2017-07-25 07:28:43 +00:00
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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2017-07-30 19:31:17 +00:00
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/// <summary>
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/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
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/// </summary>
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2017-07-25 07:28:43 +00:00
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internal static class EncounterUtil
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{
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2017-07-30 19:31:17 +00:00
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/// <summary>
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/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
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/// </summary>
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/// <param name="source">Table of valid encounters that appear for the game pairing</param>
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/// <param name="game">Game to filter for</param>
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2020-05-31 19:12:07 +00:00
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/// <returns>Array of encounter objects that can be encountered in the input game</returns>
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2020-08-21 23:35:49 +00:00
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internal static T[] GetEncounters<T>(IEnumerable<T> source, GameVersion game) where T : IVersion
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2017-07-25 07:28:43 +00:00
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{
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2017-07-30 19:31:17 +00:00
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return source.Where(s => s.Version.Contains(game)).ToArray();
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}
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2020-07-18 20:36:30 +00:00
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internal static void MarkEncounterTradeStrings<T>(T[] table, string[][] strings) where T : EncounterTrade
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2018-03-27 05:23:11 +00:00
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{
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int half = strings[1].Length / 2;
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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
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for (int i = 0; i < half; i++)
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2018-03-27 05:23:11 +00:00
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{
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var t = table[i];
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t.Nicknames = getNames(i, strings);
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t.TrainerNames = getNames(i + half, strings);
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}
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2020-11-23 00:19:03 +00:00
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static string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
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}
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internal static void MarkEncounterTradeNicknames<T>(T[] table, string[][] strings) where T : EncounterTrade
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{
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for (int i = 0; i < table.Length; i++)
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{
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var t = table[i];
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t.Nicknames = getNames(i, strings);
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}
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static string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
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2018-03-27 05:23:11 +00:00
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}
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2017-07-25 07:28:43 +00:00
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}
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}
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