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)
Adds support for Scarlet & Violet.
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
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".
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
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
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.
max IVs use flawless method directly with 6 IVs specified
move color blend/stat calc to ImageUtil
move potential string to commonedits
expose color properties for pkmeditor
don't constantly create/dispose brushes for drawing legal moves
gen1 & gen2 types aren't laid out contiguously (yay bird type and extra
types)
fix gen2 type accessors looking at the wrong byte
type sprites now load correctly, and 3rd ability no longer throws an
error (forced to None).
pkm editor, sav editor, menus, and a manager to glue the storage slots
together
decouples the pkm/sav editors from a static savefile reference.
improves dragdrop/click view/set/delete indication, hides unavailable
contextmenuitems, and fixes a few incorrect references. Box Subviewer
slots now have all the indication/events that the main save editor slots
have.
pls report behavior bugs 👍
Move System.Drawing usage out of Core to WinForms, as System.Drawing is
not in .NET Core/Standard. Simple methods to return resource name
strings have been added instead.