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.
A Gen3 level 26 sylveon with a met level of 25 in Generation 8:
Transferred as Eevee at level 25, and leveled up to 26=>Sylveon
If we use met_level (25), we need to decrease 1 as we evolve. No, use Current Level and ensure the max isn't above the bare minimum (met level)
Introducing a new PKM format: SK2
Split ICaughtData2 off of PK2 so it can be shared with SK2 when type-checks occur
Add conversion for PK2<->SK2
Split the split-buffer handling for GBPKM to GBPKML (what a name), so that I can reuse shared accessor logic for SK2.
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
Move logic closer to where it is used rather than in larger static classes
EncounterStatic(7): move VC transfer template creation to class, simplify some sanity checks
EvoChain: g==2 case is never hit as the generation check at the top of the loop already skips
Results in a little more code, but each path is less tangled
simplify some expressions
remove RBDragonair content in favor of a strict filter for catch rate
Move gen1 trade trainer names to stringconverter, since pk1/pk2 shouldn't refer to legality classes
vs -> chain (clarity on what it is; an evolution chain, rather than e.v.o.s - vs)
Clamp origin chain for transferred where we can use the max origin level
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Some routes use the evolutiontree directly instead of this method (with the same name); should probably consolidate but meh
This causes Shedinja to yield the correct evolution chain when called directly (because nothing naturally evolves to shedinja; it's created out of thin air as a clone)
Take the egg short circuit with it to keep things simple
USUM had 20 for both, but XY/AO/SM had only 1 (vivillon had 20); make
them consistent so that our generated evolution paths behave correctly
Add meowstic specific evolution form modifier... so silly
simpler to have it inlined with the sSpecies, for jit optimization
could probably do this with silvally but meh, things work fine now
Closes#2603
PKX.Generation is 8, which returns SWSH evo tree; evo tree doesn't have
non-galar-native species data, so stuff like Ambipom don't get reversed
properly.
use math.max for tree fetch when appropriate:
- egg generator: pre-evolutions like pichu should be allowed if pk1
- don't fetch format twice, just do math.max
GetDestinationForm for gen7+ is fine
gen7 and gen8 use the "form" argument as the destination form; -1 means
don't change
espurr-F just gets forced to 1 in gen7 since it's -1
Closes#2564 ty @iiippppk
only used for Zukan7b, but add in handling so that it works for <=gen6
games, and supports form alterations too!
update style to match GetPreEvolutions
could probably update this to yield tuples (species, form) but LGPE/SWSH
only needs species. If there's the need for tuples later, should be ez
tweak.
espurr-F evolves to form-1 from form0, even tho the form arg is -1 (gen7
consideration)
gen8 has 0/1 for the two evolutions, dictating the destination form
DexLevel was the initial abstraction, which was expanded/reused for
evolution details
I should probably merge the two classes since everything is passed as
EvoCriteria
The encounter generators do some silly form fuzzy match which can now be
more accurately checked since I've moved Form to DexLevel... maybe a
future commit can clean that up.
encounterarea2 was reusing this class, just use a throwaway readonly
struct as our temp value storage
- Use tail recursion and a lookup table (species | form) for reversing
- generate the reversal lookup by extrapolating all species-form
destination values (EvolutionLink)
All tests pass, and no special handling for forms is required. Kinda
suspicious that it works this simply...
Redo evolution banning (no wormhole for non-Alolan evolutions in SM), in
a style that we can ban the Gigantamax event evolutions
(pika/meowth/eevee). Their evolutions can't be resulted from a pre-evo,
because the in-game routine early aborts if the gigantamax flag is set
for those species.
Update gen4 personal tables (formCount was 0, needs to be a minimum of 1
by default)
Closes#2537
Now recognizes & reverses form-changing evolution chains like Sirfetch'd
basically the whole process is to build the tree but point in the
opposite direction (for de-evolution paths)
* 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
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)
Feels pretty brittle with all the optional parameters; if things get
funky for SW/SH it may warrant a rewrite of this portion
Closes#2345 ty @iiippppk !
EvolutionSet was just an object that hides an array, with no logic
was planning to use the EvolutionSet to do the evolution checks, but
EvolutionTree was required to connect the evolution chains together
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
reducing allocations, increasing clarity by removing some magic numbers
probably can rewrite some of the evo loading/checking for even less, but
good for now.
maximum is always 3; sometimes we know the max size so specify.
bcl has default size = 0, which then resizes to 4 on first addition
wow such optimization
Closes#2167
Based off sub_71001D16A0 with shortcut modifications:
* code marks new entries for evolution processing later using the low
bit (hence the << 1); in save files I can't see any bits set, but I
can't see anywhere in the code that DOESNT set this bit. Thus the
assumption of post-processing.
As noted in gameplay, a new capture doesn't set Min and Max; it only
sets it if it is above the usual sizing values.
Megas apparently don't set until seen in battle, so don't worry about
setting the other forme based indexes.
Closes#2065 Thanks @WEERSOQUEER !
Single evo species weren't getting flagged in the evolution verification
as they early returned (species matched), just move the sanity check
before that
Closes#20454ac92b9418
had added it; assuming to undo lvl-1 => lvl for gen3/4.
Level Up, Learn Nincada Move, Evolve to Ninjask & spawn Shedinja, then
learn any Ninjask Moves. Gen3 reverses the spawn&learnNinjask steps,
which is handled separately
Thanks @XxPhoenix1996xX !
reduce nesting (evo.RequiresLevelUp is checked twice, only check once
and handle path)
compact some methods
seal some classes
add a little xmldoc to exposed members
push unsaved IVTotal/EVTotal stuff from prior commit
rework exposed types for evo chain
initial trim now uses much less linq
can probably redo the get initial chain to provide a species to break
on...
Can't have species == 0 or invalid gameversion; check for
EncounterInvalid instead.
Egg chain is always valid (since it is not EncounterInvalid) thus always
provide the chain.
Since these 2 are the same, simplify the logic to be shared.
rearrange some parameters for easier flow
Rename "Flag" to "Method"; isn't used besides for indicating the evo
Method.
Remove some unnecessary duplicate checks
- always >=1 in chain at start
- mostEvolved already checked for > maxspeciesgen
fix b2w2 egg base levelup reference (not bw, b2w2!), doesn't really
matter much except for better indication (possibly?)
remove some unnecessary linq ToArray() calls
continue relocating code out of Core
Too many classes in the same file, break up.
simplify things a little in EncounterArea (remove passing thru nulls,
should throw excpetion immediately if misconfigured).
* Fix minlevel of Pangoro/Tyrantrum/Aurorus in gen6
30: level + dark type in the party
32: level + day
33: level + night
34: level + female
Note Meowstic isn't affected due to another entry of level + male (23)
* Minor text usage fix
* Fix xorPID flipping in TransferEC check