Commit graph

67 commits

Author SHA1 Message Date
Kurt
0836d3191d Rewrite some magic gender value logic
it's always been a byte for ratios, but we never know; plus, it's a little more self documenting
2020-06-27 12:01:28 -05:00
Kurt
9f490a605e Rearrange order/anchoring for main tab
allows expanding the window to show location names
Closes #2825
2020-04-29 09:32:29 -07:00
Kurt
4c226340fe Add shiny sprites, alcremie sprites & big sprites for all
Keeping the 30x40 for now; might change my mind later.
Kept the gmax sprites but they're unused.
2020-03-03 20:22:57 -08:00
Kurt
0d4cff81c6 Clean 2020-02-15 14:29:23 -08:00
Kurt
239b2f4b52 Fix entree randomization for encounters with no special move
https://projectpokemon.org/home/forums/topic/56211-error-an-unhandled-exception-has-ocurred/

ty Pocket Monsters
2020-02-08 20:56:16 -08:00
Kurt
c301ce88ab Update Random to be a bit more thread safe
Random isn't thread safe; users of PKHeX.Core.dll might run multithreaded operations (see PKSM + ALM), so we need to have a thread-specific RNG available.

Thread Local get; to improve performance, save the random object locally whenever it is used more than once in the method.

https://docs.microsoft.com/en-us/dotnet/api/system.threading.threadlocal-1?redirectedfrom=MSDN&view=netframework-4.8
https://stackoverflow.com/questions/18333885/threadstatic-v-s-threadlocalt-is-generic-better-than-attribute/18337158#18337158
2020-01-25 21:49:52 -08:00
matty
515dc1a558 set gen 5 battle subway max to 9999 + tab indexing (#2650)
since battle subway can have a maximum of 9999 for your record, it's silly to limit it to 100.

i also included some tab indexing so people can navigate the window with a keyboard, and a minor fix to the "record" labels so you can read them.
2020-01-20 23:30:47 -08:00
Egzon Qukovci Jusufi
ab5016bf7d Add Subway Scores edition (#2643)
* Add Subway Scores edition

* Changing the offsets handling

Simply use the block offset as the base and add them to it. Also allow edition on B2W2.
2020-01-18 19:31:36 -08:00
Kurt
8312c52cc1 Make Move[] readonly list
contract: don't modify the template movesets
mystery gift now exposes IRelearn, remove unnecessary type checks
2020-01-18 16:46:38 -08:00
Kurt
8acb336d51 Use enum for species comparisons
slightly easier to read with named values
2019-12-08 17:39:19 -08:00
Kurt
e3efa65160 Cleanup
handle messages for dirty cleaning :)
2019-10-26 12:33:58 -07:00
Kurt
02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* 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
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
c2d5d0cd42
Add .NET Core 3.0 build option for WinForms project (#2396)
* Move pkhex.drawing calls out of form constructors

designer doesn't like it; if Main can't be designed then there's some
call that it can't process for whatever reason

* Add netcore3 targeting

Closes #2198 by adding a netcore3 build option
Closes #2391 by retaining designer functionality and net46 builds
2019-10-01 18:12:08 -07:00
Kurt
94baab1c45
Split off image generation to separate project (#2395)
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.

Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
2019-09-29 09:47:06 -07:00
Kurt
b41f2a3062 Extract logic from PKX
Extract Species Name logic to SpeciesName
Extract Language logic to Language
Remove FormConverter wrapper for string[] fetch
Rearrange some logic to more appropriate locations, update access
modifiers / types
Move some pkm array methods to arrayutil, make generic

PKX.GetVCLanguage was a dupe of _K12.GuessedLanguage() so just expose
the method

PKX is now back to pkm data manip only
2019-09-18 19:58:23 -07:00
Kurt
0d9c18e1c6 Minor clean
dual bounds check -> single check via uint cast
pkx: keep array reference for reuse in next check
format return to second line to stick out more; lines of code are cheap
:)
2019-09-11 22:17:16 -07:00
Kurt
b81a1e1e29 Refactoring
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.

Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
2019-09-02 19:30:58 -07:00
Kurt
a608e0b252 Minor clean
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
2019-07-14 15:06:45 -07:00
Kurt
c64ff5dd76 Fix sav5 behavior
Closes #2356 ty @Ammako
2019-07-10 00:19:59 -07:00
Kurt
79a9269fbe Hide gen5 dex logic in Zukan class
Didn't change any of the bulk modifications, but the data get/set is now
done via the Zukan object rather than raw data manipulation
2019-07-05 16:21:53 -07:00
Kurt
7f186048fb Really fix dex lang flag offset style
c345688f6d

base(x) -> base(x - y) resulted in incorrect offsets for LGPE. Great.
Just make PokeDexLanguageFlags a shift offset instead of absolute;
update all usages.

Closes #2348
2019-07-05 12:16:09 -07:00
BlackShark
e911363399 added missing GameVersion check (#2340) 2019-06-26 07:11:19 -07:00
Kurt
de774ed131 readonly ComboItem
create once, never modified after
2019-06-01 19:12:41 -07:00
Kurt
13a6d16cb9 Relocate checksum/dexform logic 2019-03-16 12:01:21 -07:00
Kurt
d792c0d3a0 use u/L
use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
2019-02-23 15:36:26 -08:00
Kurt
7c3e5aa83c Make RandomGender a method instead of property
See pkNX for similar change; the functionality is really *method*
2019-02-17 22:13:40 -08:00
Kurt
59b41937e1 Misc variable name changes
readability++
2019-02-06 23:28:02 -08:00
Kurt
f481404503 Misc clean 2019-02-02 10:19:41 -08:00
Kurt
e03e6cb2ff Fix entree species change
thanks KR for finding
2018-09-09 15:36:58 -07:00
Kurt
c3136187de Style updates 2018-08-04 10:06:06 -07:00
Kurt
0c5c9bc33c Misc clean / xmldoc updates
remove unused label in QR (use window Font)
escape & -> & for xmldoc proper style
2018-07-21 19:20:11 -07:00
Kurt
c7175fbdb4 Misc reorg
bye bye SAVUtil and PKMUtil
2018-07-20 21:32:33 -07:00
Kurt
4d73fa70d8 Simplify binding to ComboItem logic
could probably look into better binding but meh
2018-07-14 16:00:28 -07:00
Kurt
01c36bb3ad Update control anchoring & form minsize 2018-05-28 16:40:36 -07:00
Kurt
5475da05c3 entree forest updates
clamp species list based on savefile
fix form control index set
remove slot from list (avoid duplicates, there's 530 slots and both
games have more than that available).

Closes #1974
2018-05-28 12:49:41 -07:00
Kurt
4b8cb9b8fb Add entree forest editor & randomizer
ezpz

(clear trailing spaces from entree forest comments)
2018-05-28 08:26:52 -07:00
Kurt
75b16393b1 More simplifications 2018-05-12 19:07:32 -07:00
Kurt
5a3c8f4147 Remove trailing whitespace 2018-05-12 08:41:29 -07:00
Kurt
9ed2c594f2 Reorder form init 2018-04-02 20:36:13 -07:00
Kurt
0a0b944de1 Use explicit generation param for forme fetch
closes #1837
2018-02-16 16:38:07 -08:00
Kurt
0ee36a655a Simplify bitmap generation
stride is bpp*width + padding bytes; 0x20 worked for the old code since
8*4=0x20 (width of tile).
2018-01-21 17:22:31 -08:00
Kurt
06733d6e34 Refactoring
Split up c-gear skin bitmap, move generic handling to core
2018-01-13 21:31:02 -08:00
Kurt
4fb3c22b1c Remove usages of System.Drawing.Color
Eventually need to remove usages of bitmap
2018-01-13 19:09:43 -08:00
Kurt
6caefef181 Add cgb->psk & misc clarifications
Closes #1699
tested on black2 & white, skin isn't corrupt on game boot and appears
correctly

still don't like setpixel/System.Drawing reliance (maybe split logic to
CGearSkin & CGearSkinVisualizer) for PKHeX.Core compat
2018-01-13 16:32:57 -08:00
Kurt
4f489a720f Refactoring
move logic back to cgearbackground, initialize the bg regardless of
psk/cgb input format
cache background data to return psk (potentially unintended side effects
if importing bw psk to b2w2, will have to fix cgb->psk first then undo
this tempfix)
#1699
2018-01-09 23:30:44 -08:00
Kurt
f332e41869 misc updates
#1699
generally pertaining to detecting a de-obfuscated input (cgb) vs native
(psk)
still issues with saving data (deobf->native)
2018-01-09 21:47:04 -08:00
Kurt
84a755a8c9 minor simplifications
#1699
2018-01-08 22:40:34 -08:00
Kurt
d187370671 fix checksum/footer set
#1699
checksum in the +0x100 was missing the +SAV.CGearDataOffset
add a few more modifications for better parity

still not 100% fixed
2018-01-08 22:40:34 -08:00
Kurt
1e377c2963 interpolation++
no functional change (assumed)
2017-09-29 22:58:25 -07:00