent style
and resharper gets the hint.

tl;dr : resharper doesn't look at external lib for hints, gotta use
Assert.NotNull or something that doesn't return null
2019-09-23 18:13:51 -07:00
Kurt
c5ebbbbe15 Minor clean
Magic number -> const usage
default(T) -> default (c#7.x feature)
remove some unused stuff
fix indentation in some spots
2019-09-10 22:07:50 -07:00
Kurt
71fdd01a93 Fix Stationary haxorus encounter gen
remove unnecessary %25 check (only applicable for gen4 encounters),
unneeded for gen5 method.

add a test case to generate a haxorus for all natures, verify shininess

Closes #2336
2019-06-26 20:37:26 -07:00
Kurt
63c705061d Add recognition for Method 3 encounters
Pass them as Legal for wild encounters similar to M1/M2/M4.
Add test cases & test pkm validation
Add pid generator support

I decided against checking these PIDIVs after all others; inlined
methods.

Closes #2328 , thanks @pokecal !
2019-06-19 19:15:06 -07:00
Kurt
2b8ef9236a use some explicit dex numbers as enum 2019-06-01 10:22:49 -07:00
Kurt
73b61e5bf0 Add gender changed azurill evo pokewalker edge case
Closes #2311 , thanks @SpiredMoth !
2019-05-15 17:14:48 -07:00
Kurt
332784d34b Misc updates
parameter name lowercase
simplify some comparisons/calcs
reuse comparison methods
wrap memory dump into readonly struct
2019-05-11 00:59:07 -07:00
Kurt
55189a6967 Extract most common location numbers to class 2019-05-10 20:46:49 -07:00
Kurt
d792c0d3a0 use u/L
use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
2019-02-23 15:36:26 -08:00
Kurt
c9e894a46d Misc reductions
hide setters for LegalInfo outside assembly (shouldn't overwrite the
stored values)
update GenNumber to Gen* if appropriate; GenNumber checks for first Gen*
to match, is a little more explicit and quicker than calling twice when
checking a range
2019-02-21 20:41:04 -08:00
Kurt
e79f46673c Refactoring iencounterable->pkm
SetPINGA{S}(pk, criteria) -> pid,iv, nature, gender, ability (stats
future?)
memes aside, this is where criteria data is forced

Split N encounterstatic (has fixed PID and special flag) from
EncounterStaticPID
2019-02-09 11:37:20 -08:00
Kurt
950ddcf9fd Reduce npclock object size
24 bytes per object -> 16 bytes
2,624 objects are made for legality checking; reduces from 73KB to 41KB
removing unnecessary clone recreation -> count from 2624 -> 414 (41KB to
6.6KB)
yay 10x reduction; not huge in the big picture but a fun exercise
2019-01-06 20:58:57 -08:00
Kurt
2a8b43d9c7 Remove temporary test
Shadow lock checks were finished; teams with 5 locks are working.
Relocate member data to the full team verifier.
2019-01-06 20:58:17 -08:00
Kurt
0cdaae1d51 Update cxd antishiny tracking
check antishiny rerolls as required, reduce allocations
2019-01-06 01:26:18 -08:00
Kurt
0c9b760470 Move GetIV to pkm, misc simplifications
remove linq for characteristic calc (get max IV) and others
remove some reliance on new[] for iv/ev
pk5 replace bitmagic with property get->set copy for cleanliness
2019-01-05 10:51:41 -08:00
Kurt
90e5776dbc Update ereader 0IV detection
the ereader mons are nature/gender locked too, so unroll a little prior
to rechecking the overall team (with ereader mon included). Have to do
it this way as a lock can pop if the ereader data matches a prior spread
before the prior teammate can be generated.
2019-01-03 21:29:19 -08:00
Kurt
552e7a1a39 Fix pokewalker pid check for female-only
pidGender check failed as 0xFE (female only) returned male if pid ended
in 0xFE or 0xFF
jump out early if the pkm is fixed gender rather than genderless only

https://projectpokemon.org/home/forums/topic/48956-pokewalker-happiny-pid-mismatch/
Thanks Taargüs Taargüs!
2019-01-01 20:04:29 -08:00
Kurt
8f9cc6cd7e Fix xmldoc ampersands 2018-10-31 13:52:09 -07:00
Kurt
7a021781e0 Add xmldoc, misc fixes
Fix compile error (lol github editing)
Add XD check CPU-PSV for nonshiny.
rename l->current for clearer intent
2018-10-30 17:45:21 -07:00
Kurt
bc788beef0
Fix spelling mistake in var name
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
2018-10-30 09:21:32 -07:00
Kurt
908c98b876 Switch lock checks to newer more complete check obj
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.

Repoint all test methods to use the new obj methods
2018-10-29 22:49:04 -07:00
Kurt
ef16e7037a Add lock check result object
A lot of internal information is nice to have saved; create a copy of
the static class's logic and pepper in some state variables (Required
CPU Shiny Value) to account for the weird edge cases.

Code is essentially the same as the static methods, except for more
fleshed out logic in the AllLock interrupt checking and the eventual
Trainer checks.
2018-10-29 21:28:22 -07:00
Kurt
b124a6e70d Extract seedframe to separate file
soon tm
2018-10-29 21:03:29 -07:00
Kurt
1b57acc6a7 Check all locks for legality checking
Single->All
2018-10-28 20:28:56 -07:00
Kurt
7c0a74337e Update shadow lock checks
Passes all 3 lock3 cases in addition to some bulk checks
(VerifyPIDResults).
Lock4 has an issue on one; will have to investigate why.
2018-10-28 20:10:35 -07:00
Kurt
4268239c12 Continue work on shadow lock checks
Now gets count=2 tests working

yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid
};
used to be ctr + 6, needs to alternate even-odd
all 2 lock cases pass, but didn't make lock3's pass. Something else is
still amiss :)

break out some classes for the solidified lock objects
2018-10-28 11:15:40 -07:00
Kurt
39f98a4a94 Misc qol updates
Check max case for level first, then iterate upwards (eliminates inner
if)
change wc* nature to sbyte (update comparisons, 0xFF too magic-y)
use Rand.Next(x) instead of (0, x)
2018-10-27 21:59:31 -07:00
Kurt
359a529870 Misc updates
Move some logic around, fix style warnings
2018-10-27 08:53:09 -07:00
Kurt
8c4a17335f Add first shadow lock test method
Everything should always pass the first lock check; will add shortly to
any cxd encounter checks
2018-10-21 20:55:02 -05:00
Kurt
c0aae6ab78 Add cxd lock check info & begin troubleshooting
commented out test calls = not working
will have to debug in more detail later; the first lock is always
working at least.

data sourced from
https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not
sure if it's perfect.

can't cleanly condense deviating team appearances as double-shadow leads
can't be selectively encountered. didn't feel like modding lockfinder's
recursive algo to be smarter.
2018-10-20 21:03:04 -05:00
Kurt
06cca185e4 Add edge case for pidiv kor g4 pichu
Closes #2144
미케나 pichu 12179/20300
2018-10-19 22:27:18 -05:00
Kurt
f7f5d78beb Misc perf tweaks
hopefully resolves the image corruption issue (dont use unsafe?)
remove some linq
2018-10-13 08:02:55 -07:00
Kurt
b280ffcfef style updates
should be pretty much it
2018-09-14 22:37:47 -07:00
Kurt
1486b7f14a Misc style & minor tweaks
Remove move combobox flicker hack (no longer necessary)
Add more Array.Empty usages
cache mysterygift sizes
seal some classes

no functionality changes
2018-08-02 20:11:42 -07:00
Kurt
0f17445ef4 Update gen3 event pidiv method check for eggs
closes #2057
Thanks @kamronbatman !

(nothing currently implemented uses BACD_U_S)
2018-07-14 20:19:13 -07:00
Kurt
75ff28925c Dummy out pokespot validation
needs more research, nobody cares, just mark as todo and anyone can dig
deeper at any time in the future
Closes #1359
2018-06-05 19:08:31 -07:00
wwwwwwzx
a25c6a4e00 Fix Colo Starter PID Method Check (#1961)
If SIDf >> 16 != SID then temp won't be assigned.
2018-05-24 06:00:29 -07:00
Kurt
99005d8fc0 Refactoring
more discards & simplifications
2018-05-12 12:28:48 -07:00
Kurt
e2f11edc43 Refactoring
discards, Array.Find over FirstOrDefault
2018-05-12 08:41:29 -07:00
Kurt
5a3c8f4147 Remove trailing whitespace 2018-05-12 08:41:29 -07:00
Kurt
c2644cc9f0 Flag gendered pkm without gender
for lack of a better message
#1936

add some docs & trycatch bad wavs
2018-05-11 21:05:15 -07:00
Kurt
16ed4353b2 More generator updates
Store 4g giratina held item for enc->pkm legality
revise usages of GetSaneGender
Rearrange some logic
Better handle impossible version encounters (gen4)

gen 1-5 done, stuck on 659 - bunnelby egg...?
2018-05-09 17:50:56 -07:00
Kurt
c21f8bf45f More generator updates
Blazing past 251, now stopped at 280 (trade ralts, gender mismatch??)
2018-05-08 20:13:55 -07:00
Kurt
3c31d5798f Continued pkmgen updates
* adds g4 forced shiny seed->pid (Chain Shiny Lake of Rage Gyarados)
* adds cxd starter pid generating handling
* adds g5 forced shiny seed->pid (MG5Shiny Shiny gift Dratini)
* excludes gen4 route45 surf impossible encounters
* actually use ingame trade edge case handler

Up to dragonair (147) yay; yellow dragonair is likely the catch rate
edge case.
2018-05-07 21:16:54 -07:00
Kurt
734edfae20 Remove cutecharm swarm restriction
only affects species (can't force gender on a fixed gender swarm slot)
https://github.com/kwsch/PKHeX/pull/1314

https://projectpokemon.org/home/forums/topic/45153-bug-cute-charm-swarming-illegal/

Add swarm cutecharm test cases from thread, thanks @PP-theSLAYER !
2018-05-07 16:14:31 -07:00
Kurt
ea2c6260fa Prevent providing beta safari zone encounters
Fixes Krabby / etc.
Fix genderless encounterstatic gender set (Voltorb)

Now at 103, Exeggutor
pretty cool that over 100 species can have every single encounter
generate a legal pkm ;)
might be useful to add metrics to count how many encounters are
generated in a session
2018-04-29 21:56:12 -07:00
Kurt
daf093879b More generator updates
all the way up to nidorina

extract some reusable methods
exclude invalid headbutt encounters
use built in randomgender
2018-04-29 18:26:36 -07:00
Kurt
b353701d3e More generator updates
adds pokewalker handling

now stuck on GSC Trade Spearow (likely not setting OT details as needed)
2018-04-29 11:33:35 -07:00
Kurt
4214b1be7b More generator fixes/improvements
Fix/add missing gameversion references (BU instead of BW,
pokewalker=HGSS)
increase reuse of pidgenerator & add more generating methods.

seems like it's generating pkm fine besides the PID edge cases, which is
nice
2018-04-29 09:31:13 -07:00
Kurt
120f5380c9 Rework some more pkm generating logic
can get all the way to caterpie
- gen3/4 needs an antishiny,
- gen5 needs shiny&antishiny mech
- else case needs both as well.
2018-04-28 22:56:10 -07:00
Kurt
e9a3b4acf1 Merge PIDType and bool? shiny property
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one

bool? occupies 2 bytes; enum:byte is 1 byte.

should probably move validity checking logic into the IEncounterable
objects instead...
2018-03-16 19:35:55 -07:00
Kurt
84c5decfc0 Comment out unused
temp = temp permanent lul
2018-03-10 19:40:57 -08:00
Kurt
420a18ea85 Rework shadow lock checking
tested for 2 locks, later commits with legality check implementation
will feature more lengthy lock checks (test case automation).

https://pastebin.com/VdbjWaqL
(species doesn't matter since most are 50/50 ratio)
2018-02-04 16:33:53 -08:00
Kurt
c20f03434f Add FrameCache object
arbitrary access for RNG frame results, only generating frames when the
frame is unavailable. all calculated frames are cached.

to be used in RNG searching where caching seeds is necessary (repeat
checks)
2018-02-04 16:30:50 -08:00
Kurt
9a20734be2 Update lock checks
test case
https://pastebin.com/f4K7uc56
only checked for single locks
2018-02-04 00:06:07 -08:00
Kurt
b69a6df6e7 Add roamer glitch IV collision detection
M1 is checked before M1R. A M1R PIDIV can also be a M1 PIDIV, so check
that collision.

https://projectpokemon.org/home/forums/topic/43567-gen-3-suicune-unaffected-by-roamers-glitch/
2018-01-24 19:07:03 -08:00
Kurt
a5dbdf91bd Misc tweaks
detect antishiny cxd
remove unused using
don't set caught for seenAll (gen7 dex)
2017-12-04 13:18:28 -08:00
Kurt
f21906ee9a store gen3 origin seed for default frames 2017-12-03 07:13:28 -08:00
Kurt
d301cb5469 Remove ESV rollback for varied level encounters
ESV rand is stored uniquely now via generated frames from FrameFinder,
no need to roll back.
2017-12-02 22:34:54 -08:00
Kurt
15489b8a7c Use dppt specific rand calls 2017-12-02 15:44:44 -08:00
Kurt
87748e18c9 Continued updates for frame generating
fixes broken test, provide encounter proc call
2017-12-01 22:49:38 -08:00
Kurt
40ec87fc9d Add gen4 lead frame finding variants
can use level call or not at all (fixed slot)
still untested, assumed same call order as gen3.
2017-12-01 21:23:37 -08:00
Kurt
48242109fd Rework lead required to flags 2017-12-01 17:27:09 -08:00
Kurt
15ab0d5aff Add origin seed for frame output
looks like for gen4 I have to yield twice as many frames (for FixedLevel
and non) as level call usage is dependent on encounter
2017-12-01 16:33:03 -08:00
Matt
1fcac7c06b
Fix level check compare 2017-12-01 15:13:03 -05:00
Kurt
4b954cd102 Add static/magnet fail enum value
can fail leading to regular ESV calc
2017-11-30 23:07:11 -08:00
Kurt
5d74096243 Apply static/magnet groups by slot type
only apply for emerald (only game in gen3 that supports it)
2017-11-30 22:34:57 -08:00
Kurt
2ab805ba98 Add method h safari analogues for ESV->slot 2017-11-30 19:31:38 -08:00
Kurt
9930e8765a Add frame level checking
still WIP but should be working fairly well
2017-11-29 23:20:49 -08:00
Kurt
d3d7d7d50d Add slot level / IsEncounterable beginnings
dynamic level -> calc level
no sweet scent -> proc available (rock smash/fish)

change frame checking in encountergenerator to save which frame it was
found on (unused but possibly later can capture this for output)
2017-11-29 21:31:52 -08:00
Kurt
36894a588d Add FRLG unown frame matching
Turns out there was no documentation anywhere on encounterslot numbers
for the individual forms; some sites had overall rates.
Assuming a human filled out the encounter slots, forms would repeat left
to right until a new form takes over. Below slot numbers match the rates
when summed up.

https://pastebin.com/raw/bQt3ZMbq
2017-11-29 18:28:20 -08:00
Kurt
c7a59453b1 Fix frlg safari rod slot checks
tfw whole legit boxes of dratini were flagged -> now legal
2017-11-28 20:56:21 -08:00
Kurt
be4d30bb6d Add pokeblock slot filtering
since there's 300 calls to rand to shuffle, I wouldn't be surprised if
there are vblanks messing up the frames

judging from my data 6 years ago (wow, still wrong, just look at the
frame offsets)

http://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-35#post-4021415

looks like it happens quite erratically. may have to just override this
to return true for all gen3 safari mons as it's entirely unpredictable.
2017-11-26 20:07:38 -08:00
Kurt
187726b4af Use static/magnet pull values
reorganize a little for lead use cases
2017-11-26 16:09:24 -08:00
Kurt
22abce5e16 Update gen3 frame finder 2017-11-26 14:48:55 -08:00
Kurt
0f3529e764 Add gen3 swarm encounter slot call
via pret/pokeemerald (and pokeruby); rate is set at 50%
swarm pokemon have the ability to have 4 fixed moves, so derive from
EncounterSlot to have moves, and remove special handling from
VerifyCurrentMoves (now picked up by IMoveset pattern
2017-11-26 11:00:54 -08:00
Kurt
1162ba5b3d update bcc slot table
https://pastebin.com/Y0VRnJxu
not sure what the 2nd rand value is

still some things to sort out with RoC's PC
2017-11-25 22:28:38 -08:00
Kurt
ad5e69550e Add hgss safari slot block priority bypass
allows hgss safari mons regardless of frame call (table is currently all
Slot=0).

may need separate handling down the road:
* switch slot number to an enum for slot codes (>0 = slot number, less
than -> do something else).

not something im interested in right now
2017-11-25 15:03:37 -08:00
Kurt
fbce8582c7 Add encounter slot checking
emerald silly stuff like magnet pull not implemented so some stuff may
be not matched.
2017-11-25 13:53:39 -08:00
Kurt
f7e20a3c43 Misc tweaks
fix roamer3 not setting IVs
fix usum z items rightmost pixel getting chopped off
use Gen* instead of GenNumber for specific cases (faster)
add WasGiftEgg location case for Gen7
remove some unnecessary array allocations
2017-11-17 22:19:23 -08:00
Kurt
495eb26740 Rework colo starter PIDIV detection
force colo starters to be male only
use some c# lang features for EncounterType flags

add edge case PIDIV detection for starter gender/shiny lock scenario

adds a little documentation for those unfamiliar with the NPC PKM
generation quirks.

Colosseum Starters will now be recognized with a different PIDIV type
which is specific to them & them only.
2017-11-01 21:12:44 -07:00
Kurt
0120263bd3 Cute Charm gender ratio changing edge case
Thanks @Admiral-Fish !
2017-10-12 23:18:43 -07:00
Kurt
b23658dee1 Misc tweaks
allow cute charm static encounters
ignore user-entry control types
2017-10-01 21:25:23 -07:00
Kurt
ad69420ad9 Update gen5 shiny PID generating
Closes #1460
https://pastebin.com/GgcMjmwd
2017-09-17 14:43:28 -07:00
Kurt
c55b3df939 Add nyx antishiny pidiv detection
( ͡° ͜ʖ ͡°)
2017-09-12 00:27:16 -07:00
Kurt
d5e5a463dc Refactor order of pidiv checks
collision between mgshiny and cutecharm shinies
Closes #1435
2017-08-29 08:32:22 -07:00
Kurt
a314ebfbd3 Add pokewalker early return check
check the middle bits for signs of pokewalker origins
can either be regular or adjusted underflow style

saves a little bit of computation time by not computing compatibility
for obvious non-matches
2017-08-28 23:40:04 -07:00
Kurt
bbb9e140e6 Add gen2 japanese eggs
Closes #1348
2017-08-05 20:25:20 -07:00
Kurt
b078064e08 Improve xdrng seed search speed
refer to stackexchange links, makes XDRNG PID/IV search so quick (2^3
instead of 2^8 or 2^16; as fast as a gen3 shiny pokemon (2^13=8192 times
as fast as last release)

throw in some auto-inlining to eliminate some overhead in repetitive
search calls
2017-08-05 01:51:29 -07:00
Kurt
3621105e85 Change spiky pichu to pokewalker pid method
#1381
now that pokewalker pid method is finished, pichu is noted to be
generated with it.
2017-08-04 09:21:38 -07:00
Kurt
fe06309134 Add IV framegap search
Only usable for searching Method 4 IV spreads -> seeds;
1,3's search uses the same approach as the 1,2 search
I took the 1,2 search derivation to iterate for the next step, which
allows us to not know anything about the middle rand bits.

optimize a little bit more, move the pre-loop add to the initialization
stage; moving to the precomputed section pays off after 256 calls to the
method
2017-08-03 21:35:41 -07:00
Kurt
fa44b91511 revise comment
clarity achieved during sleep :)
2017-08-03 09:49:03 -07:00
Kurt
d667fd04ba sync final comments
yeah I inverted the val decrement to increment temporarily to fix my
comment, oops
2017-08-03 01:13:12 -07:00
Kurt
3123f0df2f Drastically speed up rand() pairs -> seed search
Meet in the middle attack trades some RAM (2^16 flag/byte array) to
reduce future searches by a factor of 1:2^8

profiling yielded >100x speed improvements, even a 2x would have been
impressive ;)
knocks the biggest cpu hog (when searching db) out of the race!
2017-08-03 00:59:39 -07:00
Kurt
4945744599 Update Pokewalker PID checks
wildeep to the rescue 7y ago

http://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-12#post-2661504

test cases need gender specified as gender is stored in a field (not
directly grabbed from PID)

addresses pokewalker pkms provided in #1377, RoC's PC has a bunch of
hacks ;)
2017-08-01 23:48:35 -07:00
Kurt
68aa9aeec9 Relocate encounter data loading to separate files
shifts encounter data from Legal's split tables to individual files for
easier maintenance and initialization. Legal Core's init is so much
simpler now.

fix resource name typo
2017-07-25 00:28:43 -07:00
Kurt
c61c572f35 update channel generation
Thanks @admiral-fish !
2017-07-15 19:59:38 -07:00
Kurt
2a2f5669e4 Add wc3->pk3 conversion
fixes 10ANIV pikachu having Thunderbolt twice
un-duplicates CHANNEL event data
adds seed->PIDIV generator template for M1/2/4, CXD, Channel, and BACD

improve pkm converter to update nickname of hatched eggs. isn't perfect
(farfetch'd) but works better than before
2017-07-15 18:36:55 -07:00
javierhimura
8219bb6716 Fix ChainShiny method, allow outside safari zones instead inside 2017-07-07 14:00:06 +02:00
javierhimura
7b1812f184 Added check for pokeradar shiny grass patch
Not allow cutecharm pid iv method for swarm pokemon
Fix loading time encounter for generation 2 and mark crystal location slots in any gen 2 tables
Typos in tree areas comments
2017-07-07 13:53:21 +02:00
Kurt
e6d9f49fce Handle e-reader PIDIV type
no pidiv type since IVs are frozen at 0
2017-07-05 23:38:28 -07:00
Kurt
2ef5b81b15 Add gen4 cutecharm for valid gen4 wild pidivs
encounter is screened for charm validity prior to this type check, so no
further checks are required
2017-07-05 18:40:47 -07:00
Kurt
0c23881f65 Add manaphy egg PIDIV check
slightly different from hatched in that it can't be shiny as an egg as
the ID/SID doesn't change until hatched.

move Ranger check to utility
2017-07-05 17:47:48 -07:00
Kurt
b760509fcb Misc gen3 event updates
Add special ribbon detection (for wc3),
speed up seeds from IVs calc (flip top bit of seed to get the result for
other iteration)
Add a bunch of gen3 event data
2017-07-01 16:50:45 -07:00
Kurt
1c4a1af633 Misc updates
Detect channel, only detect Channel PIDIV for RS origin (only really
care about method1/2/4 being used when it shouldn't)
Channel does this weird thing called not setting the met level.

Refactor set suggested met location to a method that can suppress
popups.
2017-06-29 19:32:29 -07:00
Kurt
ac16492daa update abilityflip g5mgshiny checks
Closes #1269
Also adds pokewalker PID check (don't think it works correctly but close
enough for now)
2017-06-24 17:24:36 -07:00
Kurt
3f38b123a3 Refactoring
mostly renaming things, includes a little bit of added sugar and
splitting methods to simplify the codebase.

all methods are now PascalCase
2017-06-17 18:37:19 -07:00
Kurt
9e3ee6eacb Update gen4 gift PIDIV checks
fix method1 PIDIV creation, check for antishiny manaphy gift
2017-06-15 18:34:03 -07:00
Kurt
6ca2cb16dc Skip spiky eared pichu pidiv verification
Closes #1199
2017-06-09 21:30:17 -07:00
Kurt
14225bbc2e misc fixes
encounterinvalid isegg no longer throws exceptions when parsing moves
dropping invalid file paths to main window are now ignored (downloads
from chrome can be manually deleted but still dragged from the downloads
bar)
add pidiv case for manaphy gift
2017-06-04 00:12:37 -07:00
Kurt
7c4092e1c5 Misc updates
More elegant handling for PKM without nicknames that have another
language species name; use that language ID instead of the pkm's
language ID. Since ToLower is not called, Ho-Oh from 3/4->6 now
transfers correctly.

fix gen3 encounterstatic eggs while still on gen3 games; only check the
egg location if still an egg

tighten up gen3 PIDIV compatibility checks, roamer glitch is fixed on
Emerald, and static encounters can't get method 2, and can only have
method 4 if under software emulation (RS Box) since the emu speed is
faaaaast 🚤 /s
2017-06-03 17:49:37 -07:00
Kurt
a959e31063 Fix roamer PIDIV method detection
http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_III#Roaming_Pok.C3.A9mon_IV_bug
only 8 bits are transferred, not the top 2 IVs (10bits). Add appropriate
constraints
2017-06-03 15:43:41 -07:00
Kurt
4201e10a0e Misc cleanup
Add PCD fixed PID check
improve PID matching for CXD pkm
hide no-pidiv match seed (00000000)
fix matching fateful for wild pokespot pkm
don't generate eggs for c/xd
2017-06-03 15:16:27 -07:00
Kurt
5823425f42 Add PIDIV checking for encounters
Fixes HGSS egg moves, and improves encounter detail detection.
example: togepi from FRLG transferred up, old detection couldn't
differentiate the gift egg from a regular egg; however, PIDIVs can lend
a hand -- eggs don't have a PIDIV!

fixed shiny BACD spread detection (in regards to antishiny rerolls).
Shiny WISHMKR now detected correctly.
2017-06-03 00:12:05 -07:00
Kurt
db2d043199 unroll cxd seed completely
re-letter for clearer order of RNG results, don't unroll 3x to roll
forward 2x (just unroll 1,1 then 1).

Put origin seed in RNG Reporter => frame 1 result
Closes #1169
2017-05-27 22:18:04 -07:00
Kurt
72865bbfe9 Add recursive shadow lock check template
nowhere near complete/functional, just getting out of src control until
more effort is exerted on this topic
2017-05-18 17:36:43 -07:00
Kurt
d29acfb171 Add encounter slot checking
Frame list now can be queried for encounter slot matches
2017-05-14 23:21:34 -07:00
Kurt
6c6b3ae4b6 Refactoring
Add in frametype, rename classes for more coherent structure
2017-05-14 14:42:18 -07:00
Kurt
9380ca25d9 Update current RNG frame detection methods
Still not hooked in or handling every case, but is enough progress for
now.
2017-05-14 12:42:27 -07:00
Kurt
d94a1c5efb Add beginnings of encounter slot legality
currently unused code
2017-05-12 09:41:21 -07:00
Evan Dixon
52c4fbbe97 Converted PKHeX.Core to .Net Standard
Refactored and rearranged things as needed to allow the change
2017-05-11 23:34:18 -05:00