Gen1/2 INT: 20 slots => 4 wide x 5 high
Gen7lgpe: 25 slots => 5x5
otherwise: 6x5
(maintain 5 rows)
Database(s): 6x11
Could probably wrap the initialization logic (grabbing savefile, etc)
but works for now
This is all in prep for box sprite resizing (56x68 as evident by lgpe
sprites); figured I'd add some display flexibility to handle prior games
with non-30/box layouts.
shave off a couple pixels for popup box view to make the edges of the
box directly at the edge (-2 bot, -1 right side)
* Move pkhex.drawing calls out of form constructors
designer doesn't like it; if Main can't be designed then there's some
call that it can't process for whatever reason
* Add netcore3 targeting
Closes#2198 by adding a netcore3 build option
Closes#2391 by retaining designer functionality and net46 builds
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.
Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
When I toggle netcore2.1 to 3.0, I get the string quality checks warning
for nre
still flags my cast as possible nre even with the above assert (which
worked for others)
used bang to override; mads did say it's not perfect :)
New in c# 8
Assert.True(check for null) doesn't give a hint that the obj isnt null
afterwards.
Assert.NotNull does have the compiler hint attribute
could probably use fluentexpression syntax, but resharper doesn't pick
up on the nonnullable hint like vs does.
GeneratorTests: swap FirstOrDefault to First, can keep the fluent style
and resharper gets the hint.
tl;dr : resharper doesn't look at external lib for hints, gotta use
Assert.NotNull or something that doesn't return null
I think I left these in so AutoLegality could function, but we already
have a couple breaking changes / build pause notice, so lets keep
cleaning our API 👍
Futureproof with transfer considerations
This is just a guess; gen7 didn't update the medal count and if we
assume pk8 overhauls the structure for a new console, they'll drop old
data.
With c#8 later next week, will move SuperTrainingMedalCount() to a
default interface method ez.
See previous commit for discussion; it's easier to read and maintain
this rather than have the precomputed min/max comparisons.
LevelMin - minDecrease <= min && max <= LevelMax + maxIncrease;
See EncounterArea7b:
Since we know min and minDecrease (0) before doing the linq filter we
can precompute the lowbound, same for highbound; but this isn't
immediately obvious to the reader. The perf cost is pretty much
negligible in the big picture, so leave it in the more readable state.
Thanks @fattard & @ammako !
#2389
The inputs to "IsLevelWithinRange" are the highest value the
lowest-level can be, and the lowest value the highest level can be...
seems confusing (hence the original error).
If a slot is 6-7, with a wild encounter (flute), we can go +/-3 from
6-7, which is 3-10.
With an encounter of level 5, the inputs are: 5+3, and 5-3 (8, 2).
Since 8>lvlmin and 2<lvlhi, we can get a level 5 pkm from the slot
(using a negative flute yielding a -1 adjustment).
I could probably refactor it to be a 3-input signature (lvl, lvlneg,
lvlpos), and have it do LevelMin - lvlneg <= lvl && lvl <= LevelMax +
lvlpos
I should probably refactor these methods to do minLevel & maxLevel (so
baseSpecies.Level to CurrentLevel for pkm that lost their original met
data) but nothing needs the extra logic at this time.
Were using default filter behavior, which needs to be tweaked to account
for the original met location/level not being present (ie skip the
minLevel bounds check).
Hardcode logic for HasOriginalMetLocation for simplicity
Closes#2389 , thanks @Ammako !
Extract Species Name logic to SpeciesName
Extract Language logic to Language
Remove FormConverter wrapper for string[] fetch
Rearrange some logic to more appropriate locations, update access
modifiers / types
Move some pkm array methods to arrayutil, make generic
PKX.GetVCLanguage was a dupe of _K12.GuessedLanguage() so just expose
the method
PKX is now back to pkm data manip only
Now logic is reasonably split, and each format of area has its own way
of yielding slots
Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
dual bounds check -> single check via uint cast
pkx: keep array reference for reuse in next check
format return to second line to stick out more; lines of code are cheap
:)
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit
Move some string[] array fetch (for all languages) to Util
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)