Commit graph

128 commits

Author SHA1 Message Date
Kurt
b9e32c67a0 Add encounter static deferral oop
We've already been doing something similar for the deferral check; just
merge the logic into the base object
Closes #2489
2019-11-21 20:02:08 -08:00
Kurt
fa344208b2 Add crossover location handling
Closes #2461 by implementing slightly differently

Dictionary instead of new[] every area
Checks original met location first before attempting the dictionary
lookup (missing in pull request)
Easy path forward if LGPE crossover is needed

Potential issues: Since encounter types aren't marked, shaking trees and
fishing encounters are allowed to cross over. Maybe need to have some
marking for encounter slots or something...
2019-11-19 08:38:18 -08:00
Kurt
f88388cb70 Add Form (AltForm) to IEncounterable interface
All of the encounterable templates have Form anyway; funny that I was
consistent naming them all differently than pkm.AltForm :)

Closes #2452
2019-11-18 22:20:55 -08:00
Kurt
1df90199e3 Rework GetBaseSpecies to return EvoCriteria
#2452
2019-11-18 20:26:11 -08:00
Kurt
5a4c026dc7 Restrict egg related species fetch to EvoCriteria
#2452
2019-11-18 20:10:39 -08:00
Kurt
535397cf5e Consolidate egg ctor with args
Form is an absolute requirement for the encounter data.

#2452
2019-11-18 20:01:48 -08:00
Kurt
29d52e065f Don't generate invalid sister-pair eggs 2019-11-16 09:00:05 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases

Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization

* Handle bits more obviously without null

* Make SaveFile.BAK explicitly readonly again

* merge constructor methods to have readonly fields

* Inline some properties

* More nullable handling

* Rearrange box actions

define straightforward classes to not have any null properties

* Make extrabyte reference array immutable

* Move tooltip creation to designer

* Rearrange some logic to reduce nesting

* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum

* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case

* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable

* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator

* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever

* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)

* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
d3b0c392b2 Minor tweaks
no functional change
2019-10-03 22:21:33 -07:00
Kurt
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
ab0b8979e9
Add swsh content placeholders (#2392)
placeholder content until real data is dumped
2019-09-23 16:56:47 -07:00
Kurt
734aa33898 Split encounter areas, relocate slot finding to obj
Now logic is reasonably split, and each format of area has its own way
of yielding slots

Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
2019-09-12 23:20:52 -07:00
Kurt
477187a66c Split EncounterArea into game-specific classes
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit

Move some string[] array fetch (for all languages) to Util
2019-09-11 22:06:24 -07:00
Kurt
db632905fd Remove WasEgg setter
WasEgg (aka WasDefinitelyAnEgg) from stored properties is one thing,
WasEgg from encounter info is another; don't mix
2019-07-25 17:42:20 -07:00
Kurt
c8747d4ede Apply OT mismatch deferral to gen2
Check the OT length for the deferral

other encounters are more permissive than trades, hence why we defer
unless we know for certain. Same OTs are possible, except for the
too-long ones!

Closes #2338 , thanks @WEERSOQUEER !
2019-06-27 21:38:24 -07:00
Kurt
2b8ef9236a use some explicit dex numbers as enum 2019-06-01 10:22:49 -07:00
Kurt
4b770e62d9 Simplify and relocate wurmple evo logic 2019-05-11 14:25:58 -07:00
Kurt
55189a6967 Extract most common location numbers to class 2019-05-10 20:46:49 -07:00
Kurt
b1ead9e630 Split StringConverter into smaller pieces
reduces loading time (don't have to allocate conversion arrays when
launching a gen7 game), and separates things to easier to manage
locations

reworks gen3 string encode/decode, no longer does 3->4->5 and 5->4->3;
instead goes straight to the end result without an intermediary format.

String sanitization should probably be broken up rather than reused, oh
well.
2019-03-20 21:50:44 -07:00
Kurt
7c3e5aa83c Make RandomGender a method instead of property
See pkNX for similar change; the functionality is really *method*
2019-02-17 22:13:40 -08:00
Kurt
d1f6a5a3ff Misc clean
no functional change
2019-02-15 11:46:46 -08:00
Kurt
e79f46673c Refactoring iencounterable->pkm
SetPINGA{S}(pk, criteria) -> pid,iv, nature, gender, ability (stats
future?)
memes aside, this is where criteria data is forced

Split N encounterstatic (has fixed PID and special flag) from
EncounterStaticPID
2019-02-09 11:37:20 -08:00
Kurt
f481404503 Misc clean 2019-02-02 10:19:41 -08:00
Kurt
aa022fad40 Misc refactoring
remove some null usages, return an empty array instead
reduce as arg
2019-02-01 23:08:03 -08:00
Kurt
147b676d8c Misc api accessibility tweaks
disable GeneratePKMs from throwing an exception (it's a testing flag,
not to leak out if someone wants a debug dll I guess)
expose FixedGenderFromBiGender
expose ribbon interfaces
2019-01-26 14:48:32 -08:00
Kurt
8652677a79 Misc tweaks
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
2019-01-20 21:55:28 -08:00
Kurt
41a3989b53 Consolidate encounterlink into mysterygift
use synthetic wondercards to match link gifts
2019-01-12 23:50:31 -08:00
Kurt
4dad475fcd Fix colo lock check regression
oops; tests pass now
2019-01-04 00:10:44 -08:00
Kurt
90e5776dbc Update ereader 0IV detection
the ereader mons are nature/gender locked too, so unroll a little prior
to rechecking the overall team (with ereader mon included). Have to do
it this way as a lock can pop if the ereader data matches a prior spread
before the prior teammate can be generated.
2019-01-03 21:29:19 -08:00
Kurt
bd56999b20 Increase search flexibility
add more version fetch methods, add reset method to reset encounter
priority
#2219
2018-12-30 17:30:57 -08:00
Kurt
c2422d6927 Misc updates
possibly gonna update the iencounterable api for criteria
check/enforcement, rather than just generating random encounter data.
2018-12-29 22:19:44 -08:00
Kurt
2d75e93ef0 Move encounter matching logic to iencounterable
generator logic is now clean
2018-12-27 01:00:08 -08:00
Kurt
22b9da58e2 Add priority setting for yielding possible encs 2018-12-15 21:34:50 -08:00
Kurt
71f1e6238a Misc fixes 2018-11-23 10:15:49 -08:00
Kurt
58080f36c9 Add WB7 and legality detection logic
Derived from WC7 with minor alterations (dynamic OT/Nickname which is
stored in the Full data). Since the 0x108 is not stored in the save
file, just keep the full data around.
2018-11-21 12:24:41 -08:00
Kurt
67cc6bdead Account for wild catch combo/lure level boost
Route 4 sandshrew captured at level 13 (12 is max)
+1 for now, not sure if it can go higher
2018-11-18 16:17:39 -08:00
Kurt
830c2cbb29 Add GO encounter area/slots
Level ranges per species TBD
2018-11-14 17:40:41 -08:00
Kurt
f11fa8752c Use pkm format specific evolutions, gg deviations
GG has slightly different evos from usum, don't bother adding a new
binary.
2018-11-13 19:04:58 -08:00
Kurt
5abbe6dceb Add fetching for lgpe encounters (legality checks) 2018-11-11 22:46:03 -08:00
Kurt
101149eb2e Skip eggs for gg (like cxd) 2018-11-11 14:19:02 -08:00
Evan Dixon
9c87ad2977 Port tests to .Net Core (#2156)
* Rewrite tests with XUnit and .Net Core
* Add better "because" message
* Skipping test that was not ready & convert the fact to a theory
* Tweak casing
* Convert select date tests to theories
* Make the GetStringList load lock safer
2018-11-06 15:25:35 -08:00
Kurt
908c98b876 Switch lock checks to newer more complete check obj
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.

Repoint all test methods to use the new obj methods
2018-10-29 22:49:04 -07:00
Kurt
afffaaa43c Enable full shadow lock checks
If you find any edge cases (the code does not account for shiny locks
yet) pls lmk, would be nice to have confirmed tests :) :)
2018-10-29 19:44:30 -07:00
Kurt
1b57acc6a7 Check all locks for legality checking
Single->All
2018-10-28 20:28:56 -07:00
Kurt
39f98a4a94 Misc qol updates
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)
2018-10-27 21:59:31 -07:00
Kurt
ed3699fbb4 Update Ho-Oh mattle check
More languages than Italian have a rule-breaking name. Rework checks a
bit
Flag eggs more accurately
Update force hatch to move Link Trade met location to Egg Location

fix Ho-oh -> Ho-Oh text strings (correctness is key!)
2018-10-27 16:06:06 -07:00
Kurt
3d0d8fa649 Add first shadow lock check
Currently toggled off, can be optionally toggled on (I'm not sure that
it's perfect? Random save files have stuff flagged since they don't
match the lock; will have to investigate later)
2018-10-21 21:07:33 -05:00
Kurt
93af3e61b7 Add handling for Mt Battle Ho-Oh (italian) edgecase
https://projectpokemon.org/home/forums/topic/47917-colosseum-italian-ho-oh/

there's no shadow ID, so it can have both the short (transferred back)
or full name (never transferred) as CK3 without side effects.

allow 10chars in pkmeditor
2018-10-13 08:07:15 -07:00