PKX.Generation is 8, which returns SWSH evo tree; evo tree doesn't have
non-galar-native species data, so stuff like Ambipom don't get reversed
properly.
use math.max for tree fetch when appropriate:
- egg generator: pre-evolutions like pichu should be allowed if pk1
- don't fetch format twice, just do math.max
the "Strong" static encounters can be near-matches with wild encounter
slots; example is a evolved Cutiefly->Ribombee with Quiver Dance.
Remove unnecessary IsLink/FriendSafari check for this gen8 method
https://github.com/kwsch/PKHeX/issues/2573#issuecomment-569126371
Closes#2461 by implementing slightly differently
Dictionary instead of new[] every area
Checks original met location first before attempting the dictionary
lookup (missing in pull request)
Easy path forward if LGPE crossover is needed
Potential issues: Since encounter types aren't marked, shaking trees and
fishing encounters are allowed to cross over. Maybe need to have some
marking for encounter slots or something...
* 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
Now logic is reasonably split, and each format of area has its own way
of yielding slots
Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit
Move some string[] array fetch (for all languages) to Util
Check the OT length for the deferral
other encounters are more permissive than trades, hence why we defer
unless we know for certain. Same OTs are possible, except for the
too-long ones!
Closes#2338 , thanks @WEERSOQUEER !
reduces loading time (don't have to allocate conversion arrays when
launching a gen7 game), and separates things to easier to manage
locations
reworks gen3 string encode/decode, no longer does 3->4->5 and 5->4->3;
instead goes straight to the end result without an intermediary format.
String sanitization should probably be broken up rather than reused, oh
well.
SetPINGA{S}(pk, criteria) -> pid,iv, nature, gender, ability (stats
future?)
memes aside, this is where criteria data is forced
Split N encounterstatic (has fixed PID and special flag) from
EncounterStaticPID