PKHeX/PKHeX.Core/Legality/RNG/Locks/TeamLock.cs

37 lines
1.1 KiB
C#
Raw Normal View History

namespace PKHeX.Core;
2022-08-21 08:39:16 +00:00
/// <summary>
/// Represents a Team of Pokémon that is generated before a shadow <see cref="Species"/>.
/// </summary>
public sealed class TeamLock
{
2022-08-21 08:39:16 +00:00
/// <summary>
/// Team generated before the Species.
/// </summary>
public readonly NPCLock[] Locks;
2022-08-21 08:39:16 +00:00
/// <summary>
/// For trainers that have different teams, this indicates what conditions (when/where) the trainer must be battled.
/// </summary>
public readonly string Comment;
2022-08-21 08:39:16 +00:00
/// <summary>
/// Species of shadow Pokémon that is generated after the <see cref="Locks"/>.
/// </summary>
public readonly int Species;
public TeamLock(ushort species, NPCLock[] locks) : this(species, string.Empty, locks) { }
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 TeamLock(ushort species, string comment, NPCLock[] locks)
{
Species = species;
Locks = locks;
Comment = comment;
}
public override string ToString()
{
if (Comment.Length == 0)
return $"{(Species)Species} [{Locks.Length}]";
return $"{(Species)Species} [{Locks.Length}] - {Comment}";
}
}