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
Invert check for crossover to disallow hidden (there are more symbol
tables). Galar Mine No. 2 has hidden fishing slots as well as curry.
HiddenMain3 SlotType was never used so it was removed.
Updates pkl to remove HiddenMain3.
* 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>
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)
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!
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.
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.
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.