Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.
`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.
The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.
Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
Invert check for crossover to disallow hidden (there are more symbol
tables). Galar Mine No. 2 has hidden fishing slots as well as curry.
HiddenMain3 SlotType was never used so it was removed.
Updates pkl to remove HiddenMain3.
* Add weather types by location
Creates a dictionary of possible weather types for each SWSH location.
Unlisted locations may only have Normal weather or do not have any
encounter slots.
* Prune unused weather from static encounters
Some encounters were too permissive with weather, e.g. Sandstorm in
Fields of Honor and Challenge Beach; Snowstorm at Dyna Tree Hill.
A few crossover areas that would have limited the possible weathers were
marked with a "(c)". An example is Nidorina from Giant's Bed crossing
to Frostpoint Field, where Raining and Thunderstorm do not occur.
This additionally organizes encounters by location.
* Move location-weather dictionary to EncounterArea8
* Verify weather marks on encounterslot/static encounters
* Adds some static encounters available through weather bleed
Weathers aren't normally available, but these static encounters are
close enough to the boundary that the weather in an adjacent area can be
used to spawn them.
- Frostpoint Field Snorlax with Raining/Thunderstorm from Giant's Bed
- Snowslide Slope Amaura with Raining/Thunderstorm from Giant's Bed
- Frigid Sea Carracosta with Intense_Sun from Three-Point Pass
- Frigid Sea Magmortar with Intense_Sun from Three-Point Pass
- Ballimere Lake Corviknight with Snowstorm from Giant's Bed
- Ballimere Lake Cryogonal with Snowstorm from Giant's Bed
- Ballimere Lake Tyrunt with all weather from Giant's Bed
- Lakeside Cave Ferrothorn with all weather from Ballimere Lake
- Tunnel to the Top Golbat with all weather from Path to the Peak
* Defer weather marks if incompatible, enforce encounterslot weather
This uses the area weather to check fishing slots and tentatively adds
some tables for weather bleed encounterslots.
* Warm-Up Tunnel gets weather bleed from Training Lowlands
* Update for base PKHeX
* Handle weather bleed for SWSH encounter slots
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
* Minor clean
Having duplicate weather marks is illegal, so just auto-partial match them instead of checking the other marks.
* Rearrange slot weather check logic
* Claim reserved byte in SWSH pkl
* No need for two variable names now
* Valid weather marks on tree/fishing should return with main weather
* Fix tree/fishing deferral and add another surf slot weather bleed
* Disallow tree/fishing encounters from using bleed tables
None are currently known at this time, and only hidden grass encounters
have a weather bleed table
* Condense bleed expression, combine tree/fish flag check
* Move weather-bleed check into EncounterArea8
Makes the dictionaries private instead of internal.
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.
EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.
Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
Distribution raid encounters from before each of the DLC patches can only be captured in existing Wild Area locations.
Store the BCAT index in the encounter details and use it to compare when the BCAT was available.
This only matches the weather table with the Pokemon and does not fully
account for whether a location can spawn a particular weather.
Additional minor changes:
- Adds ScriptedNoMarks to Regis and Glimwood Tangle static encounters
- Corrects a few version-specific Pokemon such as Ludicolo/Shiftry
- Removes erroneous encounters such as Milotic in East/West Lake Axewell
- Removes an unused Motostoke Stadium encounter
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.
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.
* Rework gen1 slot loading
Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types).
* Revise fuzzy met check for underleveled wild evos
Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison.
Previous commit fixed it for gen1.
* Rework gen2-4 slot loading
Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet...
* Add feebas slots for old/good encounters
* Begin moving properties
Great news! Gen5-7 need to be de-dumbed like Gen1-4.
Then I can remove the bang (!) on the Area accessor and ensure that it's never null!
* Split off XD pokespot slot encounter table type
* Set area in constructor
* Deduplicate g3 roaming encounters
* Deduplicate xd encounter locations (rebattle)
Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format).
* Make all slots have a readonly reference to their parent area
* Minor clean
* Remove "Safari" slot type flag
Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte
Output of slot binaries didn't preserve the Safari flag anyway.
* Update SlotType.cs
* Handle type encounters correctly
* Merge safari area into regular xy area
* Merge dexnav accessor logic
* fix some logic so that tests pass again
rearrange g5 dw init to be done outside of static constructor (initializer instead)
PIDGenerator: friend safari slots now generate with required flawless IV count
* Add cianwood tentacool gift encounter
* Remove unnecessary abstractions
Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain.
Increase restrictiveness of location/type get-set operations
* Minor tweaks, pass parameters
DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can.
* Remove unused legality tables
vs -> chain (clarity on what it is; an evolution chain, rather than e.v.o.s - vs)
Clamp origin chain for transferred where we can use the max origin level
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>
made an oopsie, Watchtower Ruins also apparently includes 2 extra dens that can spawn encounters that are not 8NC. Den 17 is locked to 8NC encounters only, but location-wise there is no difference between Den 15,16,17
Certain Mark values (ribbon) are only obtainable if the encounter was
obtained in some weather (I really hope there's no crossover cases for
this), and non-symbol encounters can't wander to another zone.
I wonder if you can wander from one zone with one exclusive weather, to
another zone, and get an 'unobtainable' mark (with the new zone's
weather) on the crossover mon's weather. yikes lmao
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...