Commit graph

82 commits

Author SHA1 Message Date
Kurt
0d45075d4b
Rewrite settings handling; enhance some user experiences (#3193)
- Settings now stored as json next to exe
- Settings now exposes all legality checking setttings that can be changed
- Slot hovering now can play cries in MGDB/PKMDB/etc, not just the main boxes.
- Enhanced hover text for mystery gifts and encounters that have movesets
- Show recently loaded save files in ctrl-f browser
- Toggle auto-load savefile setting to be none/detect-latest/last-loaded
- Custom extensions & extra backup paths can now be configured directly in the json settings
- Settings editor now uses propertygrid & tabs.
2021-04-11 18:09:54 -07:00
Kurt
a2d5d7d769 Show preview for encounter database slots on hover 2021-02-06 22:33:13 -08:00
Kurt
726f100496 Update SAV_Encounters.cs 2021-02-03 11:48:23 -08:00
Kurt
1e86fdcea8
Fracture the encounter matching checks to allow progressive validation (#3137)
## Issue

We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.

## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. 
* We have a Silcoon that we've leveled up a few times.

Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? 
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.

---

Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).

The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.

---

The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.

---

## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.

## Conclusion

This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-29 17:55:27 -08:00
Kurt
09089da14e Use more expression return style
Reduces indentation & bracketing, a bit more concise
2021-01-01 17:08:49 -08:00
Kurt
997e0751f3 Minor clean
Handle remainder of c#9 sugar
Fix some spelling mistakes
2020-12-21 23:37:07 -08:00
Kurt
62018cce1a Unify concepts with different names
AltForm & Form & Forme => Form
GenNumber & Generation => Generation

Extract out SpeciesForm interface, and re-add IGeneration

For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
2020-12-10 20:42:30 -08:00
Kurt
81110b4231 Upgrade netcore build to NET 5.0
keep with the times, kids

handle some compiler messages
2020-11-14 08:20:48 -08:00
Kurt
cce4707604
Enable nullable for winforms csproj (#3037)
Handle all warnings
obviously the usage of null! could potentially be avoided if the object init wasn't such garbage, but here we are with years of old junk and lack of abstraction in the GUI project
2020-10-18 11:02:39 -07:00
Kurt
5d3bc289b6 seal hunting
Mark things as sealed as they shouldn't be inherited from or overriden in a derived class.
2020-09-07 13:51:13 -07:00
Kurt
6164884700 Merge IGeneration into IEncounterable
all but egg exposed it; now, just make egg expose it and remove the unnecessary interface

we still need to Set generation for non-eggs/mgift, so have a separate Settable interface for internal purposes.
2020-05-17 12:32:28 -07:00
Kurt
4c226340fe Add shiny sprites, alcremie sprites & big sprites for all
Keeping the 30x40 for now; might change my mind later.
Kept the gmax sprites but they're unused.
2020-03-03 20:22:57 -08:00
Kurt
8e9664ba6c Update database filters
Allow if it can exist in SWSH
2020-02-11 20:23:59 -08:00
Kurt
45c71aaabf Add short path for no criteria specified
Closes #2620
2020-01-04 11:09:50 -08:00
Kurt
d6aeaeb657 Filter out unobtainable encounters
Closes #2440
2019-11-16 21:55:38 -08:00
Kurt
76b20d0739 Update Database/MGDB/EncounterDB for new size
Closes #2431
2019-11-16 15:56:30 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
a6b6383538 Handle more messages
un-nest some classes, tooltip/menu disposing
2019-10-27 20:39:15 -07:00
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
e81deff512 Use pokegrid for encounter db browser
Add icons for the database contextmenu items
2019-10-05 14:29:15 -07:00
Kurt
94baab1c45
Split off image generation to separate project (#2395)
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.

Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
2019-09-29 09:47:06 -07:00
Kurt
f47382e34f Fix GetUnderlyingControl call from ContextMenuStrip
https://projectpokemon.org/home/forums/topic/55096-unhandled-exception-error-pkmdb/?tab=comments#comment-249235
had recently moved the contextmenu to the designer, event handler has
sender as the ContextMenuStrip

use recursion -> while loop so that the input can be any of the 3 cases;
it'll drill down until it gets a picturebox or none.
make generic for giggles, update usages so Array.IndexOf uses
picturebox[] instead of object[]
2019-09-24 18:14:15 -07:00
Kurt
de774ed131 readonly ComboItem
create once, never modified after
2019-06-01 19:12:41 -07:00
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
473c4adaa9 Fix encounter browser startup 2018-12-31 23:39:08 -08:00
Kurt
e7f7e3dc3f Update encounter search
Add version specific search or all compatible
Add encounter type checkboxes (others are ignored)
Only return distinct encounters (by reference)
Refresh Checksum from generated iencounterable->pk before converting (to
eventually be fixed in iencounterable rewrite maybe)
Closes #2219
2018-12-30 17:33:31 -08:00
Kurt
a133fcd498 Misc fixes
Fix encounter browser fetching for gen1/2
fix changing to gen1 savefile (extrabytes)
2018-12-27 21:28:47 -08:00
Kurt
efb9b7eba2 Misc cleanup
removes clickonce logic/reference
2018-12-10 20:32:08 -08:00
Kurt
0d8789e939 Show altform in encounter browser 2018-12-02 10:44:06 -08:00
Kurt
8185fb63b0 Add WIP IEncounterable browser
will eventually be hotkeyed to CTRL-N
2018-11-10 20:23:21 -08:00