Checks.cs initially started out small, but over the years it has grown
to handle multiple types of checks. With all these checks next to
eachother, it's hard to see the overall groups. Splitting them up
(potentially further?) allows for more focused maintenance &
understanding.
Not sure if I'm happy with the overall bandaids used (checks no longer
done within LegalityAnalysis so variable repointing is excessively
used), but I'm happier the way it is now compared to the huge Checks.cs
#2015
Can't get a shiny female 1:7 f:m gender ratio transfer after the VC2
bank update; need to respect that when generating random moves for the
pkm by removing any gen2 evo chain data.
nickname reset clears except for encountertrades (some have fixed
nicknames).
remove untraded check for HT memory verification, has to be traded if it
has a HT memory.
closes#1755
also:
fix vc transfer checks not being called (EncounterOriginalGB is no
longer GBEncounterData).
remove usages of GBEncounterData -- class is (as of a ~~month ago) now
never leaked out of the EncounterGenerator -- always returns the actual
encounter data as the wrapper is not needed.
simplify logic flow / references
indicates met location for transferred mons
most gen1/2 encounters won't show values due to the location not being
stored respective to the string tables (anyone wanna do a location remap
after initial load?)
add german forme names
truncate some forme names
fix nidoran gender symbols
adds null check for invalid (caught error) pkm
disables accessory giving (needs more research)
checks were previously only performed when finding the encounter, once
found, the GB encounter was validated. the transfer encounter is derived
after all encounter checks, thus remaining unchecked (really, only for
Locations).
Move generating logic to the generator, and double check the locations
are valid.
#1535
Thanks @DJPanda065 !
a level 15/16 magmar has leer/smog twice in its learnset (at level 1 and
at actual levels); returning just the 4 previous learned moves at level
15/16 yields duplicates for Smog. [Smog, Leer, Fire Punch, Smog | Leer,
Ember]. By ignoring moves already added, the true movepool is acquired
also fix TradebackType getting overwritten at the end of the method (in
case of nontradeback like korean/egg)
Restriction happens because Korean can not trade with non-Korean GB era games
- There is no Korean release for gen 1 pokemon, included VC
- With no gen1 pokemon means any Korean gen2 is Gen2_NotTradeback, that means no gen1 origin nor moves are Legal
- Crystal was never released in Korean
- Pokemon Stadium 2 was never released in Korean, that means no move reminder for gen 2 korean pokemon
- Generation 4 can not trade between Korean and not Korean games, but Korean games can use the palpark with any language
Chinese language restrictions
There is no Chinese release for gen 1 and 2 pokemon games, VC Chinese games are in Japanese
Add global link mission stats (thanks Holla!)
remove some ToArray() linq in favor of direct copies
Relocate encounter suggestion logic to separate class
Closes#1396, addresses other edge cases like entree-non HA & happiny
egg.
Add some documentation for the high-level encounter finding
Fix encounterstatics not being filtered for the associated game version
(closes#1372)
was a side effect of refactoring this week
GetGenMovesCheckOrder doesn't respect generation restrictions, while
EncounterMoves does; filter afterwards.
Add compiler flags in the Analysis file to toggle try/catch off for
easier debugging. Just uncomment the #define SUPPRESS line.
Closes#1345
Indicates why another type of encounter to match to was rejected, mostly
useful for diagnosing past gen specimens to figure out what changes need
to be made for that encounter to persist.
supply met level so the static encounter has a level to work with
instead of 0
Closes#1316
in other areas:
level 48 charizard VC1 transfer changed to mewtwo causes minlvl >
maxlevel, handle instead of throwing exception.
Rewrote showdown set exporting to be much clearer, added auto-fixing of
relearn moves when importing showdown set (applies suggested relearn
moves)
Simplified main form loading routine (from ~160 to ~25 by extracting
methods)
Closes#1213
add default cosplay form at end, add range checks
prevent cosplay/spiky eared pichu from transferring up generations
set pkm to legal info on error (checking legality no longer continues
exceptions).
* Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten
* Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve
* Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue
If pokemon have data exclusive from one version but is in another version that means it should be evolved
* Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games
* Legallity strings for non tradeback checks
* https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down
Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent
Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime
* Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie
* Fix female only species
* Stomp is not a possible egg moves of Stanee
* Fix Steenee evolution move, it cant be inherited as an egg
exercise in deferred execution/state machine, only calculate possible
matches until a sufficiently valid match is obtained. Previous setup
would try to calculate the 'best match' and had band-aid workarounds in
cases where a subsequent check may determine it to be a false match.
There's still more ways to improve speed:
- precalculate relationships for Encounter Slots rather than iterating
over every area
- yielding individual slots instead of an entire area
- group non-egg wondercards by ID in a dict/hashtable for faster
retrieval
reworked some internals:
- EncounterMatch is always an IEncounterable instead of an object, for
easy pattern matching.
- Splitbreed checking is done per encounter and is stored in the
EncounterEgg result
- Encounter validation uses Encounter/Move/RelearnMove/Evolution to
whittle to the final encounter.
As a part of the encounter matching, a lazy peek is used to check if an
invalid encounter should be retained instead of discarded; if another
encounter has not been checked, it'll stop the invalid checks and move
on. If it is the last encounter, no other valid encounters exist so it
will keep the parse for the invalid encounter.
If no encounters are yielded, then there is no encountermatch. An
EncounterInvalid is created to store basic details, and the parse is
carried out.
Breaks some legality checking features for flagging invalid moves in
more detail, but those can be re-added in a separate check (if
splitbreed & any move invalid -> check for other split moves).
Should now be easier to follow the flow & maintain 😄