Commit graph

37 commits

Author SHA1 Message Date
Kurt
54f1e341f9 Spanify spawner object get 2022-03-20 01:46:24 -07:00
Kurt
988385e450 Add accurate Colo EReader PID generating
Closes #3421
Needed to force the locks, since they themselves are nature/gender locked.
2022-02-09 09:26:10 -08:00
Kurt
88ddc5822e c#10: readonly record structs
Reduces some boilerplate constructors/equality compares
2021-12-04 18:32:35 -08:00
Kurt
92d1666970 Make PIDIV a readonly struct
Add tests to ensure the optimization remains in effect later
2021-08-21 18:24:38 -07:00
Kurt
65c5890e1f Make NPCLock a readonly struct
Reduces allocation, improves locality of data since the contents take less size than a pointer (can pass byval)
2021-08-21 17:44:43 -07:00
Kurt
2c820bfbe9 Minor tweaks 2021-05-18 13:29:55 -07:00
Kurt
6071834d4f Fix gender ratio comparison for Colo starters
LockFinder:
https://projectpokemon.org/home/forums/topic/57375-pkhex-new-update-legality-errors-contribution-page/?do=findComment&comment=263736

CXDVerifier:
Use a switch expression for a more concise representation of logic
2020-12-29 20:25:05 -08:00
Kurt
98be0f6739 Target type'd new 2020-12-21 17:17:56 -08:00
Kurt
045e289c0a Account for antishiny skip on the NPC mon right before shadow
pretty much a copy from the other method with simplifications
2020-05-11 16:52:09 -07:00
Kurt
5fc15dc9c8 Correctly prevent xd locked shinies
oops, 7fd7a86074 was not correct (only handled lockless) -- the verifier doesn't check the final shadow pokemon (not a lock).

https://projectpokemon.org/home/forums/topic/57014-shiny-shadow-pok%C3%A9mon-from-xd-shown-as-legal-pkhex-legality-check-error/
2020-05-08 10:07:21 -07:00
Kurt
7fd7a86074 Shiny check lockless XD shadow encounters 2020-04-09 14:14:48 -07:00
Kurt
1d5f929981 Fix shiny check behavior for XD nonshadows
XD compares the player TSV against the non-shadow members, which is unnecessary but does result in them being able to cause shiny skips.

Update the VerifyNPC method to remove tsv check, as it's just repeating the logic we've done in the lock generator.

Added a test method that can be stepped through; compare the team results manually since they aren't exposed for interaction.

Closes #2751 , big thanks to @ijuintekka for being so detailed in their investigation/report!

Co-Authored-By: ijuintekka <ijuintekka@users.noreply.github.com>
2020-03-11 19:18:58 -07:00
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Kurt
9401b7a790 More readonly struct tweaks
help dat compiler
minor clean elsewhere
2019-10-26 23:18:25 -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
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
950ddcf9fd Reduce npclock object size
24 bytes per object -> 16 bytes
2,624 objects are made for legality checking; reduces from 73KB to 41KB
removing unnecessary clone recreation -> count from 2624 -> 414 (41KB to
6.6KB)
yay 10x reduction; not huge in the big picture but a fun exercise
2019-01-06 20:58:57 -08:00
Kurt
2a8b43d9c7 Remove temporary test
Shadow lock checks were finished; teams with 5 locks are working.
Relocate member data to the full team verifier.
2019-01-06 20:58:17 -08:00
Kurt
8f9cc6cd7e Fix xmldoc ampersands 2018-10-31 13:52:09 -07:00
Kurt
7a021781e0 Add xmldoc, misc fixes
Fix compile error (lol github editing)
Add XD check CPU-PSV for nonshiny.
rename l->current for clearer intent
2018-10-30 17:45:21 -07:00
Kurt
bc788beef0
Fix spelling mistake in var name
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
2018-10-30 09:21:32 -07:00
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
ef16e7037a Add lock check result object
A lot of internal information is nice to have saved; create a copy of
the static class's logic and pepper in some state variables (Required
CPU Shiny Value) to account for the weird edge cases.

Code is essentially the same as the static methods, except for more
fleshed out logic in the AllLock interrupt checking and the eventual
Trainer checks.
2018-10-29 21:28:22 -07:00
Kurt
b124a6e70d Extract seedframe to separate file
soon tm
2018-10-29 21:03:29 -07:00
Kurt
1b57acc6a7 Check all locks for legality checking
Single->All
2018-10-28 20:28:56 -07:00
Kurt
7c0a74337e Update shadow lock checks
Passes all 3 lock3 cases in addition to some bulk checks
(VerifyPIDResults).
Lock4 has an issue on one; will have to investigate why.
2018-10-28 20:10:35 -07:00
Kurt
4268239c12 Continue work on shadow lock checks
Now gets count=2 tests working

yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid
};
used to be ctr + 6, needs to alternate even-odd
all 2 lock cases pass, but didn't make lock3's pass. Something else is
still amiss :)

break out some classes for the solidified lock objects
2018-10-28 11:15:40 -07:00
Kurt
8c4a17335f Add first shadow lock test method
Everything should always pass the first lock check; will add shortly to
any cxd encounter checks
2018-10-21 20:55:02 -05:00
Kurt
c0aae6ab78 Add cxd lock check info & begin troubleshooting
commented out test calls = not working
will have to debug in more detail later; the first lock is always
working at least.

data sourced from
https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not
sure if it's perfect.

can't cleanly condense deviating team appearances as double-shadow leads
can't be selectively encountered. didn't feel like modding lockfinder's
recursive algo to be smarter.
2018-10-20 21:03:04 -05:00
Kurt
b280ffcfef style updates
should be pretty much it
2018-09-14 22:37:47 -07:00
wwwwwwzx
a25c6a4e00 Fix Colo Starter PID Method Check (#1961)
If SIDf >> 16 != SID then temp won't be assigned.
2018-05-24 06:00:29 -07:00
Kurt
e2f11edc43 Refactoring
discards, Array.Find over FirstOrDefault
2018-05-12 08:41:29 -07:00
Kurt
420a18ea85 Rework shadow lock checking
tested for 2 locks, later commits with legality check implementation
will feature more lengthy lock checks (test case automation).

https://pastebin.com/VdbjWaqL
(species doesn't matter since most are 50/50 ratio)
2018-02-04 16:33:53 -08:00
Kurt
9a20734be2 Update lock checks
test case
https://pastebin.com/f4K7uc56
only checked for single locks
2018-02-04 00:06:07 -08:00
Kurt
495eb26740 Rework colo starter PIDIV detection
force colo starters to be male only
use some c# lang features for EncounterType flags

add edge case PIDIV detection for starter gender/shiny lock scenario

adds a little documentation for those unfamiliar with the NPC PKM
generation quirks.

Colosseum Starters will now be recognized with a different PIDIV type
which is specific to them & them only.
2017-11-01 21:12:44 -07:00
Kurt
3f38b123a3 Refactoring
mostly renaming things, includes a little bit of added sugar and
splitting methods to simplify the codebase.

all methods are now PascalCase
2017-06-17 18:37:19 -07:00
Kurt
72865bbfe9 Add recursive shadow lock check template
nowhere near complete/functional, just getting out of src control until
more effort is exerted on this topic
2017-05-18 17:36:43 -07:00