If you set criteria to Male, and request to generate a Nidoran-F wild encounter, ofc the program will loop forever.
Oftentimes, users won't be looking at the criteria tab, and can stumble upon this accidentally.
Prevent the freeze entirely by just sanity checking and discarding the user's input if it is impossible.
Remove unnecessary selection on launch (winforms bug?)
Increase first column width so OT Version doesn't wrap to 2 lines.
Remove some unused usings in other files (a result of color repointing to WinFormsUtil)
ty @randomguy155 for the OnShown workaround
Co-Authored-By: RandomGuy <69272011+RandomGuy155@users.noreply.github.com>
* 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.
Shift click type checkbox to un-check others
Search button disables itself if the search would return nothing
When using tabs as criteria, if hyper training is available, only require the specified imperfect IVs for the encounter
enc9: be a little nicer and allow a slight search lag by only considering actual encounterable attempts (passing slot check). Can infrequently obtain a 0-speed shiny Foongus via encDB with a few attempts.
convert, adapt to save file on view (fixes viewing gen3 ot/nick'd encounters in cxd)
display original string in cxd format (useful for jpn->eng->ENG colo, for string matching? might need to revert)
hard-match version for colo gift (MATTLE) to not confuse 10ANIV
Narrow fields to reduce allocation < 16 bytes (maybe make this a struct?)
Add method to get combined IVs (gen3/4 format) for RNG purposes
use ^ method in RNG methods
Change GetExpectedLevel to be generic rather than interface, better codegen
Change Gender to enum for clarity
breaks ALM and potentially other plugins, just need to recompile if using IVs
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.
ShowdownSet: Fix indentation, use explicit const
ItemStorage8BDSP: Rename GetAll->GetAllHeld to match others
EncounterLearn: Guard against >4 length enumerables, use explicit versions for S/V
EggMoves: Read u16[] directly rather than manually
SaveFinder: simplify expression
SAV_Database: extract func
SAV_Encounters: use RoM to match Moveset generator
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.
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.
Move enum -> ushort instead of int
Redo handling of HOME Volt Tackle (disallow on SWSH Cap Pikachu)
Pass spans instead of strings to use span methods
Reset encounter filters on early abort
Pipes the Showdown Set description or object detail dump into the accessible property. When the control Enter event is fired, send an Automation notification so that the Narrator narrates what was just tabbed to.
Closes#3758
If the criteria template is optimized, we will be able to source moves from sibling game pairs that require indications of it being traded (yay strict logic...)
ex: encgenerator now yields X/Y eggs when ORAS tutors requested in moveset and game is X/Y
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".
EntityInstructionBuilder ctor triggers pkm fetch, which is a null ref on translate dump
Since there's nothing to translate in this user control, just translate before ctor.
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
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.