Commit Graph

19 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
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
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