Commit graph

95 commits

Author SHA1 Message Date
Kurt
c1f13923c8 Update EncounterSlot7.cs 2021-08-02 08:57:03 -07:00
Kurt
846f9506fb Misc form handling update (EncounterSlots)
Mark gen7 Minior slots with 31
Mark gen2 Unown slots with 31
Mark gen4 Unown slots with 31
2021-07-31 22:41:52 -07:00
Kurt
e2db713621 Update EncounterSlot8.cs 2021-07-31 00:01:55 -07:00
Kurt
7c697a519e Make EncounterArea parent reference protected, expose properties 2021-07-30 14:05:23 -07:00
Kurt
a159da0abf Reduce allocations of default valid/invalid
Condense some expressions, make some comments/params clear and consistent.
2021-07-30 13:05:34 -07:00
Kurt
a64782d313 Prevent fog slots/statics from being valid when not boosted to 60
Flag Misty(fog) mark as invalid when pkm is from Main wild area && not boosted
^ Check before the slot/static specific methods to have a one-liner :)
2021-07-26 15:01:21 -07:00
Kurt
d8b8b622cf Only allow brilliant boost if max level for slot
https://discord.com/channels/401014193211441153/805157881501450270/869223485795336232
2021-07-26 14:33:41 -07:00
Lusamine
ab33df2fc9
Enforce weather legality for SWSH (#3221)
* Add weather types by location

Creates a dictionary of possible weather types for each SWSH location.
Unlisted locations may only have Normal weather or do not have any
encounter slots.

* Prune unused weather from static encounters

Some encounters were too permissive with weather, e.g. Sandstorm in
Fields of Honor and Challenge Beach; Snowstorm at Dyna Tree Hill.

A few crossover areas that would have limited the possible weathers were
marked with a "(c)". An example is Nidorina from Giant's Bed crossing
to Frostpoint Field, where Raining and Thunderstorm do not occur.

This additionally organizes encounters by location.

* Move location-weather dictionary to EncounterArea8

* Verify weather marks on encounterslot/static encounters

* Adds some static encounters available through weather bleed

Weathers aren't normally available, but these static encounters are
close enough to the boundary that the weather in an adjacent area can be
used to spawn them.

- Frostpoint Field Snorlax with Raining/Thunderstorm from Giant's Bed
- Snowslide Slope Amaura with Raining/Thunderstorm from Giant's Bed
- Frigid Sea Carracosta with Intense_Sun from Three-Point Pass
- Frigid Sea Magmortar with Intense_Sun from Three-Point Pass
- Ballimere Lake Corviknight with Snowstorm from Giant's Bed
- Ballimere Lake Cryogonal with Snowstorm from Giant's Bed
- Ballimere Lake Tyrunt with all weather from Giant's Bed
- Lakeside Cave Ferrothorn with all weather from Ballimere Lake
- Tunnel to the Top Golbat with all weather from Path to the Peak

* Defer weather marks if incompatible, enforce encounterslot weather

This uses the area weather to check fishing slots and tentatively adds
some tables for weather bleed encounterslots.

* Warm-Up Tunnel gets weather bleed from Training Lowlands

* Update for base PKHeX

* Handle weather bleed for SWSH encounter slots

Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>

* Minor clean

Having duplicate weather marks is illegal, so just auto-partial match them instead of checking the other marks.

* Rearrange slot weather check logic

* Claim reserved byte in SWSH pkl

* No need for two variable names now

* Valid weather marks on tree/fishing should return with main weather

* Fix tree/fishing deferral and add another surf slot weather bleed

* Disallow tree/fishing encounters from using bleed tables

None are currently known at this time, and only hidden grass encounters
have a weather bleed table

* Condense bleed expression, combine tree/fish flag check

* Move weather-bleed check into EncounterArea8

Makes the dictionaries private instead of internal.

Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
2021-07-26 14:28:05 -07:00
Kurt
8e5e4487ba Change interface for method call to less restricted
Don't need "Name" or "LongName" for these methods.
2021-07-13 18:22:04 -07:00
Kurt
aeb83c8269 Update EncounterSlot8.cs
Closes #3232
2021-07-09 10:09:57 -07:00
Kurt
103aa9aa4b
Revise EncounterArea and EncounterType for clarity (#3228)
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.

EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.

Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
2021-06-29 20:58:06 -07:00
Kurt
a10b35190c Minor tweaks
off by 1 max range for gen2 slot -> pk2
SetRandomIVs already sets IVs inside the method, retval is for knowing what the new value sare
show WC8 restricted version rather than defaulting to SH
pass the rand object rather than fetching for the current thread every loop for Unown & random IV shuffling
Use ToLowerInvariant for resource fetching, should resolve the turkish issue
Check typeof(T) first, not that we check for ToolStripItem or ContextMenuStrip with this function.
2021-06-24 00:36:04 -07:00
Kurt
99f0978630 Extract random date to util 2021-05-18 16:58:53 -07:00
Kurt
25fa52e597 Use correct SID
lol I had copied from VC->gen7
2021-05-18 13:33:36 -07:00
Kurt
565f161226 Show shiny state of encounter in db
Force shiny state for GO encounters

For encounters, this interface property is mainly just for exposing metadata for sprites.
2021-05-18 10:36:45 -07:00
Kurt
50b15cd740 Use range/index
More in line with modernizing the codebase with latest c# syntax

improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
2021-05-14 15:30:55 -07:00
Kurt
fa5bc0d634 Set friendship after form set
Resolves GO galarian stunfisk, ty matt
2021-05-05 08:43:32 -07:00
sora10pls
6ed6e60840 Add PogoType + Requirements for Strange Egg encounters
Rationale behind this is explained in the accompanied commit in PGET: 7c2575d8a8

Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2021-04-30 21:13:28 -04:00
Kurt
91557d0180 Don't defer on hidden ability change 2021-04-25 00:11:15 -07:00
Kurt
f66662b8db More deferral tweaks for non-HA having HA 2021-04-22 13:47:33 -07:00
Kurt
2aed4c3118 Add shedinja dropped ribbons/marking considerations
Nice bug ya got there, gamefreak.

Coulda cleared the AffixedRibbon value instead of copying it on Shedinja creation, and it would have made this unnecessary.

Please ditch the Affixed Ribbon gimmick for future games, thanks!
2021-04-21 15:20:16 -07:00
Kurt
e9c9627ad5
Relearn suggestions + Headbutt Slot Fix (#3190)
This change revises the logic for an Egg Move's RelearnMoves.

Removes a class that is no longer used
Passes the large value-passing struct byref via in keyword
Revises handling so that early-returned results from the MoveBreed processing are marked with their move source rather than leaving them unvisited.
The moveset processor uses depth search recursion, and returns false if the move that it is processing is not possible for the hatched moveset. If the depth search never reaches the check for base moves, all moves won't be marked for their origins, resulting in the result array not being accurate to use for suggestion purposes.

Yay multi-purpose logic (validation w/early returns & fixing needing fully processed data).
2021-04-08 15:58:09 -07:00
Kurt
4579a66a38 Fix deferral for wild slots
Base method checks wurmple (not available in swsh), removed.
Hidden ability check returns Partial for any species that cannot be patched, and Deferred for any patched; we don't care, because there aren't any wild species that can't be patched in swsh.
2021-04-04 21:54:24 -07:00
Kurt
3822981590
Rework EncounterCriteria to be ability indexed rather than direct ability (#3179)
* Exploration: rework ability criteria to ability numbers desired

* Sync remaining changes

* Update EncounterCriteria.cs

* Add xmldoc

* Improve speed of IsDualGender check

* More xmldoc updates

Should be doing this on main but meh, this branch is gonna get merged later

* Fix typo

* Update WC7.cs

* Update PersonalInfo.cs
2021-03-23 17:05:15 -07:00
Kurt
535f464b61 Update EncounterSlot7.cs
Closes #3176
2021-03-16 23:49:04 -07:00
Kurt
165a0f3956 Update EncounterSlot8.cs 2021-02-16 09:54:47 -08:00
Kurt
f63654d5ae Force curry mark for generated galar mine hidden slots 2021-02-15 15:21:10 -08:00
Kurt
6088a95421 Location specific restrictions 2021-02-15 10:31:07 -08:00
Kurt
bfe411d503 Update EncounterSlot8.cs 2021-02-15 10:19:52 -08:00
Kurt
74a5c03cd2 Clean check for overworld IVs
Closes #3150

Still need to remove some symbol encounter tables that are unused
2021-02-15 09:04:47 -08:00
Kurt
b82b0da7d9 Add checks for fishing mark 2021-02-14 22:25:59 -08:00
Kurt
ebb4e2a56a Defer curry mark static encounters, flag as invalid
Closes #3001 as all marks that can be checked are checked.

Promote trades above static encounters, as it's just met location.
2021-02-14 21:24:31 -08:00
Kurt
927c83d660 Show seed in output, flag correlations that shouldn't 2021-02-14 16:00:43 -08:00
Kurt
5949c3b57e Minor clean 2021-02-14 15:14:45 -08:00
Kurt
267613270e Generate slots/static per correlation if appropriate
Relocate the SetRandomEC at the tail end of the generator into the specific classes that set EC, so that our correlation generators don't have their EC overwritten at the end.
2021-02-14 12:27:14 -08:00
Kurt
1af27516e6 pid encounter type mismatch: returns
Keeping the cryptic message for now :)
2021-02-14 10:20:35 -08:00
Kurt
48c2c43293 Re-dump slots with revised SlotType definitions 2021-02-01 23:43:52 -08:00
Kurt
e55dae8f7b Remove headbutt available check; already pruned
The Encounter dumper project already excluded all headbutt tree areas that can't be accessed. Every slot that is present in this project can be accessed.

Move the tree check to the eslot2 object

Check all gen2 slots regardless of crystal origin, since we now tag all of them with location IDs.
2021-02-01 21:22:58 -08:00
Kurt
a7afa58156 Rework partialmatch hidden check
Want to check if it has been evolved from the original species, and the current species is a non-changeable hidden ability
2021-02-01 20:45:48 -08:00
Kurt
f3ef88a5e9 Respect ability from criteria 2021-01-31 21:53:11 -08:00
Kurt
34ac8167f2 Update EncounterSlot.cs 2021-01-31 21:42:24 -08:00
Kurt
1ece844f78 Partial match HA species without a HA possible
A captured metapod cannot have hidden ability via ability patch, but a captured caterpie evolved into metapod can, assuming it existed as caterpie.
2021-01-31 13:05:36 -08:00
Kurt
d8e75ee85a Force Japanese language for JP-BU safe language fetch 2021-01-31 10:19:12 -08:00
Kurt
4f7faf9c85 Moveset generator tweaks, dexnav move logic 2021-01-30 10:15:38 -08:00
Kurt
1e86fdcea8
Fracture the encounter matching checks to allow progressive validation (#3137)
## Issue

We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.

## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. 
* We have a Silcoon that we've leveled up a few times.

Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? 
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.

---

Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).

The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.

---

The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.

---

## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.

## Conclusion

This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-29 17:55:27 -08:00
Kurt
bfd948ee2b Update pget binaries, check gender
yay single gender availability! (frillish/jellicent being male only)
2021-01-16 18:29:27 -08:00
Kurt
9d7c9929b4 Minor tweaks
should be it :( :(
2021-01-05 09:58:33 -08:00
Kurt
373aecdf7c Merge GO IV checks, behavior is now correct
Rename IV1/2/3 to HP/ATK/DEF in gp1 structure
2021-01-05 09:39:50 -08:00
Kurt
04f8efec4f Move more breeding logic to Breeding
Simplify some method signatures, reduce checks for MoveEgg.GetEggMoves

ran legality checks for 100,000 pkm, no more exceptions (Internal Error) -- added a "CanGameGenerateEggs" which filters out unused gameIDs
2021-01-01 15:01:22 -08:00
Kurt
4e01e78734 Make Species/Form/Min/Max readonly, not init
Pass them to the abstract class's constructor
2021-01-01 10:53:05 -08:00