End date for the promo is Feb 29th, but the code can be redeemed until March 31st.
This also adjusts some of the event comments to be more descriptive.
Thanks @ShadowMario3 for doing the raw data entry for these templates -- see PKHeX.EncounterSlotDumper for the csv -> pkl conversion logic.
Reduces object size by classifying groups of events with specific features, and reduces the explicitness of defining each single encounter.
Hard-code the span of Gen1 VC mew to not need to grab the resource, and add an overload to iterate a single template (skips an array creation).
Co-Authored-By: ShadowMario3 <36941677+ShadowMario3@users.noreply.github.com>
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD.
Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
Solution known for over a decade, finally reminded myself that it'd be nice to have this available. Probably will use this for displaying Method J/K/H frame info when that branch is more mature.
Closes#4156
Extracts to an interface, varied implementations in the appropriate PKM classes. No longer an abstract property inherited from the base `PKM` class.
Local event db's don't need to absorb the builtin db.
More aggressive generator filtering for fuzzed PB7's from GO (can't fake a GO8 in PB7)
Fix splitbreed relearn suggestion (chain is reversed for Origin, don't bother truncating or anything)
Only check for filtered VC ot's if transferred (not still gen1/2 format)
Remove unnecessary xmldoc, add more xmldoc
Catch_Rate => CatchRate
Make Location* classes public
Extract a few methods, make public
Merge EncounterUtil & EncounterUtil1
add xmldoc
add missing deferral for Nest8 templates
improve binlinker span fetch to a single read (-1)
ShowdownSet: Fix indentation, use explicit const
ItemStorage8BDSP: Rename GetAll->GetAllHeld to match others
EncounterLearn: Guard against >4 length enumerables, use explicit versions for S/V
EggMoves: Read u16[] directly rather than manually
SaveFinder: simplify expression
SAV_Database: extract func
SAV_Encounters: use RoM to match Moveset generator
Quicker than creating defensive copies for each Parse call. Do the same for IV-set passing.
Not worth for binlinker as it's never passed multiple times / deref'd often.
Fix ranch save load (index out of range on party stat fetch due to bad truncation)
Folder Browser: Reapply filter if active on column sort
Fix inverted VC1/2 cross-check, add missing derived type and ignore Generation==0 (empty/invalid) moves.
Encode beldum's raid moves manually since it's the only one with empty moves (default -> learnset fetch). See pkNX for associated workarounds in pickle build.
If (evolved into {species}), must have known {move}
I think Swinub->Mamoswine and Mankey->Annihilape might have evaded the check prior; was the only other 3-stage evo (now +Hydrapple).
HOME fixes anything with 31IVs flagged. S/V no longer in error. Would be an incredible headache to detect "has visited S/V prior to 3.0.0" so just flag it.
It's up to the checker to know about this.
With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
ty lincoln for bringing this to my attention and explaining the possible actions & outcomes
game checks an un-updated ID32 (original recipient, different if traded hatcher), not "oops Ranger is no longer stored"
Closes#4046
gbera allows move relearning via Stadium which hid the issue; old code just used the enc min level instead of actual. If a move was learned between min & actual, was flagged incorrectly.
pass the pkm thru the call chain
O(1) lookup for arbitrary species, some edge handling rules for specific game islands/forms. With HOME, there's only 3 islands of permissions. No allocation besides the singletons which aren't really necessary.
No longer need to peek within multiple hashsets, just fetch the "is possible" bit from the species listing and check if the bit is set.
Will be fun if ball shell swaps are added 🤞, get to set all bits for anything that can enter game with that feature (if ever added).
Add unit test for gen67 no-patch exclusion
Improve enc->ck3 creation, inline the shiny/gender reroll logic instead of trying again outside the loop.
Rewrite the pidiv logic to be more obvious
colo starters now show up in encdb list
More performant byte->str performance (no longer needing to hash byte and fetch bucket), unmeasured str->byte performance, but it is the same implementation as Gen3 which is not a bottleneck.
Reduces the dll size by 80KB, and RAM usage by an unmeasured (likely similar amount). Better startup speeds since multiple dictionaries do not need to be allocated and created.
Moves Gen1 trainer names (0x5D) to Transporter class, and remove Korean entry (not legally obtainable since there's only Gen2 Korean games and Gen2 Korean VC cannot trade with international).
Hard verify Gen1 trainer name for language, since 0x5D is the ROM transfer language. Nickname can still be from any of the connected games.
This refactor makes it easier to use a different charmap for byte<->str for Boxes (see #4027) and the language differences. We have a master table that "works" for all text name entry, but localizations differ for some glyphs accessible in the box naming UI.
Fix Slot8b fallback ball not being Poké (was 0).
Swap eevee & none move sentinels; branch-if-zero easier for compiler.
Lift EV-any-above100 to be checked first; fetching personal and getting EXP is slower than checking 6 indexes in stack. Both branches would check. Most pokemon won't have EVs >100 as users flip through boxes in gen3/4.
Sinnoh starters permitted, Kitakami dex permitted, Legendary/Mythical still disallowed.
Also check for Battle Version on GO8 encounters in SWSH, which while are Gen 8 encounters, require Battle Version since they didn't originate from SWSH.
Pokewalker: defer match if shiny
Jacq egg: recognize unhatched egg, traded
sv-pokedex-old: don't add rows for >1010 species (out of range)
static9: correctly flag scale mismatch
SAV4HGSS: expose pokegear #'s as span instead of alloc
Correct poltchageist masterpiece comments
swap order of Ogerpon (more likely to be Level 70)
Add methods to filter gameversions by context
add 3 more sizes
Evolving with a move requires once knowing the move, should be a much better approximation solution here. Ideally we check in specific contexts as Pokemon may learn their requisite moves after evolution, but this should catch most for now.
Use the GenerateEncounters methods instead, just a single line extra for each consumer.
PokemonGenerationReturnsLegalPokemon now works for all Gen1-7 encounters->PKM (except for Korean WC6 Arceus form mismatch), still disabled from auto-test due to it taking about a minute to generate everything. Future updates can add special methods for SW/SH, PLA, BD/SP, and S/V if the species/form exists in the game.
Ignore slot match for Swarm3
Honey Tree only yield possible slots via TID/SID
Pick min level for EncounterTrade1
Set nickname for CXD Elekid trade
Set held item for Pt Giratina
Set egg location for Ranch gift hatched egg
Set hidden ability flag for N's Darmanitan
Set XY Vivillon form based on generated geolocation
Force evolve Trade species if encounter requires it
Correctly recognize pikachu-colored-pichu Gen4 gift PID type
Set hatched manaphy egg's met location & date
Add xmldoc
Simplify some casts
Demote priority of Gen2 event yielding
Remove old EncounterMatchUtil code
Repoint DateTime.Now to console specific date provider stubs
Need to prune tree for template according to the correct generation (disallow baby pre-evolutions for Gen1)
Also disallow Evolution moves for Gen2 if the evo is the enc species.
Gift1: use IVs if required
Gift2: Enforce 0 TimeOfDay
Egg9: Require Egg Location to match encounter
PGT: keep requested gender in the event of antishiny
PGT: never yield Korean Ranger Manaphy for Format4
Simplify ushort range checks
Rename `EReader` bool to `IsEReader`
Extract Gender/Nature fetch for unfixed encounters
Remove Unown PIDIV branch when template has no Unown
Remove unnecessary loop for Pokewalker PID creation
Fix implementation as all uses are checking IVs Speed Last, but the method wasn't thinking like that.
Improve base ROM raids for SWSH to ensure the Rank roll matches the output.
Skip string fetch for Trade1
Set gender for Trade8
Add record to wrap Gen8 raid generate params, return & use bool for filtering results, fallback to unrestricted if none succeed
Fix gender comparison for Entree5 slot
Simplify gen2 ResetKey fetch (byte sum of Money/ID/OT(used)
Closes#3970 by filtering gender inside the method like Encounter9RNG with an early return
Adds IV filtering inside the method with an early return like Encounter9RNG
Allow nickname->species with span
add ConstantExpected annotations
Correct Gen8b ability set calling CommonEdits instead of direct setter
Slightly better perf on gen5/gen8+ location fetch
Misc pkm ctor fixes for b2w2 trade & wc3 eggs
wurmple evo now has an enum to be more explicit
no recursion for gen5 generator
fix showdown line length check allowing 86 instead of 80
Ensure GO IVs are respecting the min floor
Add some comments, reuse PersonalInfo reference instead of refetch
Fix Hoopa Unbound SlotWrite changing to 3
Check HT move memories in Gen9 appropriately for deferral cases
Add missing ID32 set for GO8->PKM
Slight pre-work for Mightiest Mark Mew method signatures
the groundtile bit permission was causing the Route 201 to set Water which isn't possible to encounter them on, so use the lowest bit instead of highest bit
EncounterEgg now indicates FixedBall(Poke) for Gen2-5
EncounterSlot2 now indicates Form Random for Gen2 Unown, database
EncounterStatic3 now generates FRLG Gen2 Roamers with correct location
EncounterCriteria now used more heavily for requested IVs
EncounterPossible3 now correctly skips Eggs if eggs are not requested
EncounterGift3Colo now generates Japanese Bonus disk gifts only in Japanese, doesn't validate non-Japanese
Due to how the game generates the Pokémon data, the first two (or three) RNG calls are used to set the 32-bit `EncryptionConstant` and `PID`. With 2x 32-bit and 1x 64-bit values, we can algorithmically reverse the movement & manipulation of bits to recover the initial seed. Notably, certain bits of the initial state are not captured by our first two (or three) outputs, so we must brute-force guess at the initial state, and verify the RNG's output yields the expected values.
**With the ability for real-time Xoroshiro128+ seed reversal, we can now validate RNG correlations for SW/SH raid encounters natively within the program.** For now, the legality fail error message is extremely vague and any validated seed won't be "remembered" for the Legality Parse like other RNG methods. These seeds are 64bit, while every other "remembered" `PID/IV` seed-info is 32-bit.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.
In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
Inline logic for Meowstic form branch evo
Pass levelup byte value directly instead of recompute
With EvolutionSet all shared, reorder the constructor so the primary ctor doesn't need manually ordered properties (8 byte total struct size)
Hoopa cannot know both moves due to form reversion
Kyurem cannot know both moves due to form reversion
Kyurem cannot know Scary Face when fused in past games
Add dexnav for AtAnyTime/HOME lookback when original moveset deleted (no longer in local relearn moves)
BDSP Underground encounters w/ egg moves can be shared by other means
Relocate checksum adders to Checksums class, improve performance by eliminating slice calls
Improve HOME sharing for GO8 and IMoveset encounters: actually sanity check GO8, and skip other non-PK7/PB7 cases.
Move enum -> ushort instead of int
Redo handling of HOME Volt Tackle (disallow on SWSH Cap Pikachu)
Pass spans instead of strings to use span methods
Reset encounter filters on early abort
Reformat all pickles to the same serialization format (latest)
(format ignores all empty evo entries, to skip allocation of dead entries)
346KB -> 60.3KB, -200 lines of code
Nintendo + ILCA = no nicknames allowed ;)
While we're here, streamline Gen4/5 evo pickles too -- trim out unused bytes, no longer need to scan for array length (perf). Adjust method IDs for gen4 so we can use the same code for gen4 & gen5.
Add sound for adding all XY fashion items (was silent)
Fix Gen7 Resort PKM loading (4 bytes extra per slot)
Fix Gen6 HallOfFame TID/SID validation dropping leading zeroes
Fix Gen6 Best Friends ribbon validation
Treat GO8 as server date restricted, give detailed message outside window
HasTracker => must have HT name
No backwards transfer to LGP/E, and this behavior is only encountered if you turn off specific filtering settings as the generator filters them out afterwards.
Improve cctor times for Breeding; direct calls for splitbreed checks; inlined binary searches via generated IL instead of hashset
Fix permitting alpha ribbon on non-alphas in Gen8/8a/8b, disallow Gen8a/8b ribbons for Gen7 Alolan Raichu
Improve some IL generation of EvoChain logic
Add xmldoc for new evotree additions
GO imports that are created with their PK7 and PB7 movesets can bleed from their initial moves.
Example: Muk-Alola level 20 with Minimize can bleed into SV at level 20 (below the normal learn at level 21).