Removes duplicates if every encounter in the same index is the same as a
previous index. The following were affected, and only the first index
was retained.
- 5, 7 (Index 2 has 1 move different on 1 mon)
- 3, 4
- 11, 13
- 16, 18
- 27, 28, 30, 32
- 33, 35
- 36, 38
- 42, 44
- 45, 47
- 48, 50, 52
- 53, 55, 57
- 59, 61
Just allocate the parent array and pass it to HashSet; having an ICollection, prevents resizing repeatedly and gc'ing the temp array is cheap.
Actually, only create a hashset if we're adding a gift from external DB. Saves on that allocation, and keeps the final result as an array (fastest iterating).
hovering would grab ILocation, which didn't use the flexible met location fetch.
Just repoint stuff and have it as a virtual call, since most of these are fixed values, there's no point increasing the size of the classes besides those for gen4.
Looks like Mr. Rime case wasn't being handled, so I rewrote it. Better performance, less complexity. No need to double-reference the moves.
Cache a single Valid evolution result; every parse can reuse that object.
More in line with modernizing the codebase with latest c# syntax
improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
The EncDB doesn't specify form; the encounter methods verify Form.
This is actually a fix; pkm that can change forms aren't really encounter trades, but we shouldn't be strict matching here.
Rotom Bike water upgrade isn't available until you have sufficient progress, so you can't get these dens with the lowest rank.
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Nice bug ya got there, gamefreak.
Coulda cleared the AffixedRibbon value instead of copying it on Shedinja creation, and it would have made this unnecessary.
Please ditch the Affixed Ribbon gimmick for future games, thanks!
Distribution raid encounters from before each of the DLC patches can only be captured in existing Wild Area locations.
Store the BCAT index in the encounter details and use it to compare when the BCAT was available.
Switch expression had an issue with interpreting the object's type (unboxing, yay)
should probably just return a typed object from the parse, but nah, this is a quick fix.
This change revises the logic for an Egg Move's RelearnMoves.
Removes a class that is no longer used
Passes the large value-passing struct byref via in keyword
Revises handling so that early-returned results from the MoveBreed processing are marked with their move source rather than leaving them unvisited.
The moveset processor uses depth search recursion, and returns false if the move that it is processing is not possible for the hatched moveset. If the depth search never reaches the check for base moves, all moves won't be marked for their origins, resulting in the result array not being accurate to use for suggestion purposes.
Yay multi-purpose logic (validation w/early returns & fixing needing fully processed data).
Base method checks wurmple (not available in swsh), removed.
Hidden ability check returns Partial for any species that cannot be patched, and Deferred for any patched; we don't care, because there aren't any wild species that can't be patched in swsh.
* Initial bred moveset validation logic
Unpeel the inheritance via recursion and permitted moves
* Volt tackle considerations
* Optimize out empty slot skips
* Add tests, fix off-by-one's
* Require all base moves if empty slot in moveset
* Add test to prove failure per Anubis' provided test
* Tweak enum labels for easier debugging
When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value.
* Fix recursion oopsie
Also check for scenario where no-base-moves but not enough moves to push base moves out
* Add Crystal tutor checks
* Add specialized gen2 verification method
Game loops through father's moves and pushes in one iteration, rather than checking by type.
* Add another case with returning base move
* Add push-out requirement for re-added base moves
* Minor tweaks
Condense tests, fix another off-by-one noticed when creating tests
* Disallow inherited parent levelup moves
Disallow volt tackle on Gen2/R/S
* Split MoveBreed into generation specific classes
Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too.
Add some xmldoc as the api is starting to solidify
* Add method overload that returns the parse
Verify that the parse order is as expected
* Add reordering suggestion logic
Try sorting first, then go nuclear with rebuilding.
* Return base moves if complete fail
* Set base moves when generating eggs, only.
* Use breed logic to check for egg ordering legality
Don't bother helping for split-breed species
* Exploration: rework ability criteria to ability numbers desired
* Sync remaining changes
* Update EncounterCriteria.cs
* Add xmldoc
* Improve speed of IsDualGender check
* More xmldoc updates
Should be doing this on main but meh, this branch is gonna get merged later
* Fix typo
* Update WC7.cs
* Update PersonalInfo.cs
All slots are now initialized via constructor, property can now be init!
Optimize some value fetching for gen7b, as the input data has features that can be abused
Relocate the SetRandomEC at the tail end of the generator into the specific classes that set EC, so that our correlation generators don't have their EC overwritten at the end.
Update dictionary to use proper format (yyyy-mm-dd), as well as verifier to properly check met year.
Also updated IsValidDateWC8 to clamp latest met date based on UTC, like with GO encounters.
Checks partial matches in the loop rather than outside; it'll only settle on the partial match if there's nothing else to settle on.
Gen1/2 generators can have partial matches bubble up before actual matches (gen1 fighting gen2).
I should probably have slot1/2 and static1/2 and trade1/2 implement GetBlank so that they can flexibly return a japanese/int/(kor) from template rather than default int, but eh
The Encounter dumper project already excluded all headbutt tree areas that can't be accessed. Every slot that is present in this project can be accessed.
Move the tree check to the eslot2 object
Check all gen2 slots regardless of crystal origin, since we now tag all of them with location IDs.
## Issue
We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.
## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots.
* We have a Silcoon that we've leveled up a few times.
Was our Silcoon originally a Wurmple, or was it caught as a Silcoon?
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.
---
Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).
The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.
---
The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.
---
## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.
## Conclusion
This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
Closes#3133
not an ideal solution, but the encounter matching API is kinda limited in deferred-invalid vs deferred-notIdeal.
probably need to unify the match logic and generators so they can cache one secondary-check invalid
See the EncounterSlotDumper with the memoization logic & json tree listing.
Simplifies things a lot, and improves checking speed. Unreachable trees are now treated the same as no-trees maps.
ez 1.5KB reduction in file size :P
Remove gen3 egg location hashset; only paths that reach it are for hatched eggs or current breed-eggs. Check breed eggs with the singular met location.
Simplify some logic flow
This only matches the weather table with the Pokemon and does not fully
account for whether a location can spawn a particular weather.
Additional minor changes:
- Adds ScriptedNoMarks to Regis and Glimwood Tangle static encounters
- Corrects a few version-specific Pokemon such as Ludicolo/Shiftry
- Removes erroneous encounters such as Milotic in East/West Lake Axewell
- Removes an unused Motostoke Stadium encounter
clean:
if (!logical) return;
Existing logic had methods named to return true if fail, now method checks for passing, thus the logic now follows the above pattern.
Simplify some method signatures, reduce checks for MoveEgg.GetEggMoves
ran legality checks for 100,000 pkm, no more exceptions (Internal Error) -- added a "CanGameGenerateEggs" which filters out unused gameIDs
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
Metagross collision with wild beldum
deferral API is kinda crude, hence these janky workarounds. Was originally intended to hold onto close matches when there's no more possible matches to check.
I think a priority-deferral while only retaining a single encounter bad (instead of a list of retries) may work better than the current setup, but that would require more abstraction
Transporter remaps certain locale specific chars depending on the source ROM's version.
Since VC can trade between languages, there are 2 Spanish in-game trades that have glyphs subject to remapping, if it's transferred from a French game.
If the spanish trade is transferred from a french game, it must match the mutated string.
ty @Lusamine & helpers :D
Slap in friend safari at the end during object construction; saves about 1KB of allocation on startup (lol)
Change internal array types to match object types, similar to other encounter-generation definitions.
I think this was a PKHeX issue that went unnoticed; originally, we didn't include the Á and Í chars in the dictionary.
I checked the transporter code:
The app maintains the international & japanese character tables, and depending on the ROM language, it may change a char to the language-specific entry. Refer to Bulbapedia's notes on the char tables for different languages:
https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_II
However, none of these char-changes are able to be reached with a legal char.
Á and Í (only accessible from the Spanish in-game trades) and the german 0xC0 && z <= 0xC6 chars are already in the international table. Every single difference in the VC1/VC2 table is an un-enterable char.
tl;dr -- all possible char codes are transferred fine with the VC2 table without extra language logic. We just keep out any inaccessible char (replaced with space).
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.
Event Move special encounters are yielded after static encounters by the generator, so this iterator-picker will never behave as originally intended.
Since the encounter generator works fine for these events in its current form, we can just remove it. If we need to prefer GB era events before static, then we'd reinstate the priority and move the GenerateGBEvents before the static yielder.
bla bla bla this is just a cleanup from old preference code where we wanted to recognize the encounter as an event/trade as they're more recognizable. We just want to track the progress of the iterator so that g1/g2 follow a merged yielding order
Adds Nickname checks, thanks @ShadowMario3 for grabbing these into separate text files from Bulbapedia.
I reordered all the encounters to match Bulbapedia; each level is denoted if different if it can be sourced from RBY.
Extract common abstract class for GO transferred encounters
Clamp minlevel instead of met level
Add optional parameter for GO IV randomization
Update go legality binaries with latest
PKHeX.Core now accepts generated pkl binaries from PoGoEncounterTool (PGET).
Refer to pporg's repo. This will be treated like event data; occasionally updated.