Commit graph

12 commits

Author SHA1 Message Date
Kurt
9171d7f87e move property to class that uses it 2021-04-17 20:08:20 -07:00
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
33ad654be6 Mark encstatic version on init rather than post-init 2021-01-03 16:49:49 -08:00
Kurt
43dd390f21 Split IContestStats, mark trades as records 2020-12-24 00:06:40 -08:00
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
81a693bafe Make Generation property get-only per class
don't need to store an int since it's a const-per-class
2020-08-30 15:35:59 -07:00
Kurt
a62324a5a1
Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
Kurt
e84ce77008 Split memories from main pkm class to interface
pk6/7/8, not pb7
2020-07-31 17:25:14 -07:00
Kurt
085889d419 Pass evolution to trade match check 2020-07-18 21:50:28 -05:00
Kurt
36dd5ece21 Initial Isle of Armor support
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
2020-06-19 18:51:15 -05:00
Kurt
2cdb5d26db Clean up some method signatures
rename things to be a little more consistent in naming conventions
2020-06-16 21:46:22 -05:00
Kurt
dbfcef2efe Move files to group subfolder 2020-03-20 12:13:37 -07:00
Renamed from PKHeX.Core/Legality/Encounters/EncounterTrade8.cs (Browse further)