Commit Graph

129 Commits

Author SHA1 Message Date
Kurt
ff0f4727dd Extract logic from SaveUtil
BlankSaveFile -> creation of blank save files
SaveFileType -> listing of all savefile types

Blank save file arg passing is now clearer
Instead of SaveFile? return, use TryGet pattern with nullable annotations to indicate success
2025-08-09 21:55:55 -05:00
Kurt
47092a2df0 Misc tweaks 2025-07-28 18:45:30 -05:00
Kurt
f370c0cc39
Memory<byte> Refactoring (#4527)
`SaveFile` and `PKM` classes now use `Memory<byte>` instead of `byte[]` to store their primary backing array data.
2025-07-27 20:57:10 -05:00
Fábio H. Attard
ed9d46cad9
Fix SAV1 fallback detection for Yellow version, when starter is not set yet (#4526) 2025-07-23 01:03:22 -05:00
Kurt
42835e9aac Misc tweaks
Adds a debug hex file loader from clipboard
sav1 current box if empty -> set if box is desync'd
wb7: add comment note of "real" value
2025-07-16 23:02:57 -05:00
Kurt
d2594d7867 Misc tweaks
nothing needed for 4.0.0, everything works as-is
2025-06-02 21:01:16 -05:00
Kurt
f77899ab73 Extract entity extension list fetch
No need to have a static member in PKM for something that is only used outside of PKM.cs (save files, GUI, aka file naming)
2025-01-02 19:48:56 -06:00
Kurt
013cf4cf93 Fix cloning of gen1-3 saves in subeditors
Clone'd saves no longer retain same byte[] refs as original

evident in GUI editors and canceled changes somehow being saved
(gen3 isn't required, because it's unpacked into the blocks, but just be consistent)
2024-12-16 19:37:03 -06:00
Kurt
1dcda6d2e8 Fix sav clone metadata inclusion
Need to not include it when cloning saves into the sav constructor, need to mirror it in metadata instead.
2024-07-04 22:27:53 -05:00
Kurt
4f23efd939 Minor tweaks
Rival_Trash -> RivalTrash
BinaryCodedDecimal better method names
Gift dupe checker differentiate by species
2024-06-10 21:43:27 -05:00
Kurt
de6c1baaf2 Minor tweaks
PK9: Fix writing box bin of self-owned SV eggs clearing nickname trash, also clear any hint of trading completely
SAV1: ensure current box is index:0 if uninitialized
2024-06-05 23:46:03 -05:00
Kurt
cd6eadcd8d Fix daycare slot read
Closes #4279
adds writeback for daycare in gen2 as well
2024-05-23 13:31:23 -05:00
Kurt
93ae048246 Fix sav1 daycare write
was copying wrong data in, clean things up.
#4279
2024-05-23 03:54:06 -05:00
Kurt
ca85fba061 Force writeback on addition to uninitialized data
Adding an entity to an uninitialized save's box data will force all data to be flushed unless the final destination was (initially zeroed and has no slots to set).
2024-05-13 19:40:55 -05:00
Kurt
215f892f11 SAV1: Don't reference prior-save boxdata
If the boxes are not initialized, skip reading of box data
If the boxes are empty when saving, don't write if {dest 0} or {boxes uninitialized} to retain old data.
If the boxes have any slots when saving, set the flag that boxdata is good.

Remove flag from SAV2, game is different from SAV1. Only use the boxdata, just mirror to CurrentBox data as Stadium only looks at boxdata.
2024-05-13 17:41:23 -05:00
Kurt
8b68a07dbd SAV1: Use current box span for source of boxdata
Maybe only a GSC thing where Stadium 2 doesn't know better?
2024-05-13 00:16:29 -05:00
Kurt
7b6abc0520 Reduce alloc for ot/nick by raw trash reads
Legality check now catches buffer overflow mons.
Now that I have each type exposing a trash length & charcount, should be easy to have some reusable trash byte measuring methods (see the old branch)
2024-05-12 14:46:58 -05:00
Kurt
2296d34df3 Gen1/2: Fix party read
Oopsie false->true ez
Closes #4253
2024-04-24 19:24:49 -05:00
Kurt
093264bc24 Add IStringConverter, impl on PKM & SaveFile
use in trash editor to translate strings, from PKM instead of SAV.
Closes #4222
2024-04-23 00:57:17 -05:00
Kurt
1b294f7c97
Refactor: Split Gen1/2 string & pokelist conversion methods (#4251)
* Split Gen1/2 string & pokelist conversion methods

* Refactor pokelist to direct read/write, skip on save if blanked

* Add settings editor for SaveLanguage overrides
2024-04-22 14:42:22 -06:00
Kurt
fa80dac2ac
Refactoring: Rework saveblock to be Memory<byte> based (#4200) 2024-03-03 23:13:16 -06:00
Kurt
88569d1107 RBY: Add bool toggle for silph lapras
Closes #4188
2024-02-24 20:14:04 -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
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
Fábio H. Attard
002d1d015f
Secondary heuristic to distinguish SAV1 save files between versions RB and YW earlier, if the Starter value was not set yet (#4064) 2023-11-17 10:25:31 -08:00
Fábio H. Attard
5ede6feb38
SAV1 can implement IEventWorkArray<byte> (#4061) 2023-11-12 23:05:55 -08:00
Kurt
12ee201431 Extract EV limit logic 2023-09-27 22:15:59 -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
fa9a809751
Encapsulate item pouch arrays/etc for finer control (#3860)
* Extract/encapsulate inventory legal arrays to interface+class

Hiding them behind methods allows these to be left as ReadOnlySpan<ushort> and thus never allocate on the heap.
Also refactors out some logic for checking if an item is legal.

End result feels more maintainable and is less bloaty (no more passing in a nullable func)

Batch editing
* Add HasType filter

```
=HasType=11
.HeldItem=Meadow Plate
```

slaps a meadow plate on any pkm with grass type
Use `=PersonalType1=11` for only primary grass types; only-secondary-type grass will not match it.
2023-04-16 12:58:07 -07:00
Kurt
0087ccb44f Use span for savefile slot API
No more offset fetch
2023-03-25 23:14:50 -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
d5cdd3e6cc Update SAV1.cs
Closes #3583
2022-09-12 11:54:35 -07:00
Kurt
66e0613d82 Minor clean 2022-08-30 15:00:45 -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
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
Kurt
fc754b346b
File scoped namespaces (#3529)
[Language Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-10.0/file-scoped-namespaces)

Updates all the files, one less level of indentation.

Some small changes were made to API surfaces, renaming `PKM pkm` -> `PKM pk`, and `LegalityAnalysis.pkm` -> `LegalityAnalysis.Entity`
2022-06-18 11:04:24 -07:00
Kurt
ab723af640 Expose Context for SaveFile/ITrainerInfo 2022-06-03 19:08:46 -07:00
Kurt
a57f40ae7d Break up PKX into separate classes
Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.

Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
2022-05-06 20:38:55 -07:00
Kurt
d58aed109d Add Current Box Changed flag for sav1/2
Flag not set causes the game to clear all boxes (except current box) to clear garbage sram if saves never cleared. Yay deferred execution?
2022-05-02 23:47:41 -07:00
Kurt
a5ee845c3b Decouple event flag/work from SaveFile 2022-04-09 18:12:57 -07:00
Kurt
2267e1a879 Minor tweaks for api consumers
Indicate Shiny.Random on home shiny-possible gifts
More detailed exception message for GetLearnset/GetPersonal
2022-02-12 23:40:28 -08:00
Kurt
47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.

`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.

The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.

Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
2022-01-02 21:35:59 -08:00
Kurt
009e37662f
Startup Enhancements, Gen1/2 Save Indication, Export SAV cleaned up (#3275)
* Providing pkm/sav files via command line (dragging files onto exe / associated file launched) will more intelligently source a partner sav/pkm object if not provided.
* Gen1/2 mainline save files now indicate if they are VC era or GB era (legality implications) in the program title bar.
* Fixes loading VC era save backups not being recognized as VC era (`.bak` extension hides `.dat`)
* Export BAK moved to the SAV tab, which allows Export main to be deleted and Export SAV to be used as the single-click for exporting saves. `CTRL-E` is still the hotkey.
2021-10-21 22:13:21 -07:00
Kurt
4b263bf9bb Fix pattern matching comparison
Wish I had an analyzer to catch this (missing parens) similar to boolean logic

#3271 - resolves the traded egg recognition issue
2021-10-13 20:05:19 -07:00
Kurt
3bf8d2fe07 Add rival string editing for all remaining games
Block Editor for direct edits, no GUI

Co-Authored-By: FeralFalcon <33670476+FeralFalcon@users.noreply.github.com>
2021-10-10 16:11:46 -07:00
Kurt
bedc52943e Trailing commas
No functional change
2021-08-20 13:49:20 -07:00
Kurt
0f3e5095c5 Replace more linq usage 2021-08-05 22:39:38 -07:00
Kurt
5c472a400d Expand shorthand parameters
int i => int index, or whatever the value is representing.
2021-08-05 20:33:25 -07:00