Commit Graph

44 Commits

Author SHA1 Message Date
Kurt
b93d57cc9a FR/LG VC: handle TM/Tutors
Select a primary/secondary source verifier for better learn indication; not really worth doing this in mainline.
2026-02-28 15:09:59 -06:00
Kurt
2c541ad422
Update to .NET 10 (#4676)
* 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.
2025-12-31 01:42:05 -06:00
Kurt
a83ee19757 Minor clean 2025-11-02 17:54:23 -06:00
Kurt
fd1c538cc5
Changes for Legends: Z-A support (#4596)
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>
2025-10-26 19:01:44 -05:00
Kurt
1d57facd22 Minor tweaks
extract max/min level to const
fix max species ID in filtered sources
2025-08-02 21:02:11 -05:00
Kurt
c4199b26ec Minor startup optimization (resource sizes)
-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 :)
2025-05-25 16:27:05 -05:00
Kurt
1d9fc99413 Misc tweaks
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
2025-05-24 22:59:13 -05:00
Kurt
47bc45d854 GetLevelLearnMove->TryGetLevelLearnMove
As alluded to in 7442e86d65
2025-05-18 01:36:05 -05:00
Kurt
7442e86d65 level int -> byte
Might refactor the learnset level get to byte later as a TryGet so -1 is never returned.
2025-05-17 14:45:49 -05:00
Kurt
be874dcc50 Extract TM lists to PersonalInfo
Fix gen3 allocating eggmoves 3x (instance) instead of just once (static)
2025-04-13 11:49:45 -05:00
Kurt
542d6541c3 Extract stadium reminder moveset verifier step
Now flags as Stadium2 as source
2025-03-27 14:27:17 -05:00
Kurt
37e4b06a9e Misc tweaks
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
2025-01-04 21:43:55 -06:00
Kurt
cb967ef283 Minor adjustments
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.
2025-01-02 20:15:53 -06:00
Kurt
6b51250f88 Misc tweaks
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
2024-06-15 18:38:05 -05:00
Kurt
0f4024952e Minor clean
indexof -> contains
trailing space
some variable reuse
pcdata/boxdata less janky handling
2024-05-01 00:49:43 -05:00
Kurt
353c00ef67 Fix HOME-sharing rules allowing initial egg moves
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)
2024-03-11 12:50:38 -05:00
Kurt
aa841aebe9 Bounds check on invalid encounter
Magmortar from Gen3 in Gen4+ somehow requests learnset; just give it species 0.
2024-02-26 00:02:46 -06:00
Kurt
95fbf66a6e
Refactor: Gen3/4 Lead Encounters, property fixing (#4193)
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.
2024-02-22 21:20:54 -06:00
sora10pls
807b9031b1 Add more save block labels, Necrozma fusion move handling 2023-12-26 09:36:13 -05:00
Kurt
d47bb1d297
Update .NET Runtime to .NET 8.0 (#4082)
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.
2023-12-03 20:13:20 -08:00
Kurt
f0cacef8e2 Use met level if available for Gen2-C enc moves
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
2023-11-11 23:02:15 -08:00
Kurt
0da8c33c52 Use byte span for BinLinker check
Need to change ConstantExpected to Length when NET8 comes out next month
2023-10-14 19:25:39 -07:00
Kurt
7703576088 Update 23.09.16 - Teal Mask
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2023-09-15 23:36:21 -07:00
Kurt
7fcde8a447 More Gen1/2 considerations for tree pruning
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.
2023-09-04 20:34:46 -07:00
Kurt
f632aedd15
Encounter Templates: Searching and Creating (#3955)
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.
2023-08-12 16:01:16 -07:00
Kurt
0b9ec529d5 Update LearnSource2GS.cs 2023-07-05 22:08:03 -07:00
Kurt
dcc0e79435
Evotree: Evolution Traversal Enhancements (#3936)
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.
2023-07-05 21:14:09 -07:00
Kurt
b417964193 Condense some expressions for move fetch 2023-04-23 15:51:48 -07:00
Kurt
5bdc6b9ef8
Privatize some static fields, more robust legal helper classes. (#3865)
* 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.
2023-04-20 21:23:15 -07:00
Kurt
6182f889a6 Add learnset moves similar to games
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).
2023-04-08 12:20:18 -07:00
Kurt
5ce3e734b8
Skip initial cctor alloc on non-byte primitives (#3850)
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.
2023-03-25 17:55:55 -07:00
Kurt
71eeb7072b Fix gen4 set all TMHM bits
oops
make other personalinfo consistent
show legality triangles if previous parse failed (oops)
2023-01-22 14:55:35 -08:00
Kurt
88830e0d00
Update from .NET Framework 4.6 to .NET 7 (#3729)
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)
2023-01-21 20:02:33 -08:00
Kurt
1c980a0434 Fetch form entries for gen4-6 learnsets
Silly Wormadam with different form permissions.
2022-12-17 20:36:44 -08:00
Kurt
03182ebd3d Update 22.11.24
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>
2022-11-24 17:42:17 -08:00
Kurt
d6e83362b3 Fix binarysearch result compare
Method returns a negative number if not found; not always -1
https://projectpokemon.org/home/forums/topic/62246-g3-xd-move-tutor-legality/
2022-09-05 08:50:27 -07:00
Kurt
f4f9df3a81 Don't add new gs moves to pk1 permit array
Out of range
https://projectpokemon.org/home/forums/topic/62190-user-message-an-unhandled-exception-has-occurred-you-can-continue-running-pkhex-but-please-report-this-error
2022-08-31 21:03:26 -07:00
Kurt
d8fe34011d Remove some bounds checks, int->byte form oops
https://github.com/kwsch/PKHeX/pull/3575#issuecomment-1229244453
ty @Kermalis !
2022-08-27 12:53:30 -07:00
Kurt
3c232505e5
Refactoring: Narrow some value types (Species, Move, Form) (#3575)
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".
2022-08-26 23:43:36 -07:00
Kurt
2cb2531288 Add more xmldoc 2022-08-21 01:39:16 -07:00
Kurt
f62597cc24 Add shared egg moves to GetAllMoves fetch 2022-08-16 12:42:40 -07:00
Kurt
7c4e5e7b04 Add more xmldoc 2022-08-11 00:46:41 -07:00
Kurt
d1959d90a4 Move files 2022-08-11 00:24:59 -07:00
Kurt
9166d0eb64
Refactoring: Move Source (Legality) (#3560)
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
2022-08-03 16:15:27 -07:00