PKHeX/PKHeX.Core/Legality/Encounters/Data/EncounterEvent.cs

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4.4 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using static PKHeX.Core.EncountersWC3;
namespace PKHeX.Core
{
public static class EncounterEvent
{
/// <summary>Event Database for Generation 3</summary>
public static WC3[] MGDB_G3 { get; private set; } = Array.Empty<WC3>();
/// <summary>Event Database for Generation 4</summary>
public static PCD[] MGDB_G4 { get; private set; } = Array.Empty<PCD>();
/// <summary>Event Database for Generation 5</summary>
public static PGF[] MGDB_G5 { get; private set; } = Array.Empty<PGF>();
/// <summary>Event Database for Generation 6</summary>
public static WC6[] MGDB_G6 { get; private set; } = Array.Empty<WC6>();
/// <summary>Event Database for Generation 7</summary>
public static WC7[] MGDB_G7 { get; private set; } = Array.Empty<WC7>();
/// <summary>Event Database for Generation 7 <see cref="GameVersion.GG"/></summary>
public static WB7[] MGDB_G7GG { get; private set; } = Array.Empty<WB7>();
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/// <summary>Event Database for Generation 8</summary>
public static WC8[] MGDB_G8 { get; private set; } = Array.Empty<WC8>();
/// <summary>Indicates if the databases are initialized.</summary>
public static bool Initialized => MGDB_G3.Length != 0;
private static HashSet<PCD> GetPCDDB(byte[] bin) => new HashSet<PCD>(ArrayUtil.EnumerateSplit(bin, PCD.Size).Select(d => new PCD(d)));
private static HashSet<PGF> GetPGFDB(byte[] bin) => new HashSet<PGF>(ArrayUtil.EnumerateSplit(bin, PGF.Size).Select(d => new PGF(d)));
private static HashSet<WC6> GetWC6DB(byte[] wc6bin, byte[] wc6full) => new HashSet<WC6>(
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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ArrayUtil.EnumerateSplit(wc6full, WC6Full.Size).Select(d => new WC6Full(d).Gift)
.Concat(ArrayUtil.EnumerateSplit(wc6bin, WC6.Size).Select(d => new WC6(d))));
private static HashSet<WC7> GetWC7DB(byte[] wc7bin, byte[] wc7full) => new HashSet<WC7>(
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
ArrayUtil.EnumerateSplit(wc7full, WC7Full.Size).Select(d => new WC7Full(d).Gift)
.Concat(ArrayUtil.EnumerateSplit(wc7bin, WC7.Size).Select(d => new WC7(d))));
private static HashSet<WB7> GetWB7DB(byte[] wc7full) => new HashSet<WB7>(ArrayUtil.EnumerateSplit(wc7full, WB7.SizeFull).Select(d => new WB7(d)));
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private static HashSet<WC8> GetWC8DB(byte[] wc8bin) =>
new HashSet<WC8>(ArrayUtil.EnumerateSplit(wc8bin, WC8.Size).Select(d => new WC8(d)));
public static void RefreshMGDB(params string[] paths)
{
var g4 = GetPCDDB(Util.GetBinaryResource("wc4.pkl"));
var g5 = GetPGFDB(Util.GetBinaryResource("pgf.pkl"));
var g6 = GetWC6DB(Util.GetBinaryResource("wc6.pkl"), Util.GetBinaryResource("wc6full.pkl"));
var g7 = GetWC7DB(Util.GetBinaryResource("wc7.pkl"), Util.GetBinaryResource("wc7full.pkl"));
var b7 = GetWB7DB(Util.GetBinaryResource("wb7full.pkl"));
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var g8 = GetWC8DB(Util.GetBinaryResource("wc8.pkl"));
foreach (var gift in paths.Where(Directory.Exists).SelectMany(MysteryUtil.GetGiftsFromFolder))
{
switch (gift)
{
case PCD pcd: g4.Add(pcd); continue;
case PGF pgf: g5.Add(pgf); continue;
case WC6 wc6: g6.Add(wc6); continue;
case WC7 wc7: g7.Add(wc7); continue;
case WB7 wb7: b7.Add(wb7); continue;
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case WC8 wc8: g8.Add(wc8); continue;
}
}
MGDB_G3 = Encounter_WC3; // hardcoded
MGDB_G4 = g4.ToArray();
MGDB_G5 = g5.ToArray();
MGDB_G6 = g6.ToArray();
MGDB_G7 = g7.ToArray();
MGDB_G7GG = b7.ToArray();
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MGDB_G8 = g8.ToArray();
}
public static IEnumerable<MysteryGift> GetAllEvents(bool sorted = true)
{
var regular = new MysteryGift[][]
{
MGDB_G4,
MGDB_G5,
MGDB_G6,
MGDB_G7,
MGDB_G7GG,
MGDB_G8,
}.SelectMany(z => z);
regular = regular.Where(mg => !mg.IsItem && mg.IsPokémon && mg.Species > 0);
var result = MGDB_G3.Concat(regular);
if (sorted)
result = result.OrderBy(mg => mg.Species);
return result;
}
}
}