Commit graph

367 commits

Author SHA1 Message Date
Kurt
77cac48d34 Add sanity check for min level eggs
Closes #3797
2023-02-18 23:19:50 -08:00
Kurt
9ecb8981a9 Expose criteria optimization for trade/headbutt
If the criteria template is optimized, we will be able to source moves from sibling game pairs that require indications of it being traded (yay strict logic...)

ex: encgenerator now yields X/Y eggs when ORAS tutors requested in moveset and game is X/Y
2023-01-31 23:23:12 -08:00
Kurt
c5ec20ef5d Emit sv scatterbug eggs as form18 2023-01-31 18:31:55 -08:00
Kurt
6bf3d4ce9f More descriptive version indication wc6/wc7
Skip yield if not matching version
Handle defer/partial for gen7
2023-01-30 22:57:18 -08:00
Kurt
387ab6d546 Pass species/form as param; toxtricity nature
Need to know the original encounter species rather than current species. Gotta pass this information in.

Closes #3739 ty @javierhimura !
2023-01-26 18:07:27 -08:00
Kurt
88830e0d00
Update from .NET Framework 4.6 to .NET 7 (#3729)
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)
2023-01-21 20:02:33 -08:00
Kermalis
5958b4ee73
Fix tera-type typo in Encounter9RNG (#3725) 2023-01-14 01:17:52 -08:00
Kurt
f5ea250975
Show star square for everything in Gen9 (#3689) 2022-12-18 00:16:29 -08:00
Kurt
3ef12c3ebe
Encounter Crossover/Wander tolerance (30f) (#3683)
* Update encounter_wild_paldea.pkl

* Add weather/time mark checks

* Set tolerance to 30f, swap crabrawler evos
2022-12-10 19:53:59 -08:00
Kurt
b29d9a65e1 Allow static encounter deerling form change match
Closes #3678
2022-12-07 23:28:47 -08:00
Kurt
650ee8ae40 Don't yield SV version eggs, egg OT gender check 2022-12-06 21:34:14 -08:00
Kurt
d2970c6a3a Force rotom default egg to form0
Silly rotom-Heat eggs are not legal :D
2022-11-24 22:06:36 -08:00
Kurt
03182ebd3d Update 22.11.24
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>
2022-11-24 17:42:17 -08:00
Kurt
3ab3f6ad53 Sanity check requested gender
Shedinja template in gen3 is gender:2, while the template needs to be gender:0/1

Closes #3612 ty @Kermalis !
2022-10-20 00:14:03 -07:00
Kurt
9c133d4e39 Allow emitting Crystal eggs for location-less pk2's
Closes #3591
ty @randomdice101 !
2022-09-24 18:07:41 -07:00
Kurt
84be9da49d Revise rotom form check 2022-09-18 17:07:43 -07:00
Kurt
98707b466c Bounds check move & species
searching for florges with dazzling gleam as a PK5 -> reject
2022-09-18 00:44:31 -07:00
Kurt
92a50264cc
Refactor RNG advance/reverse methods (#3579)
The new LCRNG/GCRNG/ARNG classes are static, rather than singletons. Allows them to be inlined much better.
2022-09-04 12:03:37 -07:00
Kurt
da642ee16e Remap context for sidegame HT memory checks
gastrodon with recover as HT memory needs to verify within the context of SW/SH and prior learn environments.
2022-09-02 15:41:22 -07:00
Kurt
1960b335fd Remove PersonalInfo.Abilities, use interfaces
If you must get a list of abilities, then use the span extension methods.
Also reworks some initial moveset fetching to allocate less
2022-09-02 10:20:19 -07:00
Kurt
3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
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".
2022-08-26 23:43:36 -07:00
Kurt
444c3d2209 Narrow more types 2022-08-26 10:07:24 -07:00
Kurt
e700a0e3e6 Handle traded BDSP egg transfers 2022-08-25 23:04:38 -07:00
Kurt
ad28f7b261 Delete old utility methods (unused)
MoveEgg: already range check in the Safe method
Inline some logic
2022-08-24 23:49:00 -07:00
Kurt
d3c2d77d11 Misc move/memory tweaks
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)
2022-08-24 20:32:40 -07:00
Kurt
eb2cef10c9 Minor clean
Stability intensifies
2022-08-22 23:18:53 -07:00
Kurt
6441bdadd8
Add specialized struct for Moveset and IV specs (#3572)
`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.
2022-08-21 17:34:32 -07:00
Kurt
2cb2531288 Add more xmldoc 2022-08-21 01:39:16 -07:00
Kurt
3dde8a7cfa Reduce linq usage, minor perf 2022-08-17 23:48:37 -07:00
Kurt
912023d756 Fix 7->prev EncounterMovesetGenerator traversal
The dummy EncounterInvalid has Generation:0, when 7->6/2 depends on which generation the encounter originated on. Change it so that the origin generation gets passed along.
2022-08-16 13:14:48 -07:00
Kurt
9166d0eb64
Refactoring: Move Source (Legality) (#3560)
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
2022-08-03 16:15:27 -07:00
Kurt
cf86cafdf7 Add optional loop for generating min level 2022-07-02 17:10:30 -07:00
Kurt
fc754b346b
File scoped namespaces (#3529)
[Language Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-10.0/file-scoped-namespaces)

Updates all the files, one less level of indentation.

Some small changes were made to API surfaces, renaming `PKM pkm` -> `PKM pk`, and `LegalityAnalysis.pkm` -> `LegalityAnalysis.Entity`
2022-06-18 11:04:24 -07:00
Kurt
c75f543f8b Minor tweaks 2022-06-07 23:32:57 -07:00
Kurt
54cb4dc8c8 Minor comment fixes 2022-06-07 03:21:04 -07:00
Kurt
39a09fbbbe Defer BDSP->PK8 marsh ball mismatches 2022-06-05 11:28:17 -07:00
Kurt
e571a0b95f Check catchrate tradeback separately
Closes #3510
Thanks @CodeWithMa !
2022-06-02 18:32:22 -07:00
Kurt
5bcccc6d92
HOME 2.0.0: Handle conversion behavior & restrictions (#3506)
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
  - `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
  - Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
  - Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
2022-05-30 21:43:52 -07:00
Kurt
af2ac169e1 Only disallow catchrate enc if !tradeback
Closes #3501
2022-05-30 00:50:35 -07:00
Kurt
3e8527f11a Minor tweaks
Reduce allocation in a few places, delete unused stuff, more concise expressions.
2022-05-07 21:25:26 -07:00
Kurt
ccf87242c1 Eliminate boxing on encounter search (criteria)
struct implementing interface is boxed when passed to method that accepts interface (not generic method).
Removes IDexLevel (no other inheritors but EvoCriteria) and uses the primitive the data is stored (array, not IReadOnlyList) for slightly better perf.
2022-05-07 18:29:36 -07:00
Kurt
a9443be8fa Add bypass for alpha move purchased
ty @Atrius97 for finally nailing the repro on this

Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-05-07 13:48:47 -07:00
Kurt
ea87140aea Remove optional gameversion for enc generators
Simplifies some of the logic a little.
2022-05-04 22:28:39 -07:00
Kurt
ef3cb34387
Refactor EvoCriteria to be a struct, reduce allocation (#3483)
* Make EvolutionCriteria struct

8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration

* Inline queue operations, less allocation

* Inline some logic

* Update EvolutionChain.cs

* Improve clarity on duplicate move check

* Search reverse

For a dual stage chain, finds it first iteration rather than second.
2022-04-23 21:33:17 -07:00
Kurt
69fafcab83 Performance: Slightly reduce allocations in moveset validation (#3460)
* Reuses move parse result objects for each encounter parsed in a LegalityCheck attempt, instead of creating a new object.
* Ensures the objects are never-null, and makes cleanup easier.

Slightly adjusts some other parts of the moveset validation to reduce allocations.
2022-03-12 17:39:00 -08:00
Kurt
93255efcb8 Disassociate Shiny enum from WC6 PIDType (#3461)
Have `Shiny.Random` be `0`, so we can skip init on this field for EncounterStatic. Plus makes it a little less brittle for future expansion if shiny qualities change.
2022-03-12 17:38:59 -08:00
Kurt
4e1276a954 -8 bytes from each encounter template
saves about ~1MB RAM savings (>=179,142 objects)
2022-03-06 23:25:47 -08:00
Kurt
e5e2a3427f Rename Silver SV->SI
SV will likely be the lump for SCarlet and VIolet
2022-02-27 11:16:12 -08:00
Kurt
ab62e76505 Handle alolan vulpix suggestion scenario 2022-02-24 22:47:48 -08:00
Kurt
dc3d8e7cec Minor clean 2022-02-14 21:32:52 -08:00