Commit graph

168 commits

Author SHA1 Message Date
Kurt
e8c23f6644 Simplify some repeated comparisons with expressions
Less prone for bugs since it uses the same value for all comparisons without re-specifying
2020-12-29 00:37:59 -08:00
Kurt
0a46f45b00 Split MetDataSource from GameDataSource 2020-12-28 21:12:46 -08:00
Kurt
934316d68d Simplify some expressions for game datasources
Reduce allocations for ball
Use a clean switch expression for version->met list
2020-12-28 13:32:36 -08:00
Kurt
74ee22e66e Make ComboItem a record 2020-12-28 11:57:34 -08:00
Kurt
e44100a9fd Remove unnecessary ComboItem logic 2020-12-28 11:56:00 -08:00
Kurt
c14f2a1dd1 Minor initialization tweaks
GameStrings: 10% of strings are unique; just mark everything. Stop a little early so we don't process the empty & (trade) string.
LearnsetReader: All empty entries are length==0; malformed should throw an exception (never).
EggMoves: Compute ptr inside the array fetch loop; don't use linq.

EggMoves & string shaves off 80ms of startup time according to profiling; some could be attributed to warm-up but yay more efficient.
2020-12-28 10:22:13 -08:00
Kurt
ee5349ff98 moar is or 2020-12-25 12:30:26 -08:00
Kurt
4a8a495d04 Condense some switch expressions
Should be it for now; exhaustively searched for all that made sense to change
2020-12-25 10:58:33 -08:00
Kurt
93910df2c6 Use new switch statements 2020-12-23 17:14:38 -08:00
Kurt
324ce9d6ac Minor clean 2020-12-23 09:34:29 -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
d225f3391a Split up DataUtil to separate files
ya i know there's already a localizeutil class, whatever
2020-12-21 19:13:18 -08:00
Kurt
98be0f6739 Target type'd new 2020-12-21 17:17:56 -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
ce17fd4050 Minor tweaks
Enc static 4 should check met location, since locations are flexible for roamers
Simplify expressions
Disallow 0 moves in "needed moves" list.
2020-11-19 15:34:06 -08:00
Kurt
df5ebd1f54 Minor clean
Resolve some messages
2020-11-11 21:01:41 -08:00
Kurt
7cb6ee0060 Move some static arrays closer to where they're used
Split EvolutionRestrictions to its own class
Can probably refine things further to clamp down access to these arrays
2020-11-02 13:11:51 -08:00
Kurt
5fa4ddd4a2 Update internal data sources for Crown Tundra
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: ReignOfComputer <2667537+ReignOfComputer@users.noreply.github.com>
2020-10-24 11:11:05 -07:00
Kurt
fe433f3859 Update Legality Binaries for Crown Tundra
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
2020-10-24 10:54:19 -07:00
Kurt
fe7a4df17e Clean out some gb era version flagging 2020-10-06 20:05:38 -07:00
Kurt
af357587f9 Add Pocket Monsters Stadium support
https://projectpokemon.org/home/forums/topic/38108-gen-1-pokemon-stadium-save-file-structure/

untested, need to find a save file somewhere??
2020-09-30 12:45:41 -07:00
Egzon
4b1a9a89da
Add support for reading and editing Underground Items (#2987)
Adds a sub-editor with localized support for editing Underground Items.
2020-09-13 14:55:50 -07:00
Kurt
9191f023a3 Minor clean
Nullability annotations and some logic simplification
2020-09-06 11:24:54 -07:00
Kurt
cf9e5ec37f Minor refactoring
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.

Simplify pk5 conversion
2020-09-06 10:53:13 -07:00
Kurt
c2ec4d55e4 Minor clean
Add some xmldoc, remove some empty lines, move some small logic pieces to a better spot
2020-09-03 14:28:51 -07:00
Kurt
75da70069c Remove access to modified captured variable
Get the variable rather than indexing into the array each time

Simplify some expressions in sav7 for readability
Make SAV_EventFlags use comboitem explicitly by type rather than an anonymous type with same member names
2020-08-30 15:48:11 -07:00
Kurt
6ee7a8724b
Offload EncounterSlot loading logic to reduce complexity (#2980)
* 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
2020-08-30 10:23:22 -07:00
Kurt
5a78c5799c Fix text formatting for G5 Victory road met location string
Noticed on a separate fork ; should have a space before the (
2020-08-26 19:50:48 -07:00
Kurt
12d9397c8c Split GO from "GG" gameversion
Make Gen7b as the combined ver for that expression
2020-08-06 18:24:20 -07:00
Regnum
9e40fa132f
Improved Pokewalker Editing (#2958)
* Added PokeWalker Courses, Watts, and Steps editing

* Use util method for getting bitflags

* Keep old cheat method

Change signature so that the default value passed is to unlock all; can pass 0 instead to lock all

* Pass reference to derived sav4-type object

Wev'e already type-tested once, capture the reference and pass it into the appropriate load/save methods.

* Add control anchoring for window resizing

Also widen the labels for localization (longer strings possibly)
2020-08-01 09:20:13 -07:00
Kurt
e4092e64df Relocate gen3 ereader berry logic 2020-07-18 22:51:55 -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
8a0295e4e9 Minor clean
GetLanguageIndex never returns <0
2020-04-23 20:54:20 -07:00
Kurt
b8814d2448 Split GG into LGPE (GP/GE), GG (LGPE||GO)
Update usages
2020-04-16 12:48:18 -07:00
Kurt
270d984130 Minor clean
Remove unnecessary null checks
Mark some methods with nullable type
2020-04-04 19:30:50 -07:00
Kurt
98cd28d5d3
Swap string differentiation for HOME gifts
30018 is used by the gift; original fake WC's that EventsGallery created used the 40086 (now fixed on their repo)
2180608ed2
2020-03-16 12:05:33 -07:00
Kurt
3aaf318035 Update event database, handle HOME gifts horribly 2020-03-14 14:22:45 -07:00
Kurt
ffa70e7626 Move files
no functional change, just putting stuff in a more appropriate folder
2020-01-25 17:22:20 -08:00
Kurt
c730dfa1ba Remove empty ushort[1], improve item combo fetch
held item list now allocates less (concat arrays instead of ienumerables)
item list already prunes out of range items, so simplify data source fetch
simplify item list prune (return as list, so we can call RemoveAll instead of Where.ToList)
2020-01-24 23:29:45 -08:00
Kurt
843330a375 Remove unnecessary null checks
this is a null free project /s
dont provide null, else u deserve to get an exception
2020-01-18 16:57:25 -08:00
Kurt
0002f1d1ad Grab CXD location if encounter is COLO or XD 2019-12-31 12:15:48 -08:00
Kurt
5e1fd36b96 Account for memory feeling off-by-one bug
If the feeling is zero the game's string formatter will treat it as
null, and will newline before the period.

Gen6 (if I recall correctly) had "it was happy" as index 0
Gen8 (new) has "it was happy" as index 1, with 0 being invalid-bad.

Slice the array differently for gen8 to include the empty line as index
0.

Closes #2549 , ty @crzyc && @architdate for testing index 0 :)
2019-12-08 18:56:37 -08:00
Kurt
0dcd9b744a Include swsh held items to valid items list
Closes #2518
2019-11-24 22:34:51 -08:00
Kurt
256de0380f Swap order of vc1/vc2 in version dropdown
Closes #2464
2019-11-19 08:42:31 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
ba593800d8 Keep text/value as get properties
Needed for binding in winforms, oops
2019-10-27 12:47:09 -07:00
Kurt
9401b7a790 More readonly struct tweaks
help dat compiler
minor clean elsewhere
2019-10-26 23:18:25 -07:00
Kurt
e3efa65160 Cleanup
handle messages for dirty cleaning :)
2019-10-26 12:33:58 -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