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5 commits

Author SHA1 Message Date
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
7b874757f7 Change gen1/2 encounter preference
Previous approach was 'most likely to find valid', this approach is a
little greedier to try to find a more fitting match. Will result in a
small increase in computation time, but trying out EncounterTrades and
static encounters first is preferred.

Fix Rhydon ingame trade gender. Bulbapedia is wrong, that's a Male
Rhydon with those IVs.
2017-06-12 21:05:04 -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
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
Renamed from PKHeX/Legality/Structures/GBEncounterData.cs (Browse further)