`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.
EntityInstructionBuilder ctor triggers pkm fetch, which is a null ref on translate dump
Since there's nothing to translate in this user control, just translate before ctor.
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
Closes#3519
Usages weren't consistent; since `é` isn't accessible on usual english keyboards, just use regular `e` instead of alt-223 entry.
Not sure why VS preferred to save the text files without an encoding prefix; oh well.
Default settings do not flag, as Database view does not track the savefile (LegalityAnalysis only indirectly references the latest loaded save file, not the true source).
Bulk Analysis will flag them correctly if run. Can be turned off.
* Added Gen2 italian items text
* Italian translation text_ItemsG2_it.txt
* Translated MessageStrings_it.txt and improved some other italian messages/strings for better comprehension.
* Some tweaks
Not to be confused with Home fixed PID antishinies
WC8 is the only format to have fixed shinies, but let's copy the logic to WB8 and WA8 if they're ever added in the future.
Fix mgdb display filtering for SWSH & PLA (swapped oops)
Closes#3511
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
Old jank that makes stuff less obvious to follow. Very very few people want out-of-bounds levels, even in HaX.
We have the batch editor to mutate these properties if it is really desired; same as Status condition/etc.
Don't trigger event calls if sanitized value is same as input.
Update PKMEditor.cs
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).
Add Get/Set Relearn method to PKM.cs
Alpha Mastered move now indicates incomplete text entry (like moves/relearn)
Split up legal move indication helper class, use DI to allow other implementations of DataSource to be returned (pkhex mobile?).
Remove unused gender refresh method (see previous added UserControl commit)
Add helper method to center control within control
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>
Stop allocating an entire shadow copy of the save file whenever we create a new savefile object from file.
Prior commits added the clear SaveFileMetadata class to cleanly track the file path. Backups are copied from the original path.
* Accurately implement height/weight calc
* Handle GUI reads
Having Auto off will read and write the values correctly
F6 will handle all the decimal points possible
* Remove no longer needed tolerance check
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.
Closes#3390
Remove focus from pending edits to the NumericUpDown, and only set scalars if not loading. Fixes switching between entries with pending NUD value changes.
* Add sprite builder toggling for forced-circle sprites
* Add assets for all LA Pokémon sprites
Co-authored-by: sora10pls <17801814+sora10pls@users.noreply.github.com>
Introduces an option to disable reading .bak / "backup" files; trickle the changes up to all surface users so that SAV_FolderList can correctly load all .bak saves into its Backup tab.
The "ignore backups" was added in the latest feature push to ignore "backup" from being detected as the latest save.
Update 22.02.04
Individual commits from this PR are not cherry-pickable in a vacuum; these were manually re-committed from a staging repo in order to group together changes for general public viewing. There were over 250 commits on the private development repo for this update.
As with most event work tampering, make sure you keep save backups. Accessing areas before you're intended to will almost certainly break story progression.
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.
`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.
The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.
Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
For roamers, go back to Lake Valor/Fullmoon Island, and re-interact with Mesprit/Cresselia so that the game can generate a new one.
Also add Rotom rebattle event flag, and fix consistency with flag labels.
Closes#3318
Gen8: if held item, only give if can be legally held; if dmax crystal, only give if available.
Gen8b: if held item, only give if can be legally held
Others: unimplemented; pull requests accepted.
StreamingAssets\AssetAssistant\FureaiHiroba\fureai\masterdata\PoffinResult.json indicates which text line is used for a given MstID
Change Taste to Smooth to match community's naming
The RAM is pretty dirty for unallocated poffins; slots that have never been filled will have junk with whatever the unallocated pointer was looking at.
An empty poffin slot is just marked as FF, ignores the stats for that slot. Not sure on the naming, but Matt had a single Level 60 poffin -> must be Mild? Thus, all the names are -1 from the textfile array...
Closes#3305
I think it was actually crashing due to the bad GameClear date record, not this extra record data, but we'll still update the head record
Fix note of ENC_SV_DATA start offset now that we know the real size of Record8b
Add actual maximums for all record entries
because people couldn't hacc responsibly, I might as well give them a nudge in the right direction.
Doesn't mean I won't check your "random" choices distribution.
Yay abstractions to hide away the quirks.
BDSP traded eggs set HT_Friendship and the CurrentHandler flag, but the HatchCounter is always the OT_Friendship value.
Trades always receive BaseFriendship, instead of a hardcoded 50. Necessary to not hardcode because it's immutable for eggs.
Clicking the hatch counter label now sets it to the legal minimum hatch counter (best), and control clicking sets it to the max (worst). Check the encounter template for the true maximum.
Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(
Builds will fail because azure pipelines not yet updated with net6.
* Add metadata flagging for values
Allows users to set a minimum importance for the list displayed.
Could probably make this checkboxes within the flags UI.
* Add setting to filter out gen8 block names
Allows users to filter out unwanted low-value property names.
Co-authored-by: Kurt <kaphotics@gmail.com>
* Providing pkm/sav files via command line (dragging files onto exe / associated file launched) will more intelligently source a partner sav/pkm object if not provided.
* Gen1/2 mainline save files now indicate if they are VC era or GB era (legality implications) in the program title bar.
* Fixes loading VC era save backups not being recognized as VC era (`.bak` extension hides `.dat`)
* Export BAK moved to the SAV tab, which allows Export main to be deleted and Export SAV to be used as the single-click for exporting saves. `CTRL-E` is still the hotkey.
Startup, load gen5 save file.
Immediately load a pk3; met location is converted to Poketransfer
When data is prepared, the validation fails and the selectedvalue is reset to 0
Future selectedvalue sets will work
Just force validation when we change the list, so that future value sets work.
Weird winforms quirk
https://stackoverflow.com/questions/14624129/setting-combobox-droppeddown-false-resets-selected-item
Refer to previous commit, the apply-memory has a 1% chance of failing for 100% memories, resulting in the ability to have 0-memory HT via link trades.
In-game trades caused the previous logic, as those forget to set the HT memory (likely the same logic flaw as skipping the nickname check via game settings).
Slap on interface for EntreeSlot
De-magic some 💯 numbers to indicate what they're doing
Improve perf of move-match-relearn check
Add an "else" as valid is never both values (history verifier)
Closes#3240
Initial value is zero, so the "changed" event doesn't trigger, leaving the first combo item selected.
Co-Authored-By: CanoeHope <43196464+CanoeHope@users.noreply.github.com>
Was for cyber gadget save editor, restoring a segment that was all FF's causing it to corrupt.
Pretty sure they fixed the underlying error since it was originally found in 2014, but Cyber Gadget ceased operation of their save editor services back over a year ago, so this is no longer needed.
14/08/31 - New Update: (3900)
- Added: Cyber screwup notification upon saving.
- - If a 0x200 byte chunk is all 0xFF, your save will be corrupt when you write it back (not PKHeX's fault).
Should check 3-5, not 1-5, as VC transfers have separate ECs.
Replace the .Visible check; if the control isn't on the current tab page, it might report itself as invisible, and not update the text.
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.
EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.
Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
off by 1 max range for gen2 slot -> pk2
SetRandomIVs already sets IVs inside the method, retval is for knowing what the new value sare
show WC8 restricted version rather than defaulting to SH
pass the rand object rather than fetching for the current thread every loop for Unown & random IV shuffling
Use ToLowerInvariant for resource fetching, should resolve the turkish issue
Check typeof(T) first, not that we check for ToolStripItem or ContextMenuStrip with this function.
* Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately
Don't store within the object, track the slot origin data separately.
Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty.
- Requesting a Box Data report now shows all slots in the save file (party, misc)
- Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely)
- Replace some linq usages with direct code
* Remove WasLink virtual in PKM
Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM.
* Use Fateful to directly check gen5 mysterygift origins
No other encounter types in gen5 apply Fateful
* Simplify double ball comparison
Used to be separate for deferral cases, now no longer needed to be separate.
* Grab move/relearn reference and update locally
Fix relearn move identifier
* Inline defog HM transfer preference check
HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly.
* Extract more met location metadata checks: WasBredEgg
* Replace Console.Write* with Debug.Write*
There's no console output UI, so don't include them in release builds.
* Inline WasGiftEgg, WasEvent, and WasEventEgg logic
Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.