PKHeX/PKHeX.Core/Legality/Encounters/Data/EncounterUtil.cs

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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
/// </summary>
internal static class EncounterUtil
{
/// <summary>
/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
/// </summary>
/// <param name="source">Table of valid encounters that appear for the game pairing</param>
/// <param name="game">Game to filter for</param>
/// <returns>Array of encounter objects that can be encountered in the input game</returns>
internal static T[] GetEncounters<T>(IEnumerable<T> source, GameVersion game) where T : IVersion
{
return source.Where(s => s.Version.Contains(game)).ToArray();
}
internal static void MarkEncounterTradeStrings<T>(T[] table, string[][] strings) where T : EncounterTrade
{
int half = strings[1].Length / 2;
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
for (int i = 0; i < half; i++)
{
var t = table[i];
t.Nicknames = getNames(i, strings);
t.TrainerNames = getNames(i + half, strings);
}
static string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
}
internal static void MarkEncounterTradeNicknames<T>(T[] table, string[][] strings) where T : EncounterTrade
{
for (int i = 0; i < table.Length; i++)
{
var t = table[i];
t.Nicknames = getNames(i, strings);
}
static string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
}
}
}