Closes#3027
Roamers: Get PID generated externally
NPokemon: Get PID from a fixed value
Forced (Anti)Shiny: Get PID altered
Thanks @LegoFigure11 && Princess Emily (discord 4650) !
The game uses 0x5E if 0x5A+everstone, otherwise it uses 0x58
For determining the seed species-form, we want to use everstone breeds as that resolves to the correct species-form values.
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Co-Authored-By: Marty-D <1645989+Marty-D@users.noreply.github.com>
Handle yielding in the moveset generator as well
Future commits will trim down unused values/abstractions; probably can get all the stadium stuff handled innately
Revises the tradeback status to remove any index that could have been sourced from egg moves instead.
really should refactor this TradebackStatus away, but Move validation still remains one of the un-refined parts of the legality checks :P
Introducing a new PKM format: SK2
Split ICaughtData2 off of PK2 so it can be shared with SK2 when type-checks occur
Add conversion for PK2<->SK2
Split the split-buffer handling for GBPKM to GBPKML (what a name), so that I can reuse shared accessor logic for SK2.
Closes#2984
ty atrius & matt via discord
Co-Authored-By: Atrius97 <39707481+Atrius97@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
EncounterTrade: don't init Location to -1; keep as default 0 and use that as the pivot for default met location. Move Fateful property to the sub-type that uses it (EncounterTrade4, for Ranch).
Move some EncounterStatic->PKM logic that is per-type to the associated type overloaded methods. Rearrange order of properties to be more consistent with interfaces
Gen3: Initialize some classes without using post-constructor setters. The `init` setter functionality coming in c#9 won't be usable as the net46 runtime/netstandard2 doesn't support it on current previews. Do it this way so we can explicity initialize some required properties rather than apply version on a second iteration.
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
Gen1: all are Trade1 objects, and all get the values set; just set the value in the object initializer
Gen2: all are Trade2 objects, set the same version
Gen2 all static encounters already have a version marked. Only thing remaining is to set the language.
Move logic closer to where it is used rather than in larger static classes
EncounterStatic(7): move VC transfer template creation to class, simplify some sanity checks
EvoChain: g==2 case is never hit as the generation check at the top of the loop already skips
Still some pending stuff like bad mystery gifts
gen2 static encounters on g/s applying met level and not location
gen6 ralts trade (no nickname) being flagged as nicknamed when it shouldn't
gen4 manaphy egg not having a hatch location (worked fine if you transferred it up)
gen3 antishiny gifts not setting their PIDs (jirachi WC3)
gen5 N's pkm gifts setting the wrong nature
gen3 unown not being generated correctly, cosplay pikachu being allowed form0, non-BugCatchingContest no longer require Sport ball, oras dexnav marill now uses the azurill eggmove table
Remove RibbonWishing as property, just calc on the fly since it's a single case
Update type info for vc transfer to indicate it's an es7
Split up dreamworld encounters as intended, fix logic lol
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.