We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.
In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
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)
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".
`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.
XD compares the player TSV against the non-shadow members, which is unnecessary but does result in them being able to cause shiny skips.
Update the VerifyNPC method to remove tsv check, as it's just repeating the logic we've done in the lock generator.
Added a test method that can be stepped through; compare the team results manually since they aren't exposed for interaction.
Closes#2751 , big thanks to @ijuintekka for being so detailed in their investigation/report!
Co-Authored-By: ijuintekka <ijuintekka@users.noreply.github.com>
* 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
24 bytes per object -> 16 bytes
2,624 objects are made for legality checking; reduces from 73KB to 41KB
removing unnecessary clone recreation -> count from 2624 -> 414 (41KB to
6.6KB)
yay 10x reduction; not huge in the big picture but a fun exercise
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.
Repoint all test methods to use the new obj methods
A lot of internal information is nice to have saved; create a copy of
the static class's logic and pepper in some state variables (Required
CPU Shiny Value) to account for the weird edge cases.
Code is essentially the same as the static methods, except for more
fleshed out logic in the AllLock interrupt checking and the eventual
Trainer checks.
Now gets count=2 tests working
yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid
};
used to be ctr + 6, needs to alternate even-odd
all 2 lock cases pass, but didn't make lock3's pass. Something else is
still amiss :)
break out some classes for the solidified lock objects
commented out test calls = not working
will have to debug in more detail later; the first lock is always
working at least.
data sourced from
https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not
sure if it's perfect.
can't cleanly condense deviating team appearances as double-shadow leads
can't be selectively encountered. didn't feel like modding lockfinder's
recursive algo to be smarter.
tested for 2 locks, later commits with legality check implementation
will feature more lengthy lock checks (test case automation).
https://pastebin.com/VdbjWaqL
(species doesn't matter since most are 50/50 ratio)
force colo starters to be male only
use some c# lang features for EncounterType flags
add edge case PIDIV detection for starter gender/shiny lock scenario
adds a little documentation for those unfamiliar with the NPC PKM
generation quirks.
Colosseum Starters will now be recognized with a different PIDIV type
which is specific to them & them only.