Commit graph

16 commits

Author SHA1 Message Date
Kurt
ef3cb34387
Refactor EvoCriteria to be a struct, reduce allocation (#3483)
* Make EvolutionCriteria struct

8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration

* Inline queue operations, less allocation

* Inline some logic

* Update EvolutionChain.cs

* Improve clarity on duplicate move check

* Search reverse

For a dual stage chain, finds it first iteration rather than second.
2022-04-23 21:33:17 -07:00
Kurt
4c280c4c6d Add BinLinkerAccessor for better startup perf
Read without splitting the arrays by using span instead.
2022-02-04 17:20:56 -08:00
Kurt
47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
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.
2022-01-02 21:35:59 -08:00
Kurt
8f0fb902d1 ArgumentException -> ArgumentOutOfRangeException 2021-08-21 16:51:50 -07:00
Kurt
c119f18af3 spec->species 2020-12-28 22:22:52 -08:00
Kurt
98be0f6739 Target type'd new 2020-12-21 17:17:56 -08:00
Kurt
3813d5dba9 Readonly init EvolutionMethod
Add xmldoc
2020-01-25 15:42:17 -08:00
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
55c7bf9858 Remove unnecessary abstraction
EvolutionSet was just an object that hides an array, with no logic
was planning to use the EvolutionSet to do the evolution checks, but
EvolutionTree was required to connect the evolution chains together
2019-03-23 10:36:28 -07:00
Kurt
41e066c562 Consolidate duplicate logic
Reformat g1/2 evolution data binaries for easy loading
precomputed count => no unnecessary allocation/resizing
2019-03-23 10:05:33 -07:00
Kurt
20f023e619 Reduce allocations
GetMethod used to create new array every time; reuse static hashset
(same arrays)

use scan approach to allocate required count
2019-03-23 01:01:04 -07:00
Kurt
c42c019149 Fix split-evolution regression
Closes #2230
ty @NinFanBoyFTW !
2019-01-06 22:18:14 -08:00
Kurt
75202c7a89 Misc updates
reducing allocations, increasing clarity by removing some magic numbers
probably can rewrite some of the evo loading/checking for even less, but
good for now.
2019-01-06 16:22:45 -08:00
Kurt
b280ffcfef style updates
should be pretty much it
2018-09-14 22:37:47 -07:00
Kurt
7f6f7a7bad Misc simplifications
reduce nesting (evo.RequiresLevelUp is checked twice, only check once
and handle path)
compact some methods
seal some classes
add a little xmldoc to exposed members
2018-07-01 19:55:23 -07:00
Kurt
b670f525fb Split up evolution classes
Too many classes in the same file, break up.

simplify things a little in EncounterArea (remove passing thru nulls,
should throw excpetion immediately if misconfigured).
2018-05-19 12:07:50 -07:00