2018-08-03 03:11:42 +00:00
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using System;
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namespace PKHeX.Core
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2017-05-28 04:17:53 +00:00
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{
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2017-10-24 06:12:58 +00:00
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/// <summary>
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/// Invalid Encounter Data
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/// </summary>
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2018-12-30 06:24:34 +00:00
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public sealed class EncounterInvalid : IEncounterable
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2017-05-28 04:17:53 +00:00
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{
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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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public static readonly EncounterInvalid Default = new EncounterInvalid();
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2017-05-28 04:17:53 +00:00
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public int Species { get; }
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2017-06-18 01:37:19 +00:00
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public int LevelMin { get; }
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public int LevelMax { get; }
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public bool EggEncounter { get; }
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2017-05-28 04:17:53 +00:00
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public string Name => "Invalid";
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2019-03-18 05:19:37 +00:00
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public string LongName => "Invalid";
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2017-05-28 04:17:53 +00:00
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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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private EncounterInvalid() { }
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2017-05-28 04:17:53 +00:00
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public EncounterInvalid(PKM pkm)
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{
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Species = pkm.Species;
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2017-06-18 01:37:19 +00:00
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LevelMin = pkm.Met_Level;
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LevelMax = pkm.CurrentLevel;
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EggEncounter = pkm.WasEgg;
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2017-05-28 04:17:53 +00:00
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}
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2018-03-29 03:38:07 +00:00
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2018-12-30 06:24:34 +00:00
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public PKM ConvertToPKM(ITrainerInfo SAV) => ConvertToPKM(SAV, EncounterCriteria.Unrestricted);
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public PKM ConvertToPKM(ITrainerInfo SAV, EncounterCriteria criteria) => throw new ArgumentException($"Cannot convert an {nameof(EncounterInvalid)} to PKM.");
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2017-05-28 04:17:53 +00:00
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}
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}
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