Use an enum to know which raids to use rather than passing the specific raids so that the save changes copy back operation only happens when a user saves modifications and thus won't flag the save as modified if nothing was changed.
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.
Adds a new primary Hover Preview tooltip form. Users can change setting to use the old tooltip if they want.
When the user hovers over a slot in their Box / Party, PKHeX displays a tooltip indicating details about the Pokémon. This text tooltip shows the Showdown text (with some localization based on program setting), and includes details about the encounter the legality check matched it to.
* Refactor Gen 4 extra blocks
* Replace FetchHallBlock with extra block getter
* Add UI to convert save to/from Korean
* Do not modify uninitialized General/Storage blocks
* Detect invalid extra blocks
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
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.
Hiding and Showing doesn't trigger an update to the FlowLayoutPanel's width; force a layout to happen so the size updates prior to re-centering controls. Only move if it is a different X coordinate (perf?)
Like move validation, evolutions are the earliest thing we wish to traverse when determining what encounters may have originated the current Pokémon. To determine the permitted species-form-levels a Pokémon could originate with, we must devolve a Pokémon by traveling down-generation to origin. Once we have an encounter, we can then evolve it to the current species, traversing upwards from origin to the current format.
Adds a basic editor for recorded Geonet/Unity Tower locations for the Gen 4/5 games, building on this [post by Danius88](https://projectpokemon.org/home/forums/topic/62055-bw-b2w2-unity-tower-geonet-and-passerby-research/).
So far, I've implemented buttons that set all locations (including unused ones), set all legal locations, and clear all recorded locations; and checkboxes to toggle whether the whole globe is visible (used in Japanese games) and whether the ferry to Unity Tower is unlocked.
Haven't implemented any UI for editing the status of individual locations, since I'm not sure how to lay it out.
Also haven't implemented anything related to how the data of the other players in Unity Tower is stored.
More readonlyspan for the rest of the defined ushort[] arrays, less dictionary/hashset
Simplify some slot-empty checks, makes it easier to see an api for slot interaction (future?)
Previous commit changed the behavior to not check SaveFile's CurrentBox, only keep current index. If we want a specific index (like a new SaveFile's latest box), we must pass it.
* Uses LearnSource more throughout the codebase when appropriate, rather than loosely coupled pivot methods.
* Hides Learnset/EggMove data inside the LearnSource classes.
* Extracts functionality from the large Legal class & partial Table*.cs files into better performing helper classes.
* Cleans up some code from prior LearnSource commits.
Ruby & Sapphire had a bug that only looped when (rand) == 0 !!! instead of (rand & 7) == 0.
End result is that the pkrs giving method yields strains 0 & 8 with 30/255 & 1/255 rarity.
Gen2: z80 assembly does NOT work as intended, and has a separate bug that causes strains 9+ to never be obtainable. So close to a neat statistical separation.
Revise the GUI to disable the events on field loading, and allow for selecting Strain0 w/ days !0.
VC2->7 does not transfer pkrs; not that it matters since Gen3++ transfers can spread every strain.
Thanks @SNBeast for clarification on Gen2's assembly logic and repro!
Co-Authored-By: SNBeast <21327530+snbeast@users.noreply.github.com>
Note this is only SV types, so moves that had their type changed (=>dark/steel/fairy) will be inaccurate in past game formats.
Would need time to dump the info.
Click affix ribbon via cosmetic tab to open Ribbons (same as Ribbons Button). None affixed, but ribbons/marked available, will show an empty square.
Click possessed ribbon to affix.
NET 8 will have a Shuffle method, which can get rid of the overload in Util.
Batch Editor no longer crashes the program when selecting OT_Trash/HT_Trash/Nickname_Trash via dropdown.
Instead of allocating a buffer for Storage/General, just point within the raw Data, as a Memory<byte> reference. Most of the uses were already using it as span.
Runtime/jit repoints these to the dll rather than heap if we're Little Endian (always, otherwise will allocate like before).
Eliminates quite a few static constructors, so even faster startup. Items later.
https://github.com/kwsch/PKHeX/issues/3758#issuecomment-1417458988
Removes the Level textbox behavior that resets the text to "1" when the textbox is empty. Can be left empty, and will be treated as 1 when values are stored.
Adds an accessibility label for the "Make Shiny" button
Adds an accessibility description and enter/space keypress to toggle similar to the click event.
For determining if something is shiny, if the Shiny button is not tab-able, it is shiny. I wasn't able to get the Shiny star/square indicator to be able to be tabbed to for some reason.
Pipes the Showdown Set description or object detail dump into the accessible property. When the control Enter event is fired, send an Automation notification so that the Narrator narrates what was just tabbed to.
Closes#3758
Closes#3757
Allows tabbing between windows, or pressing the keyboard's contextmenu key to pop up the context menu without ever needing to use the mouse.
changes pkmeditor dragout, box slot displays, sav-mystery gift r/w, and all the encounter/pkm db's
- Allow paradox species to receive master rank ribbon
- Resize & center IV/AV rand button (localizations
were too wide for AVs)
- Highlight blue the most recently toggled Ribbon
Un-fix main panel, guess this might help for scaling the GUI via OS settings. Add an overload to rescale ItemSize for the vertical tab control; don't think it is ever called though.
Make EvoChain get method public for archit
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.
Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.
Adds functionality for Batch Editor commands to `>`, `<` and <=/>=
TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.
Main window has a new layout to account for DPI scaling (8 point grid)
Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes#3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes#3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes#3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes#3691)
Added: Properties for ribbon/mark count (closes#3659)
Fixed: Traded SV eggs are now checked correctly (closes#3692)
Generation of version-less eggs is -1, so just default to the format it is.
Met location lists weren't reloading if the version was 0; could load a non-SV entity followed by an egg and it would keep the old lists. Fall back to the save file's group if no list is available.
Adds support for Scarlet & Violet.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
Disallow max moves from Sketch
Hide dmax moves from legal dropdown lists
Pass ushort for moves for validating memories
Internal class for move pp (hide empty class from dll users)
`Moveset` struct stores 4 moves, and exposes methods to interact with a moveset.
`IndividualValueSet` stores a 6 IV template (signed).
Performance impact:
* Less allocating on the heap: Moves - (8 bytes member ptr, 20 bytes heap->8 bytes member)
* Less allocating on the heap: IVs - (8 bytes member ptr, 28 bytes heap->8 bytes member)
* No heap pointers, no need to jump to grab data.
* Easy to inline logic for checking if moves are present (no linq usage with temporary collections).
End result is faster ctor times, less memory used, faster program.
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable