Added functionality to exclude the opposite-gender rival (self) from PokeGear callers.
* Remove Bike Shop from Pokegear callers list: It's not legally obtainable you only get called once you've used the Bike enough you never get to save it.
* Exclude bike shop in caller list logic
Updated logic to exclude both the rival and bike shop from the caller list.
Better there and now public for anyone to use (why would they want to check that lol)
make the Battle Frontier hashset a ReadOnlySpan;
- since the list is sorted, use BinarySearch to reduce worst case from 43 ops to 6.
- no static ctor in RibbonRules (yay no nanosecond hiccup)
that was the last static HashSet in the repo 👀
It's stored as a 3-variable value. Decompose & recompose in the GUI.
Closes#4841 -- Raffle is values 1-10, which explains the observed behavior in the issue.
The old GUI would set [-1, 7], if modified to any selected Shop type, results in all being Raffle (incorrect behavior).
By unpacking to separate variables, the 1-321 combinations are user adjustable rather than just showing the raw value for edits. Sure the Version could be localized, and Shop Rank could be [1,10] instead of [0,9]...
ref: https://bulbapedia.bulbagarden.net/wiki/Join_Avenue#Shop_rank
Windows.Forms quirk where it don't hide the dropdown when it tries to Suggest via the separate Suggest pop-down.
Since all comboboxes that do the databind+suggest are impacted by this, just add the event when initializing binding. There don't appear to be any reapply-binding cases where it is set to suggest (only case is Battle Revolution save select, which isn't textual entry).
Closes#4846
Ensure all have dashes at front
for multiple strings, separate out the GB/VC to a separate tag.
No longer does the program show `SAV3FRLGUGBA` instead of `SAV3FRLG-U [GBA]`, which is a little more transparent to the end user.
I accidentally reverted my intermediate value sum for the channel solver after I discovered the counterexample -- now with the refinements as detailed in the issue, we can proceed with many `long` => `uint`
The xoroshiro128+ solvers aren't really set up to take advantage of the eager returns; the iterator struct (not class) would have to be made heavier to store the intermediate values for a given `assume`. Probably would have to inline the methods and break out their inner Update steps. Probably not worth the hassle :)
Closes#4844
Co-Authored-By: StarfBerry <65578604+StarfBerry@users.noreply.github.com>
#4844
not yet implemented: xoroshiro algorithmic improvements
overflow counterexample for channel IV reversal regarding s32 vs s64 noted in the github issue
Co-Authored-By: StarfBerry <65578604+StarfBerry@users.noreply.github.com>
Game has a Ratatta table for the Safari zone that it replaces with the Safari slots.
HG/SS (separately) have Caterpie and Weedle for the National Park fake area when a BCC is active.
Updated pkl includes "correct" safari zone wild encounter rate rather than an encoded "which safari sub-zone" index.
e789757783
turns out pk4 egg => hatch routine recreates the mon, copying only properties they figured were worth copying. guess it's a good way to sanitize out eggs.
since version doesn't update on hatch, we need to be flexible based on detecting which game it actually hatched on (thus, the game it truly was last "created" on.
https://github.com/kwsch/PKHeX/discussions/4842
Introduces the MRNG algorithm and MRNGReversal to model My Pokemon Ranch IV generation, then wires it into Gen4 Ranch gift creation and IV legality checks with a new PIDType.Ranch classification.
Updates the seed-reversal logic in the LCRNG-based recovery methods with more performant lattice-bound implementations and early returns.
Adds more unit tests for Ranch & Channel reversals and expected recovered seed counts/hit-ability.
Refer to the linked LCG_Recovery.py for more details.
https://github.com/StarfBerry/PokeRNG/blob/main/Recovery/LCG_Recovery.py
(big thanks to StarfBerry for the math & documentation; this is merely a port of their work).
From Admiral-Fish's testing for PokeFinder, "shows 17-25% faster. Channel is 12k times faster"
d4512de8dc
Co-Authored-By: StarfBerry <65578604+starfberry@users.noreply.github.com>
Closes#4837
refer pkl generation code that appends the scraped restriction info to the end of the concatenated bin:
1ae1742acd
other adjustments:
- remove Nature set on pgf->pk5 ctor, already set later in SetPINGA
- ensure sane language/version on ctor, distrust OT if language incompatible (not perfect but better)
Battle Revolution uses more of the sanity flags (probably as quarantine) and the checksum algorithm probably isn't updated/stale. Just ignore it for now.
special moves and hard to verify vblanks, just prefer the special move source first. I guess it's also the more statistically likely (players using swarms to catch the species that are much less common otherwise?)
* Localize additional settings PropertyGrid editors
* Handle [Flags] enum with multiple flagged values
* Regenerate translation file
Can be done by pressing CTRL-ALT-D on the Main form when running a debug build of the program.
Also includes new translations for Champions SP stat export for battle templates from an unrelated commit.
* Localize Settings PropertyGrid, Language menu, and About shortcuts
- Add PropertyGridLocalization: a TypeDescriptor-based wrapper that
localizes the Settings editor PropertyGrid using the existing
lang_*.txt resources - tab names, property display names, categories,
bool/enum values, dropdown standard values, and expandable object
summaries. Translated enum/bool text is mapped back to the original
value on write; ambiguous translations defer to the default converter.
Providers are registered once per settings instance (tracked via
ConditionalWeakTable) so repeated openings do not stack providers, and
the localizer dictionary is swapped on language change.
- Replace the Options -> Language ToolStripComboBox with a regular
drop-down submenu of checkable language items.
- Load the About window Shortcuts tab from a per-language
shortcuts_*.txt resource matching the current program language,
falling back to the English resource when no localized copy exists.
- Add the new translation keys for all 10 supported languages;
zh-Hans/zh-Hant additionally include translated property names
(other languages fall back to the raw property name).
- Update shortcuts.txt to reference the current Unicode setting path
(Options -> Settings -> Display -> Unicode).
* Localize remaining Settings options and SAV Block Data editors
- Settings: add zh display names for the property names, nested type
names, and settings sections that were previously missing; translate
GameVersion enum dropdown values in all 10 languages by sourcing each
language''s own game-name strings (combined versions like RSE/FRLG
hand-translated for zh, English elsewhere).
- SAV tab Block Data: route all three PropertyGrid editors through
PropertyGridLocalization - the Simple Editor fallback form (Gen1-4,
now with a translated title), SAV_Accessor (Gen5-7), and
SAV_BlockDump8 (Gen8+). Add zh display names for the Gen3 save file
properties shown in the Simple Editor.
* Localize SAV property view records, plain objects, and Gen3 coverage
- Record types (SaveFileMetadata/SaveFileState) now synthesize localized
summaries instead of the compiler ToString; plain PKHeX objects without
a meaningful ToString override show a translatable type name instead of
the namespace-qualified default (ValueType.ToString is not treated as
an override).
- Add zh-Hans/zh-Hant keys covering the SAV3 R/S/E/FR/LG property
surface, nested block types, Memory segments, EntityContext and
TrainerIDFormat enums, and the checksum-valid value string.
* Translate new localization keys for all supported languages
Replace the English placeholder values and add the previously zh-only
display-name keys with real translations for de/es/es-419/fr/it/ja/ko:
settings tabs, property display names, category/bool/collection values,
enum dropdown values, nested type names, and the SAV block-data
property surface. English keeps the raw property-name display.
Game pair names use each language's official game titles.
* Adjustments for maintenance purposes
Translation key=value pairs are automatically generated and the list grows/trims automatically as elements are added to the GUI. The pull request did not update the reflection traversal of the assembly -- key=values must survive the regeneration process (aka, be traversed automatically or manually) in order to stay in the translation file. It is not a manually curated file for add/remove.
Typename localization not very worthwhile. Property name localization and enums are a value add.
DevUtil crawler now adds enums to the translation file as it discovers them used in a property's type.
Am going to strictly refuse PropertyGrid localization of SaveFile/Accessor property grid displays. There are far too many properties to localize, and the property names are subject to change as the codebase is maintained. Settings are much more "stable" and thus acceptable for property name localization.
Downside: the shortcuts text file was very tedious to update every time I added a new hidden shortcut. A better path forward would be to use attributes on methods to tag them as "hey a shortcut exists here, the hotkeys trigger `behavior` string", and the program dumps them into the shortcut log.
The WinFormsTranslator probably needs to be rewritten to be an object (less primitive obsession) so that it can store multiple kvp sets for a language, and dump them to separate files with specific serializer methods. The GUI localization for form controls can be one, shortcuts another, property grid another. The property grid localization can be better arranged so that LocalizedDescription is alphabetically logged below the PropertyName, and can also have PropertyType if it is class-based.
Too much effort for very little value add, at least for me.
Order tabs in Settings order alphabetically.
Removed non-saved-gameversion selections. Stuff like E/FRLG are currently workarounds for Encounter Templates that shouldn't use GameVersion like that. I have a long-term goal to eventually remove the lumped GameVersion values entirely, and have a GameVersionRestriction enum specific for each game, and an interface that can check if a GameVersion can arise from the restriction.
Closes#4493
Future pull requests may be added with other font files to add game-specific font files (such as Gen1/2 having JPN/KOR/INT in the pixelated style like SciresM/Rhydon)
For now, the Control provides via EntityContext. If we need to provide different granularity, maybe another enum would be OK. Possibly add that as a property to IStringConverter.
SelectionLength => Select (avoid winapi fetch of SelectionStart), no functional change
Rename DisallowSearch => IsSearchAllowed (check a positive, not a negative)
Fix some stale xmldoc refs
Remove some unused usings
Small preference tweaks (aka resharper yelling at me)
Handles 658 for mainline-legitimate values (none?), better to be correct.
Adds in a link traded egg checks for unhatched static eggs in Gen6 (previously unchecked)