Commit graph

265 commits

Author SHA1 Message Date
Kurt
7adf48982c Extract more Tera raid props to common interface 2022-11-26 14:23:32 -08:00
Kurt
ccac23bb6d Initial raid eevee checks (wip) 2022-11-26 00:39:32 -08:00
Kurt
310882f375 Extract toxtricity nature restriction 2022-11-25 19:55:44 -08:00
Kurt
00e174d240 Handle bred Oricorio original tera type eggs 2022-11-25 14:12:19 -08:00
Kurt
03182ebd3d Update 22.11.24
Adds support for Scarlet & Violet.

Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-11-24 17:42:17 -08:00
Kurt
25b217c53d Skip first iteration check of stop condition
Can unroll the loop, but would look more ugly :)
JIT will probably do it for us.

Fix <= to < for IVs
Inline temp var (start is unused after assigning to low)
2022-10-16 20:10:32 -07:00
Kurt
2a190dd6b3 Improve LCRNG seed reversal speed ~50x
Big thanks to Parzival from the RNG discord community for chiseling the LCRNG search space down to the best performing implementation possible.

50x? Down from O(2^8) -> O(2^3) is 32x, but we no longer need to access two heap arrays (262KB no longer needed!). Everything can be calculated tightly with the stack.

f641f3eab2/RNG/LCG_Reversal.py (L31)

Rainbow tables is the only faster implementation. However, nobody is gonna hog many GB of RAM for O(1) reversals. This is ~O(2^3), down from O(2^8). Much better than the days of O(2^16)!
2022-10-16 18:52:43 -07:00
Kurt
0bc7eeb5f5 Improve RNG frame detection for gen4
stupid bruteforce for slot4->pk4
2022-09-30 19:26:59 -07:00
Kurt
8c93fd1cbd Fix honeytree RNG frame matching
See EncounterSlotDumper for associated change (forgot to retain SlotType)
2022-09-23 13:36:44 -07:00
Kurt
06196e0440 Minor tweaks
Less alloc
2022-09-04 22:23:35 -07:00
Kurt
92a50264cc
Refactor RNG advance/reverse methods (#3579)
The new LCRNG/GCRNG/ARNG classes are static, rather than singletons. Allows them to be inlined much better.
2022-09-04 12:03:37 -07:00
Kurt
66e0613d82 Minor clean 2022-08-30 15:00:45 -07:00
Kurt
d8fe34011d Remove some bounds checks, int->byte form oops
https://github.com/kwsch/PKHeX/pull/3575#issuecomment-1229244453
ty @Kermalis !
2022-08-27 12:53:30 -07:00
Kurt
3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
2022-08-26 23:43:36 -07:00
Kurt
6441bdadd8
Add specialized struct for Moveset and IV specs (#3572)
`Moveset` struct stores 4 moves, and exposes methods to interact with a moveset.
`IndividualValueSet` stores a 6 IV template (signed).

Performance impact:
* Less allocating on the heap: Moves - (8 bytes member ptr, 20 bytes heap->8 bytes member)
* Less allocating on the heap: IVs - (8 bytes member ptr, 28 bytes heap->8 bytes member)
* No heap pointers, no need to jump to grab data.
* Easy to inline logic for checking if moves are present (no linq usage with temporary collections).

End result is faster ctor times, less memory used, faster program.
2022-08-21 17:34:32 -07:00
Kurt
2cb2531288 Add more xmldoc 2022-08-21 01:39:16 -07:00
Kurt
44c8e772a3 Fix incorrect method call
Copypasta oops, previous commit at fault.
2022-08-18 01:17:03 -07:00
Kurt
3dde8a7cfa Reduce linq usage, minor perf 2022-08-17 23:48:37 -07:00
Kurt
af87d038aa Delete unused logic 2022-08-11 00:25:16 -07:00
Kurt
d1959d90a4 Move files 2022-08-11 00:24:59 -07:00
Kurt
9166d0eb64
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves

In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.

The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.

The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.

* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 16:15:27 -07:00
Kurt
d1dad7b8eb Revise check for apply PID shinyxor
was checking stale value

make loop max adjustable by caller; knowingly requesting squares is 1:65,536, so a higher loop count than 50k might guarantee more successes.

Maybe in the future we'd have separate algorithms to pre-choose seeds by choosing a PID and unrolling -> rolling.

Co-Authored-By: Kermalis <29823718+Kermalis@users.noreply.github.com>
2022-08-03 16:11:49 -07:00
Kurt
5c0498ddbe Don't recognize XD eevee->umbreon as colostarter 2022-06-30 17:23:27 -07:00
Kurt
fc754b346b
File scoped namespaces (#3529)
[Language Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-10.0/file-scoped-namespaces)

Updates all the files, one less level of indentation.

Some small changes were made to API surfaces, renaming `PKM pkm` -> `PKM pk`, and `LegalityAnalysis.pkm` -> `LegalityAnalysis.Entity`
2022-06-18 11:04:24 -07:00
Kurt
c75f543f8b Minor tweaks 2022-06-07 23:32:57 -07:00
Kurt
a5b46d80f5 Minor tweaks
ShowdownSet: Lessen allocation
MoveTutor: Remove boxing by calling the generic method instead of object method
Xoro8b: Add more xmldoc, use positive constant instead of inverse negative for parity
StadiumUtil: Use built-in endianness reversal methods
2022-05-14 08:28:13 -07:00
Kurt
178e5e8bc5 More mastery tweaks for db->pkm + alpha statics
in the RNG generator, defer alpha move mastery flag set for templates to set themselves
2022-05-08 10:06:38 -07:00
Kurt
a57f40ae7d Break up PKX into separate classes
Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.

Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
2022-05-06 20:38:55 -07:00
Kurt
fa76da56c9 Inline some Rand32 calls
No functional change
2022-04-26 20:21:26 -07:00
Kurt
af141581ee Minor tweaks
Single underscore discards (one of the c# language revisions allowed reusing the single underscore discard).
Remove a temporary allocation in BDSP flag editor
2022-04-26 19:48:09 -07:00
Kurt
ff2e890e69 Revise Overworld8a application of PIDIV
Instantiating from template now follows group seed -> spawn 1 correlation, including alpha move.
Differentiates static encounters that don't follow the ow8a correlation, scrambles EC to disassociate.
Adds rand64 to get initial seeds
Set correct level range to match slotSeed; not respecting the slot roll being valid, but whatever.
2022-04-22 21:11:11 -07:00
Kurt
54f1e341f9 Spanify spawner object get 2022-03-20 01:46:24 -07:00
Kurt
d95ba482f3 Reduce allocation in methodfinder IV set 2022-03-13 19:39:38 -07:00
Kurt
5359a140a6 Handle fixed ability for 8b RNG 2022-03-08 08:44:55 -08:00
Kurt
462ef70ffb SlotNumber/MagnetStatic int->byte
more size reductions
2022-03-06 22:47:03 -08:00
Kurt
9049ef99fd Minor allocation reduction 2022-03-06 13:03:39 -08:00
Kurt
b20566eb59 Use actual primitive instead of int
Some interfaces aren't needed to be exposed as int
2022-03-05 18:30:35 -08:00
Kurt
5a71ecc8bb Minor clean 2022-02-24 23:17:16 -08:00
Kurt
f1264a1a97 Handle struct default ctor 17.1 handling
Closes #3445
2022-02-21 16:11:58 -08:00
Kurt
d5be6254f3
Add logic for PLA wild RNG correlation (#3443)
Adds structures to read/write saved spawner data such as seeds, counts.
Adds generator and validator to emulate the FixInitSpec builder used by the game logic

Similar to SW/SH raids, validating these in-process is not feasible due to the number crunching required.

This does not handle the encounter slot call or the follow-up level range call. Just the inner FixInitSpec ctor & fill.

level is calc'd:
randFloat(sum) -> slot float
rand.Next() -> gen_seed (for all the details)
rand.NextInt(delta) +min -> level

Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-02-20 17:59:48 -08:00
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
07b3efd14d Force PID for shiny ponyta 2022-02-05 15:57:34 -08:00
Kurt
38809f67dd Handle suggestions 2022-01-17 20:21:33 -08:00
Lusamine
96d2ca1dcc Add Wild8RNG generation method 2022-01-16 01:57:56 -06:00
Kurt
94080eb71a Add prev function for xoroshiro implementations 2022-01-13 18:43:04 -08:00
Kurt
be8b12dbbe Add Prev for xorshift implementation
Add some unit tests (why not?)
2022-01-12 17:05:16 -08:00
Kurt
da9d09ea76 Misc tweaks
No functional change
2022-01-11 22:53:20 -08:00
Kurt
0742c1b891 More sneaky updates
Revises initial seeding mechanism to match games
Use structlayout to get/init 64bit state numbers
2022-01-10 22:33:37 -08:00
Kurt
79e22be419 Add more constructors
Ease of use
2022-01-10 22:06:22 -08:00
Kurt
03cedd4d8b Split xorshift128 to separate RNG
Blame ILCA for using RandomRangeInt to generate unsigned 32bit numbers :D
2022-01-10 21:07:27 -08:00