precompute result size
set Gen5 as lumped group for common encounters
remove linq usage (besides Sum call, whatever)
GetEncounters now only filters the in-game static encounters rather than the dreamworld too, as those are already filtered by separate arrays.
Get the variable rather than indexing into the array each time
Simplify some expressions in sav7 for readability
Make SAV_EventFlags use comboitem explicitly by type rather than an anonymous type with same member names
* Added PokeWalker Courses, Watts, and Steps editing
* Use util method for getting bitflags
* Keep old cheat method
Change signature so that the default value passed is to unlock all; can pass 0 instead to lock all
* Pass reference to derived sav4-type object
Wev'e already type-tested once, capture the reference and pass it into the appropriate load/save methods.
* Add control anchoring for window resizing
Also widen the labels for localization (longer strings possibly)
Also clamp give all for TMs to 1 instead of whatever the giveall value is, like for prior games' HMs
reuse the "free space" bool; no real benefit in increasing the amount of abstraction (even though that's my current urge for legality)
Because we pass in a reference to the raid block, rather than obtain the reference from the to-be-edited save file object (which was cloned), we need to restore the unmodified data to the save file instead of copying the modified save data.
Bad explanation, but we've edited the origin save data. Revert to original.
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Closes#2826
It doesn't find it in the SM table, but didn't return -1
rework logic flow to return when found, rather than after loop finishes.
Also fix display off-by-1 since we're not using zero indexing for our entry numbers.
Thanks @Ammako !
all but egg exposed it; now, just make egg expose it and remove the unnecessary interface
we still need to Set generation for non-eggs/mgift, so have a separate Settable interface for internal purposes.
Unfinished text edits aren't pushed until after the combobox changes index
#2820
can't tell the numericupdown to finalize entry, even with a Focus() call to the combobox (to change focus from the numericupdown).
* AV means 覚醒値(Japanese), Awakening values(English), not the Species strength
* OT means おや(Japanese), Original Trainer(English), not the Trainer
* L_RHeightMin min means minimum not minute
* delete received items with the delete key
mass selection of received items for mass deletion as well
improved index selection on deletion
* tab indexing for the form
Loading the window and assigning the datasource fired the index changed event, changing the first block (array) to the (selected index of type), which was bool1. Exporting the save caused a bad block type write, yielding a bad size.
Only add the event after the constructor is finished, so that it only fires via user interaction.
Similarly reported but not exactly noticed in #2658Closes#2663
Gonna update the release with a hotfix
Cuts out about half the size; there's still a bunch of apply-value logic but it's not really big enough for a separate class.
Rename BallRandomizer->BallApplicator
Typing in the key to the combobox should immediately start filtering. We can't put the block type first, as we can't quickly fetch a block by key.
So, just trim off everything but the key when we start ordering things. They're already in order by ascending key -- the known blocks have already been pulled to the top and can be sorted without modification.
Now matches Interface declaration style (iAccessorGenGame), and is consistently named with the other accessors already using the same naming style
plus they are now ordered in the file tree :)
no functional change
Not done for Array types or Object types
muh reflection, such spooky
mark Offset as non-browsable so it doesn't show up in propertygrid if the block is being edited by a grid :)
I imagine a struct-type-sensitive array property grid edit could be done via Buffer.BlockCopy to a dest array, but there's so few Array blocks... so meh
Uses reflection to grab a list of defined constants (block keys), and a list of defined block reader classes.
Show name of block in red for a more prominent hint that this block is somewhat editable :)
since battle subway can have a maximum of 9999 for your record, it's silly to limit it to 100.
i also included some tab indexing so people can navigate the window with a keyboard, and a minor fix to the "record" labels so you can read them.
Record ID const declaration for reuse
Change 255->300 for streak max
Set record as well (ignore currently set value if modified via dropdown)
Closes#2649
Not sure if Money and BP can get a similar record-set treatment.
Apparently my copypaste of the class didn't delete all the old unused controls. Ha!
Move non-gui logic to core as separate classes, in case ppl wanted to reuse them in their own projects.
Didn't enable it; there's some side effects from properties that used to be null in PKHeX.Core
there's probably more, but just handling a few.
Closes#2642
Show Type in DropDown
Show Value in TextLabel
Export Value as filename after Key, helps show value
Import filename ignore content after Key (import accounting for value in export filename)
Option to denote block start more clearly with an ASCII string (BLOCK XXXX)
Option to omit block type info
Option to omit blocks that aren't an array type
#2635
Closes#2569
hax form change update trigger from validated->textchanged
might be a little annoying to see the layout/order change, but it should
be better as stuff is now visually chunked.
Hold alt when hitting activate all to dump instead
I've seen DenType=5 Event=2 for at least one raid so far... not sure if
the event/rare properties are accurate.
Dynamically size the window based on contents, size and position layers
according to inputs rather than hardcoded values
enforce minimum width for pk1/2 (EVs are 5characters each, at most)
Closes#2595
loading a new pkm template triggered the validation after the save
reference is swapped but the fields haven't been loaded
not gonna bother untangling things at this time
Closes#2569
-2 combobox width
-15 flowlayoutpanel width (two of them)
I assume this works. Please let me know! The width was capped out on my
machine; the different scaled users might be off by a pixel (too big),
which makes it appear invisible because it can't render it in the
too-small space
If the feeling is zero the game's string formatter will treat it as
null, and will newline before the period.
Gen6 (if I recall correctly) had "it was happy" as index 0
Gen8 (new) has "it was happy" as index 1, with 0 being invalid-bad.
Slice the array differently for gen8 to include the empty line as index
0.
Closes#2549 , ty @crzyc && @architdate for testing index 0 :)
320 is max hp (31IV 252EV), is this just -60 from max HP (threshold to
evolve at?)
might need some more research to see what is going on with this
only trycatch in release builds; was confused until I stepped thru and
saw the crash
For those who are annoyed that ShowdownSet does not import to Nature,
sure, you can do that with just one click now
(it's not overwritten automatically, just in case the event the
encounter is fixed nature)
Closes#2486
redirect to a common method in the event that setting to the clipboard
fails; the handling is now the same for all usages (trycatched and a
shared error message).
Nothing for the PKM Editor; not sure how I want to handle the reused
FormDuration work value.
For the meantime, just use the Batch Editor for a targeted write.
Closes#2441
was redirecting to party; party was removed
all that remains in the slot list the SAVEditor manages is the two
daycare slots.
Maybe it'll be better to have a popup form in the future, that way
multiple daycares can be shown as appropriate.
Closes#2433
Introducing Sword/Shield support!
Legality is still a work in progress, and documentation of encounters
and game features with respect to save data is ready for community
effort!
-Kurt
With the FontUtil rewrite removing any platform specific code, there is
no need to have two separate builds.
Remove the unused ClickOnce target, never implemented.
* 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
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.
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.
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
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
:)
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
A little bit cleaner when the logic is separated
Keep an abstraction of BoxEdit to cache the current box contents.
Already fetched to show sprites; any future fetches (for preview text /
hover sprite) can reuse the already fetched pkm data.
Should probably rewrite this stuff completely, but effort better spent
elsewhere
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
c345688f6d
base(x) -> base(x - y) resulted in incorrect offsets for LGPE. Great.
Just make PokeDexLanguageFlags a shift offset instead of absolute;
update all usages.
Closes#2348
GameInfo has been the storage for the current Game Language environment
When using GameInfo, only one environment is tracked at a time, which is
initialized by the PKM editor (items, moves). Rework things to allow
multiple filtered sources to exist, and keep the filtering logic in
PKHeX.Core for reuse in other programs... ;)
create custom comparer to do the work
reorder some parameters
simplify gb hm set (All and FindIndex is duplicate work)
only usages of linq remaining are for the bulk action Where filtering
(ok)
Don't care about operating system; use the AddFontFile method instead.
Add fallback for font load failure.
This should be easier to maintain in the future, if multiple char->glyph
mappings are to be supported (gen6 is already different from gen7 with
some swapped glyphs).
#2305
Catches the following as SaveFiles:
"srm", // RetroArch save files
"fla", // flashcard
"SaveRAM", // BizHawk
and whatever else is added by the init
Extract magic pixel shifting numbers for layering imgs -- SWSH will
likely use the large boxsprites, as hinted by LGPE's upsizing.
Remove new[] color array creation, just pass byte values
break up glowedges into steps
FileInfo inherits from FileSystemInfo, which initializes a bunch of
strings that we don't need
this isn't a great optimization, just a fun exercise finding a quicker
approach to get these values
remove Identifier param. 99% of the time, identifier is not provided,
resulting in a useless call
end result:
provide 'create new' and 'create from' constructors
use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
no functional change, just rewrite some logic for better flow
fix subform popup count restriction (OwnedForms requires forms to be
added/removed manually; it doesn't automatically update)
sanitize box names when dumping boxes with separate folders (and bad box
names)
Remove a bunch of duplicate accessing
use dictionary to fetch grid rather than searching control names
break up larger methods to reduce complexity
probably going to rewrite the giveAll/removeAll actions to do work
within the pouch, then reload the UI with the final pouch
hide setters for LegalInfo outside assembly (shouldn't overwrite the
stored values)
update GenNumber to Gen* if appropriate; GenNumber checks for first Gen*
to match, is a little more explicit and quicker than calling twice when
checking a range
kinda slow, if a save has 900 mons, it has to check 900*900 which is
O(n^2), takes a few seconds
as opposed to just doing a hashset checking contains, would be O(n)
gotta do some fun stuff to make it faster
relocate program language enum
test that test case is proper
move getcompatible & gettemplate to core
remove catch rate changing for pk1 (catchrate editor now used instead)
replace Friendship control click to match shortcut description (used to
do nothing)
Remove some duplicate translation strings
fix gameselect string formatting
apparently systemsounds changed in a recent win10 update, Question is
now silent?? Exclamation is now the same as Asterisk (same as Beep?) Use
hand instead of Exclamation.
only use asterisk for notifications
old overridden behavior didn't display the font cleanly
use TextRenderer instead with formatting, and squish things down to
regular size (-2px).
lightened the green color in a previous commit
since redrawing is good now, can maybe expand upon coloring (move type
shown on left side as a color?)
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values
bad logic causes the relearnmoves to get reset when first one is
applied, just revert to the old way instead of wrapping FieldsLoading
around this (repopulating legality would have to be manually called
after)
Reuse some code in netutil for fetching stream (provide useragent for
all uses)
make sav4ranch use dynamicly read offsets to handle both variants
(quicker) #2248
sav1: assign personal table based on (detected/provided) version
catchrate editor: allow to use savefile personal
remove gb era prompt whenever gb/blank loaded; have it as a setting (can
be overridden for VC now). keep allowgbera as autodetect
personaltable: track format for debugging purposes/info
update translations
showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
Provide gen1/2 gb only version origin fetch for personal/moves ty
shadowmario (i assume this fixes things)
make listbox use ingame font for special characters
2f6e30bb3c (r31924945)
ty @pmarkive
Closes#2242 , adds OT font without cloning
add font to secret base editor, fix ability combobox binding --
apparently nobody has used this editor since it was changed back in July
lol
kinda have to restrict these to 'valid' choices; should be enough of a
selection->result to be adequate for changing version
restart the program after changing the setting; won't take effect until
rebooted.
rearrange pkm version groups for clear break between
twins/siblings/family
clear pokelist for sav7b on non-exportable saves (prevents b1s1 from
showing markings)
rename horohoro (pgo) to non romaji lol, hide daycare/party tabs on
nonexportable save
remove some unnecessary operations
rewrite getallcontrolsoftype to remove ToList() and make generic
remove silly idle loop, call close manually
remove initialization check for generating sprite; now only calls at max
2x when starting up = not necessary to bypass with a special variable
Closes#2227 , validation failed to recognize this item since it wasn't
a ComboItem
only happens if a gen1/2 save is provided as the most recent/startup
save.
holding ctrl-shift-alt bypasses pkmeditor restrictions, which normally
blocks exporting a pkm with 0 species.
fix catch error string (underlines the space, lol), use escape ampersand
Found while explaining #2227
can restore behavior by adding it as a custom user path; cgse isn't very
prevalent nowadays
now the only registry key checks are for checking net framework version
Add version specific search or all compatible
Add encounter type checkboxes (others are ignored)
Only return distinct encounters (by reference)
Refresh Checksum from generated iencounterable->pk before converting (to
eventually be fixed in iencounterable rewrite maybe)
Closes#2219
Make extrabytes a pkm property (don't mutate array pls)
reconfigure startup loading to only initialize after initial load of sav
& pkm (using blanks if not provided)
* Put assembly version in window title
* Treat version.txt as a Version
* Cache current version
* Don't use resources anymore for version
* Re-add version.txt, for backwards compatibility
* Set old version.txt's build action to None
* Use GitHub API for version checking
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot
locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes
can eventually show more specific sprite layers to denote party
indexes/team#/starter
Starter Pikachu & Eevee have different growth rates than their base
forms (seriously WHY?)
remove old api surface in PKX as a breaking change as adding the
parameter is necessary.
Closes#2109
Program boots -> load extra locations rather than constantly fetching.
These files won't change location or presence (not an external drive).
just store the locations instead of constantly fetching, we already call
detect once when loading the form anyway.
extract final pkm manipulation logic from pkm editor
add xmldoc to boxmanipulator, add utility class for enum->manip fetching
fix xmldoc referencing removed enum member
relocate boxmanip overview logic to utility class
move SAVPaths file pointer to Main for reuse #2109 , will add to
autodetect in a later commit
open/save dialog with extra extensions: ignore ones already present
click ball sprite/label to cycle through legal balls
hold alt to use old behavior (set to pokeball)
hold shift to cycle through legal balls randomly (default behavior goes
poke->color->poke)
want to randomize setting balls? use the ApplyBallLegalRandom method at
the end :)
can't really get too fancy as only one color is stored in the personal
data, pkm aren't one single color.
move encountertype datasource providing to core
fix rerolling EC not updating characteristic
remove some repeat logic calls
relocate geolocation name fetch to separate class, add tests to ensure
functionality, add languageID->country/region fetch method
hides pid & ec in pkmeditor, gamesync & securevalue in saveditor
easier to share screenshots/stream without leaking identifying
information
fix auto-centering of pkmeditor subwindows when a savefile is detected
on program load(tab_otmisc isn't initialized and reads an incorrect
width)
egg sprites can be a little difficult to see what's underneath (glance
value)
make the new egg sprite method the new default; adds setting to revert
to old behavior
adds translation text for the mega rayq control from #2098
would reset the battle box sprites legality to not shown; also, the
prior fix for #2069 did not work for reloaded save files since
GetSlotFiller was called instead.
use trainerstat editor control in gen6 editor
fill in some details from the disassembly via setrecord usages
still slightly fuzzy on some:
fureai (based on usum idb name, similar logic)
soaring sky counts
looks like there's some other usages of the fields which were outside
the stat range, throwing an exception when loading to NumericUpDown,
added bypass logic
Thanks Holla!
Yay sneaky smart solutions!
Instead of refilling the combobox when the legal move list changes, wait
until the full list is required then repopulate the individual combobox
can't even notice the lag besides the individual tab load. yess
cache a hashset to determine if the legally allowed moves are the same.
reuse cache in paint method
previously, was noticeable if you load the Moves tab then check
legality; the legality message was delayed by a couple hundred
milliseconds due to repopulating 4 comboboxes (Combobox.NativeAdd
hotspot triggered by RefreshItems, which happens when we set the
datasource). By skipping unnecessary repopulations, gui lag is lessened.
would be preferred if I can just reorder the list inside, but noo.
Don't autosize columns on each row addition
About 15 rows appear; resize on row 0, 7, and 14, and once more when
finished.
was O(n), now is O(min(n,3)+1)
Don't unlock/lock the GlowBase bitmap repeatedly; store the bytes
separately for frame generating. Fixes any memory access exceptions
(unlock->unlock due to program lag).
Do more preprocessing of egg glow sprites for cleaner appearance (now
glow inside sprite)
extract glow method for easier reuse
use some close synonyms (Reiniciar -> Borrar)
omit some words (potential / training) to keep layout compact
capitalize Equipado to match main window
Closes#2080
Sprite creation uses slot>=0 for determining if it's in a box or not;
kinda should redo the logic but there's no upside to passing 0-6 to the
sprite generator for these.
Closes#2069 thanks @iiippppk !
Autodetect location not stored in a button path will show up as "???";
check the typical homebrew autodetect paths, then display the parent
folder
eg, Path.Combine(root, "3ds", "Checkpoint", "saves");
shave off "saves" to return X:\3ds\Checkpoint
add range checks to label translation
Folderlist stores savefile objects, can open A, edit A, open B, open A,
and all edits from prior are still there. Just re-open the save file
from disk. The folderlist already checks if the path exists prior to
calling it to reopen.
original file path is not saved with the two listed properties, add
FileFolder and relcoate existing FilePath functions to that field
move some GetVariantSAV usages to the string method instead of byte[]