PKHeX/PKHeX.Core/Editing/Saves/BoxManipulator.cs

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namespace PKHeX.Core
{
public abstract class BoxManipulator
{
protected abstract SaveFile SAV { get; }
/// <summary>
/// Executes the provided <see cref="manip"/> with the provided parameters.
/// </summary>
/// <param name="manip">Manipulation to perform on the <see cref="SAV"/> box data.</param>
/// <param name="box">Single box to modify; if <see cref="allBoxes"/> is set, this param is ignored.</param>
/// <param name="allBoxes">Indicates if all boxes are to be manipulated, or just one box.</param>
/// <param name="reverse">Manipulation action should be inverted (criteria) or reversed (sort).</param>
/// <returns>True if operation succeeded, false if no changes made.</returns>
public bool Execute(IBoxManip manip, int box, bool allBoxes, bool reverse = false)
{
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
bool usable = manip.Usable.Invoke(SAV);
if (!usable)
return false;
var start = allBoxes ? 0 : box;
var stop = allBoxes ? SAV.BoxCount - 1 : box;
var param = new BoxManipParam(start, stop, reverse);
var prompt = manip.GetPrompt(allBoxes);
var fail = manip.GetFail(allBoxes);
if (!CanManipulateRegion(param.Start, param.Stop, prompt, fail))
return false;
var result = manip.Execute(SAV, param);
if (result <= 0)
return false;
var success = manip.GetSuccess(allBoxes);
FinishBoxManipulation(success, allBoxes, result);
return true;
}
/// <summary>
/// Executes the provided <see cref="type"/> with the provided parameters.
/// </summary>
/// <param name="type">Manipulation to perform on the <see cref="SAV"/> box data.</param>
/// <param name="box">Single box to modify; if <see cref="allBoxes"/> is set, this param is ignored.</param>
/// <param name="allBoxes">Indicates if all boxes are to be manipulated, or just one box.</param>
/// <param name="reverse">Manipulation action should be inverted (criteria) or reversed (sort).</param>
/// <returns>True if operation succeeded, false if no changes made.</returns>
public bool Execute(BoxManipType type, int box, bool allBoxes, bool reverse = false)
{
var manip = type.GetManip();
return Execute(manip, box, allBoxes, reverse);
}
/// <summary>
/// Sanity check for modifying the box data.
/// </summary>
/// <param name="start">Start box</param>
/// <param name="end">End box</param>
/// <param name="prompt">Message asking about the operation.</param>
/// <param name="fail">Message indicating the operation cannot be performed.</param>
/// <returns></returns>
protected virtual bool CanManipulateRegion(int start, int end, string prompt, string fail) => !SAV.IsAnySlotLockedInBox(start, end);
/// <summary>
/// Called if the <see cref="IBoxManip"/> operation modified any data.
/// </summary>
/// <param name="message">Optional message to show if applicable.</param>
/// <param name="all">Indicates if all boxes were manipulated, or just one box.</param>
/// <param name="count">Count of manipulated slots</param>
protected abstract void FinishBoxManipulation(string message, bool all, int count);
}
}