No point in having a billion categorizations for fashion, makes things too bloated as more items get introduced.
Add in DLC items, fix giving opposite-gender starting uniforms.
Closes#3994
Add xmldoc
Simplify some casts
Demote priority of Gen2 event yielding
Remove old EncounterMatchUtil code
Repoint DateTime.Now to console specific date provider stubs
Gift1: use IVs if required
Gift2: Enforce 0 TimeOfDay
Egg9: Require Egg Location to match encounter
PGT: keep requested gender in the event of antishiny
PGT: never yield Korean Ranger Manaphy for Format4
Simplify ushort range checks
Rename `EReader` bool to `IsEReader`
Extract Gender/Nature fetch for unfixed encounters
Remove Unown PIDIV branch when template has no Unown
Remove unnecessary loop for Pokewalker PID creation
Allow nickname->species with span
add ConstantExpected annotations
Correct Gen8b ability set calling CommonEdits instead of direct setter
Slightly better perf on gen5/gen8+ location fetch
Misc pkm ctor fixes for b2w2 trade & wc3 eggs
wurmple evo now has an enum to be more explicit
no recursion for gen5 generator
fix showdown line length check allowing 86 instead of 80
Closes#3943
Also exposes the boolean flag in between the height/weight tuple.
Pretty sure this struct has an unused second half, and is just {byte, bool, byte}[2].
EncounterEgg now indicates FixedBall(Poke) for Gen2-5
EncounterSlot2 now indicates Form Random for Gen2 Unown, database
EncounterStatic3 now generates FRLG Gen2 Roamers with correct location
EncounterCriteria now used more heavily for requested IVs
EncounterPossible3 now correctly skips Eggs if eggs are not requested
EncounterGift3Colo now generates Japanese Bonus disk gifts only in Japanese, doesn't validate non-Japanese
We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.
In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
Closes#3950
Does not resolve#3953 , separate issue as caused by the April refactor. Need to debug old & new and see where the data is being copied wrong
Move enum -> ushort instead of int
Redo handling of HOME Volt Tackle (disallow on SWSH Cap Pikachu)
Pass spans instead of strings to use span methods
Reset encounter filters on early abort
Add sound for adding all XY fashion items (was silent)
Fix Gen7 Resort PKM loading (4 bytes extra per slot)
Fix Gen6 HallOfFame TID/SID validation dropping leading zeroes
Fix Gen6 Best Friends ribbon validation
Treat GO8 as server date restricted, give detailed message outside window
HasTracker => must have HT name
Improve cctor times for Breeding; direct calls for splitbreed checks; inlined binary searches via generated IL instead of hashset
Fix permitting alpha ribbon on non-alphas in Gen8/8a/8b, disallow Gen8a/8b ribbons for Gen7 Alolan Raichu
Improve some IL generation of EvoChain logic
Add xmldoc for new evotree additions
Like move validation, evolutions are the earliest thing we wish to traverse when determining what encounters may have originated the current Pokémon. To determine the permitted species-form-levels a Pokémon could originate with, we must devolve a Pokémon by traveling down-generation to origin. Once we have an encounter, we can then evolve it to the current species, traversing upwards from origin to the current format.
Adds a basic editor for recorded Geonet/Unity Tower locations for the Gen 4/5 games, building on this [post by Danius88](https://projectpokemon.org/home/forums/topic/62055-bw-b2w2-unity-tower-geonet-and-passerby-research/).
So far, I've implemented buttons that set all locations (including unused ones), set all legal locations, and clear all recorded locations; and checkboxes to toggle whether the whole globe is visible (used in Japanese games) and whether the ferry to Unity Tower is unlocked.
Haven't implemented any UI for editing the status of individual locations, since I'm not sure how to lay it out.
Also haven't implemented anything related to how the data of the other players in Unity Tower is stored.
* Mapped Fashion items for S/V and added injection logic
* Added 'Unlock Clothes' button in Trainer Editor's misc section alongside ComboBox to select type to add all.
Closes#3878
Pictures are Zoom instead of AutoSize so there's no need to downscale or dynamically position the smaller 2.
Fix my oopsie on docked tabs (hid the Cancel/Save button!), change sizing.
* Uses LearnSource more throughout the codebase when appropriate, rather than loosely coupled pivot methods.
* Hides Learnset/EggMove data inside the LearnSource classes.
* Extracts functionality from the large Legal class & partial Table*.cs files into better performing helper classes.
* Cleans up some code from prior LearnSource commits.
* Extract/encapsulate inventory legal arrays to interface+class
Hiding them behind methods allows these to be left as ReadOnlySpan<ushort> and thus never allocate on the heap.
Also refactors out some logic for checking if an item is legal.
End result feels more maintainable and is less bloaty (no more passing in a nullable func)
Batch editing
* Add HasType filter
```
=HasType=11
.HeldItem=Meadow Plate
```
slaps a meadow plate on any pkm with grass type
Use `=PersonalType1=11` for only primary grass types; only-secondary-type grass will not match it.
Add Epoch1900Value based on Epoch1970Value's API and the method @Lusamine described in #3800 to access the Enrollment Date From Scarlet and Violet Save
NET 8 will have a Shuffle method, which can get rid of the overload in Util.
Batch Editor no longer crashes the program when selecting OT_Trash/HT_Trash/Nickname_Trash via dropdown.
Instead of allocating a buffer for Storage/General, just point within the raw Data, as a Memory<byte> reference. Most of the uses were already using it as span.
Runtime/jit repoints these to the dll rather than heap if we're Little Endian (always, otherwise will allocate like before).
Eliminates quite a few static constructors, so even faster startup. Items later.