2018-08-03 03:11:42 +00:00
|
|
|
|
using System;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
2017-05-28 04:17:53 +00:00
|
|
|
|
{
|
2017-10-24 06:12:58 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Invalid Encounter Data
|
|
|
|
|
/// </summary>
|
2018-12-30 06:24:34 +00:00
|
|
|
|
public sealed class EncounterInvalid : IEncounterable
|
2017-05-28 04:17:53 +00:00
|
|
|
|
{
|
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 readonly EncounterInvalid Default = new EncounterInvalid();
|
|
|
|
|
|
2017-05-28 04:17:53 +00:00
|
|
|
|
public int Species { get; }
|
2019-11-19 06:20:55 +00:00
|
|
|
|
public int Form { get; }
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public int LevelMin { get; }
|
|
|
|
|
public int LevelMax { get; }
|
|
|
|
|
public bool EggEncounter { get; }
|
2020-05-20 04:46:05 +00:00
|
|
|
|
public int Generation { get; }
|
|
|
|
|
public GameVersion Version { get; }
|
2017-06-18 01:37:19 +00:00
|
|
|
|
|
2017-05-28 04:17:53 +00:00
|
|
|
|
public string Name => "Invalid";
|
2019-03-18 05:19:37 +00:00
|
|
|
|
public string LongName => "Invalid";
|
2017-05-28 04:17:53 +00:00
|
|
|
|
|
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
|
|
|
|
private EncounterInvalid() { }
|
|
|
|
|
|
2017-05-28 04:17:53 +00:00
|
|
|
|
public EncounterInvalid(PKM pkm)
|
|
|
|
|
{
|
|
|
|
|
Species = pkm.Species;
|
2019-11-19 06:20:55 +00:00
|
|
|
|
Form = pkm.AltForm;
|
2017-06-18 01:37:19 +00:00
|
|
|
|
LevelMin = pkm.Met_Level;
|
|
|
|
|
LevelMax = pkm.CurrentLevel;
|
|
|
|
|
EggEncounter = pkm.WasEgg;
|
2020-05-17 19:32:28 +00:00
|
|
|
|
Generation = pkm.GenNumber;
|
2020-05-20 04:07:30 +00:00
|
|
|
|
Version = (GameVersion)pkm.Version;
|
2017-05-28 04:17:53 +00:00
|
|
|
|
}
|
2018-03-29 03:38:07 +00:00
|
|
|
|
|
2020-06-17 02:46:22 +00:00
|
|
|
|
public PKM ConvertToPKM(ITrainerInfo sav) => ConvertToPKM(sav, EncounterCriteria.Unrestricted);
|
|
|
|
|
public PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria) => throw new ArgumentException($"Cannot convert an {nameof(EncounterInvalid)} to PKM.");
|
2017-05-28 04:17:53 +00:00
|
|
|
|
}
|
|
|
|
|
}
|