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
Set default values to prevent any properties from being null
extract ClearNickname logic for hot path & reusable method
extract item conversion and move to appropriate logic class
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values
showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
don't continue; instead seek forward
#2235 part 1, need surgery for part 2 (starter/locked prevents writing
data to the slot, but the slot can still be swapped)
remove linq for characteristic calc (get max IV) and others
remove some reliance on new[] for iv/ev
pk5 replace bitmagic with property get->set copy for cleanliness
Make extrabytes a pkm property (don't mutate array pls)
reconfigure startup loading to only initialize after initial load of sav
& pkm (using blanks if not provided)
2d array -> 1d
skip copy by cloning instead
eliminate %24 (number is 0-31) by duplicating 0-7 as 24-31
dropping a modulo, >1 bounds check, and a half loop unroll should be
less cpu cycles :)
Starter Pikachu & Eevee have different growth rates than their base
forms (seriously WHY?)
remove old api surface in PKX as a breaking change as adding the
parameter is necessary.
LGPE uses a list of pkm for boxes, and has pointers indicating where
each party member is at
need some logic for handling the sorting. Had suspected this a while
back so this pre-work came in handy (untested tho)
make eventflags offset ptr virtual, I might end up doing things
differently for event flags
Update comments / xmldoc
Add a savefile storage compressor (ie array[] with empty interstitials
-> list); return true if the compression moved anything (repopulate
views), and the count of occupied slots in the list.
Add saveblock base class; I haven't really liked how SAV6/7 do all the
logic; I'll still expose properties that will then point to a saveblock.
Cuts down clutter.
Add template Dex manipulator, with gen6/7 implementations
Speculate sequential gp/ge gameversion IDs
Check max case for level first, then iterate upwards (eliminates inner
if)
change wc* nature to sbyte (update comparisons, 0xFF too magic-y)
use Rand.Next(x) instead of (0, x)
0, [9,19] are set (didn't see 15), but there's also a switch case which
references all values 0-19.
these values are used by a 80 sbyte array (4*20) in the Resort.cro
remove usages of "goto case"
Logic is essentially identical; implement a base class and have the
generation specific structures implment the differences.
Reduce the verbosity a little
convert all dictionaries to char-byte instead of string (saves 50KB on
compressed dll, lul)
update OT string comparison for pre/post transfer specimens
Showing "TRAINER" for all languages isn't correct, just show a mapped
character
Closes#2049 , thanks @egzonqj & @WEERSOQUEER !
reduce pk3/ck3/xk3 logic, share AbilityBit property within _K3, and when
loading, type check (favored over hardcoding individual load cases)
pull some non-gui code from PKMEditor to core/etc for general data
fetching
Yeah forgot that extremely bad RNG rolls (0,0,0,0,0) leaves 510
remaining, and the last EV can't have that much
rework loop to be simpler & quicker by checking the last IV for validity
only
(don't bother keeping it unrolled
all usages besides fetching a 32bit random value should use rand.next
remove unnecessary do-while loop for calculating random EVs (always
returns 510 in total)
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
continued simplification
core.cs is pretty much the following:
misc one-off junk
moveset fetch
encounter table fetch
evo chain fetch
might eventually move things around a bit further for cleanliness so
that misc meta junk is the only thing that remains in core.
amount of pkm obj classes is pretty high, move the static utility
classes to another folder
breaks usage of pkm.ShowdownText; removes a dependency from PKM.