not enough documentation to know what every single flag does; just be
lenient
I assume that flags being present XK3->PK3 will set fateful, so we could
remove that logic...
Exposing bitflags for editing isn't fun for the editor, so just ignore
it behind the fateful bool get/set.
fateful required for all xk3 origin
#2289
existing logic had been overwriting the inner error messages with the
generic fail message
Remove backwards conversion precondition check; the ConvertPKM method
has no branches that allow conversion so it'll naturally fail -- end
result is the same with less upfront logic.
Removes empty trashbyte array allocation (less objects)
Change int[] to byte[] (less filesize/mem) (-256*6)
Change int[] to ushort[], precompute reverse table in saved space
removes dictionary lookup for array index fetch (faster, less memory, no
temp obj allocations!)
could make the ushort[] arrays into byte[] by changing them to be value
shifts? Not worth saving filesize for cpu.
reduces loading time (don't have to allocate conversion arrays when
launching a gen7 game), and separates things to easier to manage
locations
reworks gen3 string encode/decode, no longer does 3->4->5 and 5->4->3;
instead goes straight to the end result without an intermediary format.
String sanitization should probably be broken up rather than reused, oh
well.
PK2 doesn't like getting passed null for the byte[] parameter (rightly
so); don't depend on the src code order having the first constructor
being the one with the least arguments
fix it in pk1/2 so that the first constructor has the least args, anyway
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
replace linq for Encrypt/Decrypt pkmdata fetch with faster length check
& optional resize (Span pls!?)
update pk6 comment for why affection is not cleared
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
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
Set default values to prevent any properties from being null
extract ClearNickname logic for hot path & reusable method
extract item conversion and move to appropriate logic class
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