* Update to .NET 10
* Property fields
* API signature updates
* Extension method blocks
* Completed dark mode support
Outside of my control:
- vertical tab control (pkm editor)
- datetimepicker controls
- lgpe event flags (no idea)
- some control types having white-borders when they should really be gray
Box background is 50% transparency to effectively darken the image.
* Custom legality report popup
* Event diff dialog, version select dialog
* Add quick overwrite popup for export sav
* Extension methods
* Dark Mode: glow currently editing sprite
* Add invalid encounter hint for trade evolutions
* Extension properties
* Append legality hint on hover card
* Slot image loading: clear the screen-reader description if a slot is empty/invalid, rather than retain the previous description. Changing boxes would easily confuse users on this.
Refer to pull request notes and the eventual changelog for a high-level summary.
Co-authored-by: Matt <17801814+sora10pls@users.noreply.github.com>
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
Co-authored-by: SciresM <8676005+SciresM@users.noreply.github.com>
-288 KB (-31%) across lvlmove/eggmove/evolve binaries
redesign the levelup bins:
- be moves_levels rather than the "official" -1 stop of the past era.
- gen1/2 reformatted from byte,byte[] to ^ to skip initialization work
redesign the eggmove bins:
- be simply moves[], rather than the "official" -1 stop of the past era; now is just a struct to keep the array readonly with no further allocation.
- same for gen2 skipping initialization byte[]->ushort[]
- for gen7/8 formtable indexed, just use the personal table indexing style of SV.
added a 16-bit version of BinLinkerAccessor as start/end offsets of <65KB files are always 16bit. Saves a fair bit of space in eggmoves/evo where there's often 0 entries for a species-form.
Obviously binlinker16 is an unofficial format, but there's no need to replicate official serialization formats if we instead use a universal & maintainable alternative. Plus they don't even use BinLinker across all their games.
Adds a debug BinLinkerWriter because I'm tired of digging up the zipping implementation :)
Add Count to IPersonalTable
Revise EncounterOrigin for evo chain search to use Context instead of Version
Use ITrainerID*ReadOnly as pivot for Trainer ID verification skip
Add more xmldoc
Reconfigure pla dex task fetch to be nullable, match fbs field ordering for clarity
Make nick/trainer'd encounters use RoM instead of string[] to truly make them readonly records, and skip 1 dereference on access
add some xmldoc
fix open file suggesting main from another folder
Inline some gameversion calls, replace `is IAlpha` with immutable interface instead
Add interface to get the mastery object for a given a learnset source & species-form (rather than calling it statically)
Shorten the BallUseLegality expression
Defer ec%100 context to PKX (easy to miss in a future update if any others added down the road)
Rewrite Alpha mark check logic to require entry in to HOME (tracker present) as that's the method of obtaining the mark
Make SaveUtil not allocate, and let the compiler optimize size checks.
PK5-PKMEditor no longer sets Hidden Ability flag for Rotom under HaX -- only set if unique hidden ability.
Differentiate move source tagging for HOME, DexNav, and GB-Evolution
fix some comma spacing
Were originally permitted because Generation == 0; now we properly indicate the origin of all Initial/Encounter/Shared moves and use that to remove anything not from the environment. Invalid/Sketch moves are still permitted to be Gen0 and skipped because their verification is a different branch.
ty notflyy (discord)
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD.
Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
Closes#4046
gbera allows move relearning via Stadium which hid the issue; old code just used the enc min level instead of actual. If a move was learned between min & actual, was flagged incorrectly.
pass the pkm thru the call chain
Need to prune tree for template according to the correct generation (disallow baby pre-evolutions for Gen1)
Also disallow Evolution moves for Gen2 if the evo is the enc species.
We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls.
In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
Like move validation, evolutions are the earliest thing we wish to traverse when determining what encounters may have originated the current Pokémon. To determine the permitted species-form-levels a Pokémon could originate with, we must devolve a Pokémon by traveling down-generation to origin. Once we have an encounter, we can then evolve it to the current species, traversing upwards from origin to the current format.
* Uses LearnSource more throughout the codebase when appropriate, rather than loosely coupled pivot methods.
* Hides Learnset/EggMove data inside the LearnSource classes.
* Extracts functionality from the large Legal class & partial Table*.cs files into better performing helper classes.
* Cleans up some code from prior LearnSource commits.
Instead of looping, if the moveset is full and a new move is added, the game shifts all arr[1..] down one slot then adds the move at the end.
Since we don't need to keep track of PP/PP Ups, we can just defer the shifting and do n % 4 rotations at the end instead of n rotations (one on each move added).
Runtime/jit repoints these to the dll rather than heap if we're Little Endian (always, otherwise will allocate like before).
Eliminates quite a few static constructors, so even faster startup. Items later.
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.
Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.
Adds functionality for Batch Editor commands to `>`, `<` and <=/>=
TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.
Main window has a new layout to account for DPI scaling (8 point grid)
Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes#3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes#3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes#3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes#3691)
Added: Properties for ribbon/mark count (closes#3659)
Fixed: Traded SV eggs are now checked correctly (closes#3692)
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>
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".
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