Commit graph

14 commits

Author SHA1 Message Date
Kurt
ac464e0c57 Update EncounterStatic2E.cs 2021-02-03 13:49:14 -08:00
Kurt
2b00e310ae Handle some gen1/2 static generating easier
I should probably have slot1/2 and static1/2 and trade1/2 implement GetBlank so that they can flexibly return a japanese/int/(kor) from template rather than default int, but eh
2021-02-02 22:14:33 -08:00
Kurt
1e86fdcea8
Fracture the encounter matching checks to allow progressive validation (#3137)
## Issue

We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got.

## Example:
Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. 
* We have a Silcoon that we've leveled up a few times.

Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? 
* To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead.
* We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range.

---

Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves).

The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method.

---

The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7.

---

## Future
Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance.

## Conclusion

This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-29 17:55:27 -08:00
Kurt
4058d44229 Fix inverted check 2020-12-31 12:14:24 -08:00
Kurt
afdd2bd57e Mark EncounterSlot/Static types as immutable record types 2020-12-23 20:40:59 -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
7c4c1e0913 Minor prep clean 2020-12-10 19:49:53 -08:00
Kurt
9b178fefe2 Xmldoc, minor tweaks
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.
2020-11-27 11:51:02 -08:00
Kurt
83171ab133 Change shininess check
Encounter definitions should be marked as Never Shiny or not in their definition, rather than assuming
2020-10-18 16:05:01 -07:00
Kurt
a4baec9939 Check shiny state for GB Era events 2020-10-18 10:57:18 -07:00
Kurt
e3ef9bbbff Add current level property for met:X current:Y 2020-10-07 15:35:12 -07:00
Kurt
5d40009a0c Add multi-OT for es2e, apply special details on enc->pkm 2020-10-07 10:36:28 -07:00
Kurt
fe7a4df17e Clean out some gb era version flagging 2020-10-06 20:05:38 -07:00
Kurt
6e1cbfcfe5 Split GB event types and segregate per VC/GB
Handle yielding in the moveset generator as well

Future commits will trim down unused values/abstractions; probably can get all the stadium stuff handled innately
2020-10-06 19:35:03 -07:00