only tested for gen7 egg->pkm (not to eventual set)
pretty sure a good chunk of the egg generation logic can be pulled out
for reuse in other IEncounterable generators (IEncounterable
extensions?)
Test parsing glaceon, input must equal output
Test generating encounters for a specific version (exists only on Moon)
Test generating encounters for the same version (add handling trainer
data to permit Tutors)
fixes error in VC generations-present fetch which allowed movesets from
generations 3-6 lul
exclude negative/invalid gameversions
party stats set when setting a slot to a save file
simplify set/delete slotchange duplicate logic
suggest better met locations beyond VC transfers
hatching a gen6 egg applies memories automatically
Two checks are performed for Gen 3 & 4:
A: Encounterability (wurmple, ball, ability)
B: RNG Compatibility (frame)
Original code only checked 'A'
Recent code ordered by 'A', but returned anything that matched 'B'. If
'B was not satisfied, an 'A' match would get deferred, allowing for an
eventual B & !A to be returned before a A & !B being returned.
yay bool logic
we want to prefer a RNGFrameMatch as well as a SlotCompatible match
original code (no RNG checks) retrieves with SlotCompatible just fine
recent adding in framematch resulted in deferring compatible if not RNG
frame, yielding !A matches before A & !B
maintain 3 queues (A & B get yielded immediately) to track A!B, !AB, and
!A!B
not necessary to check unown case anymore as it'll fall into the A!B
group. better performant to skip that check in favor of only adding for
fail.
thanks theSlayer!
Gen5 does not follow the same convention, 0 = non, 1 = rnd, 2 = always;
not gonna bother updating for just that one
bool? occupies 2 bytes; enum:byte is 1 byte.
should probably move validity checking logic into the IEncounterable
objects instead...
faster to do:
null check & comparison for each
vs
collection add (especially if growing collection)
don't evaluate all slots (faster), capturing the dexlevel[] object is
fine until the enumerable is discarded
WinForms->Core logic absorbing (CommonEdits)
loading ShowdownSet now applies properties to PKM instead of PKMEditor
Contest/IVs for Static/Trades are no longer set by default (less object
allocations), and are now checked by the encounter generator
great job gamefreak
allow current handler to be 0, remove static encounter as the data was
sneakily faked as a WC7 in the events gallery.
Closes#1817 ; still needs to update with new pikachu pid method
allowing shinies (next update).
Level = Level is equivalent to Level = 0
update EggInfoSource to use Level instead of LevelMin (LevelMin returns
Level, just be clear on usage)
update VerifyCurrentMoves so that only gen1/2 do the gen1/2 move update
methods. Recently extended all encounters to have a generation property;
we only care about gen1/2 here.
https://projectpokemon.org/home/forums/topic/43655-pokemon-crystal-egg-mark-as-not-legit/
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?)
previously was only defined for gen1/2, why not all gens
can now query encounters in Core for encounters per generation via
reflection; can help group encounters for data vis or be faster than
getting individual gen numbers
extract EncounterStatic match determination; in doing so fixes "lvl" by
passing byval.
Pichu encounters (2) come before the Gift level 25 pikachu, causing lvl
to be dropped to 5. When pikachu comes around, it compares 5==25 -> bad;
pulling out the method and passing byval allows it to be 25 at the start
of every new encounterstatic checked.
get language list now doesn't return new objects (or re-enumerate)
update rand usage to be inclusive for top bound, extend shuffle to
collections
remove unnecessary location overrides (already overriden in legal fetch)
#1700
dp personal: add wormadam/deoxys manual forme count values
generator: bcc handling for pkm present in & out of bcc, and static/wild
duplicates
util: fix incorrect variable reference
using certain slot modifiers (swarm/game pak) causes different
arrangements of slots for different static/magnet pull groups to pull
from
store a list of permuted/different slots and add them to the table at
the end with the rest
move static/magnet pull marking into gen4 methods (only leave for gen3)
move trophy slot generation into gen4dppt area fetch (necessary for
static/magnet permuting)
fix electric off-by-one (yay for curse ??? type shifting everything)
dynamic level -> calc level
no sweet scent -> proc available (rock smash/fish)
change frame checking in encountergenerator to save which frame it was
found on (unused but possibly later can capture this for output)
Turns out there was no documentation anywhere on encounterslot numbers
for the individual forms; some sites had overall rates.
Assuming a human filled out the encounter slots, forms would repeat left
to right until a new form takes over. Below slot numbers match the rates
when summed up.
https://pastebin.com/raw/bQt3ZMbq