Commit graph

150 commits

Author SHA1 Message Date
Kurt
078322f146 Fix logic to fix a broken raid test 2020-10-10 12:59:31 -07:00
Kurt
a0a8dd0f91
Handle Ability Patch changed abilities (#3024)
Handles conditions when Ability Patch has been used to modify the PKM's ability => hidden ability.

Per the description, it goes 1/2=>H, not the other way around.

Verify ability bit first, as mystery gift case handling skips the bit check logic :P
2020-10-10 12:30:57 -07:00
Kurt
833789b1b9 Fix cxd antishiny method detection
Closes #3008 ty @Sephirona !

Do the tsv-psv compare as uint to remove the need for later casts to int
2020-10-03 09:29:26 -07:00
Kurt
7fc8001806 Continued refactoring
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.
2020-09-13 14:40:10 -07:00
Kurt
5d3bc289b6 seal hunting
Mark things as sealed as they shouldn't be inherited from or overriden in a derived class.
2020-09-07 13:51:13 -07:00
Kurt
9191f023a3 Minor clean
Nullability annotations and some logic simplification
2020-09-06 11:24:54 -07:00
Kurt
6b472ffd62 Misc iencounterable->pkm generator fixes
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
2020-09-03 19:00:46 -07:00
Kurt
c2ec4d55e4 Minor clean
Add some xmldoc, remove some empty lines, move some small logic pieces to a better spot
2020-09-03 14:28:51 -07:00
Kurt
6ee7a8724b
Offload EncounterSlot loading logic to reduce complexity (#2980)
* Rework gen1 slot loading

Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types).

* Revise fuzzy met check for underleveled wild evos

Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison.

Previous commit fixed it for gen1.

* Rework gen2-4 slot loading

Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet...

* Add feebas slots for old/good encounters

* Begin moving properties

Great news! Gen5-7 need to be de-dumbed like Gen1-4.

Then I can remove the bang (!) on the Area accessor and ensure that it's never null!

* Split off XD pokespot slot encounter table type

* Set area in constructor

* Deduplicate g3 roaming encounters

* Deduplicate xd encounter locations (rebattle)

Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format).

* Make all slots have a readonly reference to their parent area

* Minor clean

* Remove "Safari" slot type flag

Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte

Output of slot binaries didn't preserve the Safari flag anyway.

* Update SlotType.cs

* Handle type encounters correctly

* Merge safari area into regular xy area

* Merge dexnav accessor logic

* fix some logic so that tests pass again

rearrange g5 dw init to be done outside of static constructor (initializer instead)
PIDGenerator: friend safari slots now generate with required flawless IV count

* Add cianwood tentacool gift encounter

* Remove unnecessary abstractions

Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain.

Increase restrictiveness of location/type get-set operations

* Minor tweaks, pass parameters

DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can.

* Remove unused legality tables
2020-08-30 10:23:22 -07:00
Kurt
a62324a5a1
Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
Kurt
7bd9ae8aeb Simplify cxd antishiny pidiv detect
Only check player ID
Closes #2952

Had originally intended to just recognize the PIDIV and check it in the lock verifier, but this is more straightforward since we don't have to check CPU TSV.
2020-07-26 09:49:33 -07:00
Kurt
a6a3c6eaaa Refactoring
change some expressions for better perf/readability
2020-07-19 17:48:45 -05:00
Kurt
993673f0de Minor clean
no functional change
2020-06-27 23:36:53 -05:00
Kurt
afa368823e Minor clean
handle some compiler messages
2020-05-26 16:59:47 -07:00
Kurt
045e289c0a Account for antishiny skip on the NPC mon right before shadow
pretty much a copy from the other method with simplifications
2020-05-11 16:52:09 -07:00
Kurt
5fc15dc9c8 Correctly prevent xd locked shinies
oops, 7fd7a86074 was not correct (only handled lockless) -- the verifier doesn't check the final shadow pokemon (not a lock).

https://projectpokemon.org/home/forums/topic/57014-shiny-shadow-pok%C3%A9mon-from-xd-shown-as-legal-pkhex-legality-check-error/
2020-05-08 10:07:21 -07:00
Kurt
ee1cfa8912 Hanle some compiler messages 2020-04-14 10:52:19 -07:00
Kurt
8ac61d7ff7 Allow antishiny CXD spreads for some checks 2020-04-11 23:14:16 -07:00
Kurt
7fd7a86074 Shiny check lockless XD shadow encounters 2020-04-09 14:14:48 -07:00
Kurt
1d5f929981 Fix shiny check behavior for XD nonshadows
XD compares the player TSV against the non-shadow members, which is unnecessary but does result in them being able to cause shiny skips.

Update the VerifyNPC method to remove tsv check, as it's just repeating the logic we've done in the lock generator.

Added a test method that can be stepped through; compare the team results manually since they aren't exposed for interaction.

Closes #2751 , big thanks to @ijuintekka for being so detailed in their investigation/report!

Co-Authored-By: ijuintekka <ijuintekka@users.noreply.github.com>
2020-03-11 19:18:58 -07:00
Kurt
c301ce88ab Update Random to be a bit more thread safe
Random isn't thread safe; users of PKHeX.Core.dll might run multithreaded operations (see PKSM + ALM), so we need to have a thread-specific RNG available.

Thread Local get; to improve performance, save the random object locally whenever it is used more than once in the method.

https://docs.microsoft.com/en-us/dotnet/api/system.threading.threadlocal-1?redirectedfrom=MSDN&view=netframework-4.8
https://stackoverflow.com/questions/18333885/threadstatic-v-s-threadlocalt-is-generic-better-than-attribute/18337158#18337158
2020-01-25 21:49:52 -08:00
Kurt
ecfcbbc4cb Verify full raid result with known seed 2020-01-23 00:11:07 -08:00
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Kurt
9401b7a790 More readonly struct tweaks
help dat compiler
minor clean elsewhere
2019-10-26 23:18:25 -07:00
Kurt
e3efa65160 Cleanup
handle messages for dirty cleaning :)
2019-10-26 12:33:58 -07:00
Kurt
bb84ec4e89 Handle some vs message suggestions 2019-10-19 20:33:17 -07:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases

Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization

* Handle bits more obviously without null

* Make SaveFile.BAK explicitly readonly again

* merge constructor methods to have readonly fields

* Inline some properties

* More nullable handling

* Rearrange box actions

define straightforward classes to not have any null properties

* Make extrabyte reference array immutable

* Move tooltip creation to designer

* Rearrange some logic to reduce nesting

* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum

* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case

* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable

* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator

* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever

* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)

* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
825e06130e Add nullable reftype compiler checks to test proj
New in c# 8
Assert.True(check for null) doesn't give a hint that the obj isnt null
afterwards.
Assert.NotNull does have the compiler hint attribute
could probably use fluentexpression syntax, but resharper doesn't pick
up on the nonnullable hint like vs does.
GeneratorTests: swap FirstOrDefault to First, can keep the fluent style
and resharper gets the hint.

tl;dr : resharper doesn't look at external lib for hints, gotta use
Assert.NotNull or something that doesn't return null
2019-09-23 18:13:51 -07:00
Kurt
c5ebbbbe15 Minor clean
Magic number -> const usage
default(T) -> default (c#7.x feature)
remove some unused stuff
fix indentation in some spots
2019-09-10 22:07:50 -07:00
Kurt
71fdd01a93 Fix Stationary haxorus encounter gen
remove unnecessary %25 check (only applicable for gen4 encounters),
unneeded for gen5 method.

add a test case to generate a haxorus for all natures, verify shininess

Closes #2336
2019-06-26 20:37:26 -07:00
Kurt
63c705061d Add recognition for Method 3 encounters
Pass them as Legal for wild encounters similar to M1/M2/M4.
Add test cases & test pkm validation
Add pid generator support

I decided against checking these PIDIVs after all others; inlined
methods.

Closes #2328 , thanks @pokecal !
2019-06-19 19:15:06 -07:00
Kurt
2b8ef9236a use some explicit dex numbers as enum 2019-06-01 10:22:49 -07:00
Kurt
73b61e5bf0 Add gender changed azurill evo pokewalker edge case
Closes #2311 , thanks @SpiredMoth !
2019-05-15 17:14:48 -07:00
Kurt
332784d34b Misc updates
parameter name lowercase
simplify some comparisons/calcs
reuse comparison methods
wrap memory dump into readonly struct
2019-05-11 00:59:07 -07:00
Kurt
55189a6967 Extract most common location numbers to class 2019-05-10 20:46:49 -07:00
Kurt
d792c0d3a0 use u/L
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
2019-02-23 15:36:26 -08:00
Kurt
c9e894a46d Misc reductions
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
2019-02-21 20:41:04 -08:00
Kurt
e79f46673c Refactoring iencounterable->pkm
SetPINGA{S}(pk, criteria) -> pid,iv, nature, gender, ability (stats
future?)
memes aside, this is where criteria data is forced

Split N encounterstatic (has fixed PID and special flag) from
EncounterStaticPID
2019-02-09 11:37:20 -08:00
Kurt
950ddcf9fd Reduce npclock object size
24 bytes per object -> 16 bytes
2,624 objects are made for legality checking; reduces from 73KB to 41KB
removing unnecessary clone recreation -> count from 2624 -> 414 (41KB to
6.6KB)
yay 10x reduction; not huge in the big picture but a fun exercise
2019-01-06 20:58:57 -08:00
Kurt
2a8b43d9c7 Remove temporary test
Shadow lock checks were finished; teams with 5 locks are working.
Relocate member data to the full team verifier.
2019-01-06 20:58:17 -08:00
Kurt
0cdaae1d51 Update cxd antishiny tracking
check antishiny rerolls as required, reduce allocations
2019-01-06 01:26:18 -08:00
Kurt
0c9b760470 Move GetIV to pkm, misc simplifications
remove linq for characteristic calc (get max IV) and others
remove some reliance on new[] for iv/ev
pk5 replace bitmagic with property get->set copy for cleanliness
2019-01-05 10:51:41 -08:00
Kurt
90e5776dbc Update ereader 0IV detection
the ereader mons are nature/gender locked too, so unroll a little prior
to rechecking the overall team (with ereader mon included). Have to do
it this way as a lock can pop if the ereader data matches a prior spread
before the prior teammate can be generated.
2019-01-03 21:29:19 -08:00
Kurt
552e7a1a39 Fix pokewalker pid check for female-only
pidGender check failed as 0xFE (female only) returned male if pid ended
in 0xFE or 0xFF
jump out early if the pkm is fixed gender rather than genderless only

https://projectpokemon.org/home/forums/topic/48956-pokewalker-happiny-pid-mismatch/
Thanks Taargüs Taargüs!
2019-01-01 20:04:29 -08:00
Kurt
8f9cc6cd7e Fix xmldoc ampersands 2018-10-31 13:52:09 -07:00
Kurt
7a021781e0 Add xmldoc, misc fixes
Fix compile error (lol github editing)
Add XD check CPU-PSV for nonshiny.
rename l->current for clearer intent
2018-10-30 17:45:21 -07:00
Kurt
bc788beef0
Fix spelling mistake in var name
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
2018-10-30 09:21:32 -07:00
Kurt
908c98b876 Switch lock checks to newer more complete check obj
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.

Repoint all test methods to use the new obj methods
2018-10-29 22:49:04 -07:00