Regex objects aren't cheap, and the RegexCache has DefaultMaxCacheSize = 15.
We're checking 4,000 regexes for each unique string, so just keep the created regexes around instead of cycling new through the cache.
+4MB passive consumption, but each IsFiltered call no longer generates >4MB of discarded objects.
My unit tests run >25% faster now... nice?!
hovering would grab ILocation, which didn't use the flexible met location fetch.
Just repoint stuff and have it as a virtual call, since most of these are fixed values, there's no point increasing the size of the classes besides those for gen4.
Add dragonite to the uncapturable list, removes catchrate comparison for dragonite since it's filtered out.
Skip some linq by doing the loop directly in the method. Replace local methods with captured variables with direct if-returns.
Looks like Mr. Rime case wasn't being handled, so I rewrote it. Better performance, less complexity. No need to double-reference the moves.
Cache a single Valid evolution result; every parse can reuse that object.
More in line with modernizing the codebase with latest c# syntax
improve web-qr decode speed slightly (no linq skiptake)
get money/coin mask without a temporary string (lol performance)
The EncDB doesn't specify form; the encounter methods verify Form.
This is actually a fix; pkm that can change forms aren't really encounter trades, but we shouldn't be strict matching here.
Rotom Bike water upgrade isn't available until you have sufficient progress, so you can't get these dens with the lowest rank.
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Nice bug ya got there, gamefreak.
Coulda cleared the AffixedRibbon value instead of copying it on Shedinja creation, and it would have made this unnecessary.
Please ditch the Affixed Ribbon gimmick for future games, thanks!
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.
Switch expression had an issue with interpreting the object's type (unboxing, yay)
should probably just return a typed object from the parse, but nah, this is a quick fix.
Farfetch’d uses the non-vertical apostrophe, still.
Showdown is consistent with their usage (in/outputting ’), but we'll keep the '->’ for that sanitization just in case other services/users enter the wrong char.
Closes#3185
- Settings now stored as json next to exe
- Settings now exposes all legality checking setttings that can be changed
- Slot hovering now can play cries in MGDB/PKMDB/etc, not just the main boxes.
- Enhanced hover text for mystery gifts and encounters that have movesets
- Show recently loaded save files in ctrl-f browser
- Toggle auto-load savefile setting to be none/detect-latest/last-loaded
- Custom extensions & extra backup paths can now be configured directly in the json settings
- Settings editor now uses propertygrid & tabs.
This change revises the logic for an Egg Move's RelearnMoves.
Removes a class that is no longer used
Passes the large value-passing struct byref via in keyword
Revises handling so that early-returned results from the MoveBreed processing are marked with their move source rather than leaving them unvisited.
The moveset processor uses depth search recursion, and returns false if the move that it is processing is not possible for the hatched moveset. If the depth search never reaches the check for base moves, all moves won't be marked for their origins, resulting in the result array not being accurate to use for suggestion purposes.
Yay multi-purpose logic (validation w/early returns & fixing needing fully processed data).
Base method checks wurmple (not available in swsh), removed.
Hidden ability check returns Partial for any species that cannot be patched, and Deferred for any patched; we don't care, because there aren't any wild species that can't be patched in swsh.
* Initial bred moveset validation logic
Unpeel the inheritance via recursion and permitted moves
* Volt tackle considerations
* Optimize out empty slot skips
* Add tests, fix off-by-one's
* Require all base moves if empty slot in moveset
* Add test to prove failure per Anubis' provided test
* Tweak enum labels for easier debugging
When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value.
* Fix recursion oopsie
Also check for scenario where no-base-moves but not enough moves to push base moves out
* Add Crystal tutor checks
* Add specialized gen2 verification method
Game loops through father's moves and pushes in one iteration, rather than checking by type.
* Add another case with returning base move
* Add push-out requirement for re-added base moves
* Minor tweaks
Condense tests, fix another off-by-one noticed when creating tests
* Disallow inherited parent levelup moves
Disallow volt tackle on Gen2/R/S
* Split MoveBreed into generation specific classes
Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too.
Add some xmldoc as the api is starting to solidify
* Add method overload that returns the parse
Verify that the parse order is as expected
* Add reordering suggestion logic
Try sorting first, then go nuclear with rebuilding.
* Return base moves if complete fail
* Set base moves when generating eggs, only.
* Use breed logic to check for egg ordering legality
Don't bother helping for split-breed species
* Exploration: rework ability criteria to ability numbers desired
* Sync remaining changes
* Update EncounterCriteria.cs
* Add xmldoc
* Improve speed of IsDualGender check
* More xmldoc updates
Should be doing this on main but meh, this branch is gonna get merged later
* Fix typo
* Update WC7.cs
* Update PersonalInfo.cs
All slots are now initialized via constructor, property can now be init!
Optimize some value fetching for gen7b, as the input data has features that can be abused