Switch encounter slot generator to yield style to not require the entire
method to finish iterating
Although the pressure slot may be best-matching, it isn't the typical
match. Defer pressure slot clone to the end (defers the orderby
calculation)
There's probably a better way to do the pre-work (gen 5+ only operate
off one encounterarea... usually. Past Gens end up repeating the same
work for each area tested
slot matching runs slightly faster now due to the deferred execution
reduce 'as' usages for pk1 (cast & check once)
reorder some slot generation checks (early return prior to slot
filtering; not crucial as the linq wasn't evaluated yet).
Closes#1257
Disallow static encounters that aren't eggs or are for eggs (mismatch)
Check egg encounter level for IsWithinRange
Check egg met level while still is egg
Valid species/movepools are already determined via the dexlevel and
prior methods, no need to check again with current species.
edge case: sing froslass from CXD won't check gen3 moves (ie, sing)
Previous approach was 'most likely to find valid', this approach is a
little greedier to try to find a more fitting match. Will result in a
small increase in computation time, but trying out EncounterTrades and
static encounters first is preferred.
Fix Rhydon ingame trade gender. Bulbapedia is wrong, that's a Male
Rhydon with those IVs.
* Fix issue #1200
Minimum level for evolution moves in generation 7 is 2 thanks to the move reminder, also the evolution could be trigger at the minimum level and not the next level, except when the minimum level is the met level
* Gen 2 VC Speculation, it wont have Move Reminder because the only gen 2 move reminder was in Pokemon Stadium 2
* Missing variable
* Fix update generation 2 level moves
* Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten
* Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve
* Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue
If pokemon have data exclusive from one version but is in another version that means it should be evolved
* Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games
* Legallity strings for non tradeback checks
* https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down
Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent
Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime
* Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie
* Fix female only species
* Stomp is not a possible egg moves of Stanee
* Fix Steenee evolution move, it cant be inherited as an egg
All gens that store version number do not change the version ID on
trade/hatch; this info is preserved and can directly imply which game
generated the egg.
the 'version' is ignored anyway, just useful to track for gen2 eggs.
encounterinvalid isegg no longer throws exceptions when parsing moves
dropping invalid file paths to main window are now ignored (downloads
from chrome can be manually deleted but still dragged from the downloads
bar)
add pidiv case for manaphy gift
More elegant handling for PKM without nicknames that have another
language species name; use that language ID instead of the pkm's
language ID. Since ToLower is not called, Ho-Oh from 3/4->6 now
transfers correctly.
fix gen3 encounterstatic eggs while still on gen3 games; only check the
egg location if still an egg
tighten up gen3 PIDIV compatibility checks, roamer glitch is fixed on
Emerald, and static encounters can't get method 2, and can only have
method 4 if under software emulation (RS Box) since the emu speed is
faaaaast 🚤 /s
Fixes HGSS egg moves, and improves encounter detail detection.
example: togepi from FRLG transferred up, old detection couldn't
differentiate the gift egg from a regular egg; however, PIDIVs can lend
a hand -- eggs don't have a PIDIV!
fixed shiny BACD spread detection (in regards to antishiny rerolls).
Shiny WISHMKR now detected correctly.
Add exclusion for gen3/4 balls since met location requires a less
precise match; static encounters will never be in safari/sport balls.
Fix wurmple species ref, isn't smeargle
eevee gen7 egg has no moves; always generate eggs first for gen4+
Closes#1179Closes#1176 (prior commit)
there's probably a better way to optimize this (don't check wild
encounters if 100% sure it's an egg); best left for future optimization
since it's working fine atm.
Track gen1/2 origin game as well as generation
fix pk2 gender setting (incorrect bitmask & wasn't set from tabs)
extend female gender check for gen2 to apply to GS encounters -- if met
location is missing, was traded to gen1 which clears gender.
exercise in deferred execution/state machine, only calculate possible
matches until a sufficiently valid match is obtained. Previous setup
would try to calculate the 'best match' and had band-aid workarounds in
cases where a subsequent check may determine it to be a false match.
There's still more ways to improve speed:
- precalculate relationships for Encounter Slots rather than iterating
over every area
- yielding individual slots instead of an entire area
- group non-egg wondercards by ID in a dict/hashtable for faster
retrieval
reworked some internals:
- EncounterMatch is always an IEncounterable instead of an object, for
easy pattern matching.
- Splitbreed checking is done per encounter and is stored in the
EncounterEgg result
- Encounter validation uses Encounter/Move/RelearnMove/Evolution to
whittle to the final encounter.
As a part of the encounter matching, a lazy peek is used to check if an
invalid encounter should be retained instead of discarded; if another
encounter has not been checked, it'll stop the invalid checks and move
on. If it is the last encounter, no other valid encounters exist so it
will keep the parse for the invalid encounter.
If no encounters are yielded, then there is no encountermatch. An
EncounterInvalid is created to store basic details, and the parse is
carried out.
Breaks some legality checking features for flagging invalid moves in
more detail, but those can be re-added in a separate check (if
splitbreed & any move invalid -> check for other split moves).
Should now be easier to follow the flow & maintain 😄