In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
`Moveset` struct stores 4 moves, and exposes methods to interact with a moveset.
`IndividualValueSet` stores a 6 IV template (signed).
Performance impact:
* Less allocating on the heap: Moves - (8 bytes member ptr, 20 bytes heap->8 bytes member)
* Less allocating on the heap: IVs - (8 bytes member ptr, 28 bytes heap->8 bytes member)
* No heap pointers, no need to jump to grab data.
* Easy to inline logic for checking if moves are present (no linq usage with temporary collections).
End result is faster ctor times, less memory used, faster program.
Make GetG3Species return ushort
Fixes regression caused by 5942a74147
Copying SpeciesID3 instead of Species is fine as it skips the map/unmap step, but it also skips the setting of the HasSpecies flag. So we'll just set it in the individual ConvertToPK3 methods.
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
Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.
Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
Single underscore discards (one of the c# language revisions allowed reusing the single underscore discard).
Remove a temporary allocation in BDSP flag editor
Hold shift when dropping into discord to have discord auto-send it; bump time delay to 20s for file deletes
Seems like it just wanted Effects.Copy instead of Effects.Move, nice. Used to work for a while until it didn't.
Closes#3454
Use ahtb sourced (hash,string) correlation from pkNX to dynamically generate block keys.
Co-Authored-By: Jonathan Herbert <3344332+foohyfooh@users.noreply.github.com>
Closes#3400
Lots of controls are slow to render; datagrid is fine. Wire it up so that it detects & updates the custom research checkbox on the other tab.