PKHeX/PKHeX.Core/MysteryGifts/MysteryGift.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
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
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public abstract class DataMysteryGift : MysteryGift
{
public readonly byte[] Data;
protected DataMysteryGift(byte[] data) => Data = data;
/// <summary>
/// Returns an array for exporting outside the program (to disk, etc).
/// </summary>
public virtual byte[] Write() => Data;
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
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public override int GetHashCode()
{
int hash = 17;
foreach (var b in Data)
hash = (hash * 31) + b;
return hash;
}
/// <summary>
/// Creates a deep copy of the <see cref="MysteryGift"/> object data.
/// </summary>
/// <returns></returns>
public override MysteryGift Clone()
{
byte[] data = (byte[])Data.Clone();
var result = GetMysteryGift(data);
if (result == null)
throw new ArgumentException(nameof(MysteryGift));
return result;
}
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public override bool Empty => Data.IsRangeAll((byte)0, 0, Data.Length);
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
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}
/// <summary>
/// Mystery Gift Template File
/// </summary>
public abstract class MysteryGift : IEncounterable, IMoveset, IRelearn, ILocation
{
/// <summary>
/// Determines whether or not the given length of bytes is valid for a mystery gift.
/// </summary>
/// <param name="len">Length, in bytes, of the data of which to determine validity.</param>
/// <returns>A boolean indicating whether or not the given length is valid for a mystery gift.</returns>
public static bool IsMysteryGift(long len) => Sizes.Contains((int)len);
private static readonly HashSet<int> Sizes = new HashSet<int>{ WC8.Size, WC6Full.Size, WC6.Size, PGF.Size, PGT.Size, PCD.Size };
/// <summary>
/// Converts the given data to a <see cref="MysteryGift"/>.
/// </summary>
/// <param name="data">Raw data of the mystery gift.</param>
/// <param name="ext">Extension of the file from which the <paramref name="data"/> was retrieved.</param>
/// <returns>An instance of <see cref="MysteryGift"/> representing the given data, or null if <paramref name="data"/> or <paramref name="ext"/> is invalid.</returns>
/// <remarks>This overload differs from <see cref="GetMysteryGift(byte[])"/> by checking the <paramref name="data"/>/<paramref name="ext"/> combo for validity. If either is invalid, a null reference is returned.</remarks>
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
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public static DataMysteryGift? GetMysteryGift(byte[] data, string ext)
{
if (ext == null)
return GetMysteryGift(data);
switch (data.Length)
{
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case WC8.Size when ext == ".wc8":
return new WC8(data);
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case WB7.SizeFull when ext == ".wb7full":
case WB7.Size when ext == ".wb7":
return new WB7(data);
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
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case WC7Full.Size when ext == ".wc7full":
return new WC7Full(data).Gift;
case WC7.Size when ext == ".wc7":
return new WC7(data);
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
case WC6Full.Size when ext == ".wc6full":
return new WC6Full(data).Gift;
case WC6.Size when ext == ".wc6":
return new WC6(data);
case WR7.Size when ext == ".wr7":
return new WR7(data);
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case WC8.Size when ext == ".wc8":
case WC8.Size when ext == ".wc8full":
return new WC8(data);
case PGF.Size when ext == ".pgf":
return new PGF(data);
case PGT.Size when ext == ".pgt":
return new PGT(data);
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case PCD.Size when ext == ".pcd" || ext == ".wc4":
return new PCD(data);
}
return null;
}
/// <summary>
/// Converts the given data to a <see cref="MysteryGift"/>.
/// </summary>
/// <param name="data">Raw data of the mystery gift.</param>
/// <returns>An instance of <see cref="MysteryGift"/> representing the given data, or null if <paramref name="data"/> is invalid.</returns>
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
public static DataMysteryGift? GetMysteryGift(byte[] data)
{
switch (data.Length)
{
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
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case WC6Full.Size:
// Check WC7 size collision
if (data[0x205] == 0) // 3 * 0x46 for gen6, now only 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
return new WC7Full(data).Gift;
return new WC6Full(data).Gift;
case WC6.Size:
// Check year for WC7 size collision
if (BitConverter.ToUInt32(data, 0x4C) / 10000 < 2000)
return new WC7(data);
return new WC6(data);
case WR7.Size: return new WR7(data);
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case WC8.Size: return new WC8(data);
case PGF.Size: return new PGF(data);
case PGT.Size: return new PGT(data);
case PCD.Size: return new PCD(data);
default: return null;
}
}
public string Extension => GetType().Name.ToLower();
public string FileName => $"{CardHeader}.{Extension}";
public abstract int Format { get; }
public PKM ConvertToPKM(ITrainerInfo sav) => ConvertToPKM(sav, EncounterCriteria.Unrestricted);
public abstract PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria);
protected abstract bool IsMatchExact(PKM pkm, DexLevel evo);
protected abstract bool IsMatchDeferred(PKM pkm);
public EncounterMatchRating IsMatch(PKM pkm, DexLevel evo)
{
if (!IsMatchExact(pkm, evo))
return EncounterMatchRating.None;
if (IsMatchDeferred(pkm))
return EncounterMatchRating.Deferred;
return EncounterMatchRating.Match;
}
2017-11-07 06:44:51 +00:00
/// <summary>
/// Creates a deep copy of the <see cref="MysteryGift"/> object data.
/// </summary>
/// <returns></returns>
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
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public abstract MysteryGift Clone();
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/// <summary>
/// Gets a friendly name for the underlying <see cref="MysteryGift"/> type.
/// </summary>
public string Type => GetType().Name;
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/// <summary>
/// Gets a friendly name for the underlying <see cref="MysteryGift"/> type for the <see cref="IEncounterable"/> interface.
/// </summary>
public string Name => "Event Gift";
/// <summary>
/// Gets a friendly name for the underlying <see cref="MysteryGift"/> type for the <see cref="IEncounterable"/> interface.
/// </summary>
public string LongName => $"{Name} ({Type})";
public virtual GameVersion Version
{
get => GameUtil.GetVersion(Format);
set { }
}
// Properties
public virtual int Species { get => -1; set { } }
public abstract bool GiftUsed { get; set; }
public abstract string CardTitle { get; set; }
public abstract int CardID { get; set; }
public abstract bool IsItem { get; set; }
public abstract int ItemID { get; set; }
public abstract bool IsPokémon { get; set; }
public virtual int Quantity { get => 1; set { } }
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
public virtual bool Empty => false;
public virtual bool IsBP { get => false; set { } }
public virtual int BP { get => 0; set { } }
public virtual bool IsBean { get => false; set { } }
public virtual int Bean { get => 0; set { } }
public virtual int BeanCount { get => 0; set { } }
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public virtual string CardHeader => (CardID > 0 ? $"Card #: {CardID:0000}" : "N/A") + $" - {CardTitle.Replace('\u3000',' ').Trim()}";
// Search Properties
public virtual IReadOnlyList<int> Moves { get => Array.Empty<int>(); set { } }
public virtual IReadOnlyList<int> Relearn { get => Array.Empty<int>(); set { } }
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
public virtual int[] IVs { get => Array.Empty<int>(); set { } }
public virtual bool IsShiny => false;
public virtual bool IsEgg { get => false; set { } }
public virtual int HeldItem { get => -1; set { } }
public virtual int AbilityType { get => -1; set { } }
public virtual object Content => this;
public abstract int Gender { get; set; }
public abstract int Form { get; set; }
public abstract int TID { get; set; }
public abstract int SID { get; set; }
public abstract string OT_Name { get; set; }
public abstract int Location { get; set; }
public abstract int Level { get; set; }
public int LevelMin => Level;
public int LevelMax => Level;
public abstract int Ball { get; set; }
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037) * Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile * Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array * Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn * Fix for gen3 egg encounters Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg Remove duplicate encounters * Gift egg should not allow inherited moves even it they dont have special moves Those gift eggs are hatched only with the species base moves * Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1 * Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters * Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon * Mark generation in gen 1 and 2 encounters There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number * Add min level for generation 1 moves in getMoves functions Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table Fix getMoves with min level when the moves list is empty, like Raichu generation 1 * Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter Refactor VC Encounter changing Tuples for GBData class * Fixed for gen 2 Checks Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal * Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work * Add generation 1 parse moves function including default moves * Clean-up get encounters * Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter * Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon * Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered * Fix gen 1 eevee and evolutions move checks * Cleanup * Move the code to change valid moves for generation 1 to a function * Fix getMoveMinLevelGBEncounter * getUsedMoveSlots, removed wild Butterfree edge case, it is not possible * Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
public virtual bool EggEncounter => IsEgg;
public int Generation { get => Format; set {} }
public abstract int EggLocation { get; set; }
public int TrainerID7 => (int)((uint)(TID | (SID << 16)) % 1000000);
public int TrainerSID7 => (int)((uint)(TID | (SID << 16)) / 1000000);
}
}