Commit graph

26 commits

Author SHA1 Message Date
Kurt
0fa25b4c8c Fix VC transfer evo chain population
Move EncounterOriginal to Legal info; needed in order to pass the
correct encounter to the EvoChain fetch.

The EncounterOriginal 'hack' might be unnecessary with the current state
of the legality checker... maybe can see if it can be removed later.
2019-12-09 15:48:54 -08:00
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
87f43a47d8 Bump lang version to 8
some lang upgrades
2019-10-04 20:10:50 -07:00
Kurt
62d08d7c30 Misc clean
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)
2019-09-10 00:21:51 -07:00
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
78ff441e8b Update iencounterable api with new criteria arg
rearrange some logic for clearer function (extract some methods)
2018-12-29 22:24:34 -08:00
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
346c401727 Rework initial evochain trim
push unsaved IVTotal/EVTotal stuff from prior commit
rework exposed types for evo chain
initial trim now uses much less linq

can probably redo the get initial chain to provide a species to break
on...
2018-06-22 17:59:02 -07:00
Kurt
f10cc183a7 Refactoring
Relocate Evolution Chain logic
minor reorg of check arguments for nesting / grouping
2018-06-19 17:14:22 -07:00
Kurt
2e1081086d Refactoring
Split evolution data specific DexLevel properties from DexLevel

use IReadOnlyList instead of IList for covariant collection
2018-06-18 19:10:21 -07:00
Kurt
99005d8fc0 Refactoring
more discards & simplifications
2018-05-12 12:28:48 -07:00
Kurt
08603c5664 Fix xd miror b encounters not receiving versionID
version was set to Encounter_XD, which did not contain the miror b
encounters.

simplify XD check to be O(1) now that version is stored in the encounter
obj
2018-04-29 08:31:57 -07:00
Kurt
dd7684735a Add Frame mismatch illegal message handling
encounter will no longer be ignored as valid, will instead show the RNG
frame mismatch message.
2017-11-28 21:30:53 -08:00
Kurt
69cf1eaa9c add more pkhex.core xml documentation
adds a bunch of documentation useful for those unfamiliar with the core
library
2017-10-23 23:12:58 -07:00
Kurt
7974943bcf Refactoring
slight simplification related to #1486
2017-09-23 16:24:22 -07:00
Kurt
0b4e6a0733 Refactoring
relocate ribbon checks/class to more focused location
reduce amount of GenNumber checks (use stored Generation value instead)
2017-09-03 19:51:29 -07:00
Kurt
d3a30ebf35 Refactoring +docs
Add some documentation for the high-level encounter finding
Fix encounterstatics not being filtered for the associated game version
(closes #1372)
was a side effect of refactoring this week
2017-07-30 12:31:17 -07:00
Kurt
cb8777f767 Refactoring
now that the logic has become more stable, polish away some complexity
2017-07-29 11:54:52 -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
23c4e81dea Add invalid match alternatives to verbose output
Indicates why another type of encounter to match to was rejected, mostly
useful for diagnosing past gen specimens to figure out what changes need
to be made for that encounter to persist.
2017-07-12 09:02:03 -07:00
Kurt
fd1c7419b1 Set fateful for xd pkm transferred away
Only way to know if it originated in XD is to check the matched
encounter data

Closes #1290
2017-07-04 13:24:18 -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
javierhimura
0b1fcbbe6d New legallity checks (#1196)
* Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten

* Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve

* Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue
If pokemon have data exclusive from one version but is in another version that means it should be evolved

* Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games

* Legallity strings for non tradeback checks

* https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down
Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent
Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime

* Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie

* Fix female only species

* Stomp is not a possible egg moves of Stanee

* Fix Steenee evolution move, it cant be inherited as an egg
2017-06-06 20:10:05 -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
9a7dc9998c Misc fixes
Track gen1/2 origin game as well  as generation
fix pk2 gender setting (incorrect bitmask & wasn't set from tabs)
extend female gender check for gen2 to apply to GS encounters -- if met
location is missing, was traded to gen1 which clears gender.
2017-05-28 16:56:51 -07:00
Kurt
858aa50689 Refactor encounter matching
exercise in deferred execution/state machine, only calculate possible
matches until a sufficiently valid match is obtained. Previous setup
would try to calculate the 'best match' and had band-aid workarounds in
cases where a subsequent check may determine it to be a false match.

There's still more ways to improve speed:
- precalculate relationships for Encounter Slots rather than iterating
over every area
- yielding individual slots instead of an entire area
- group non-egg wondercards by ID in a dict/hashtable for faster
retrieval

reworked some internals:
- EncounterMatch is always an IEncounterable instead of an object, for
easy pattern matching.
- Splitbreed checking is done per encounter and is stored in the
EncounterEgg result
- Encounter validation uses Encounter/Move/RelearnMove/Evolution to
whittle to the final encounter.

As a part of the encounter matching, a lazy peek is used to check if an
invalid encounter should be retained instead of discarded; if another
encounter has not been checked, it'll stop the invalid checks and move
on. If it is the last encounter, no other valid encounters exist so it
will keep the parse for the invalid encounter.

If no encounters are yielded, then there is no encountermatch. An
EncounterInvalid is created to store basic details, and the parse is
carried out.

Breaks some legality checking features for flagging invalid moves in
more detail, but those can be re-added in a separate check (if
splitbreed & any move invalid -> check for other split moves).

Should now be easier to follow the flow & maintain 😄
2017-05-27 21:17:57 -07:00