PKHeX/PKHeX.Core/Legality/Core.cs

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C#
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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
public static partial class Legal
{
// Gen 1
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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internal static readonly Learnset[] LevelUpRB = LearnsetReader.GetArray(Util.GetBinaryResource("lvlmove_rb.pkl"), MaxSpeciesID_1);
internal static readonly Learnset[] LevelUpY = LearnsetReader.GetArray(Util.GetBinaryResource("lvlmove_y.pkl"), MaxSpeciesID_1);
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// Gen 2
internal static readonly EggMoves2[] EggMovesGS = EggMoves2.GetArray(Util.GetBinaryResource("eggmove_gs.pkl"), MaxSpeciesID_2);
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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internal static readonly Learnset[] LevelUpGS = LearnsetReader.GetArray(Util.GetBinaryResource("lvlmove_gs.pkl"), MaxSpeciesID_2);
internal static readonly EggMoves2[] EggMovesC = EggMoves2.GetArray(Util.GetBinaryResource("eggmove_c.pkl"), MaxSpeciesID_2);
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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internal static readonly Learnset[] LevelUpC = LearnsetReader.GetArray(Util.GetBinaryResource("lvlmove_c.pkl"), MaxSpeciesID_2);
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// Gen 3
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internal static readonly Learnset[] LevelUpE = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_e.pkl"), "em"));
internal static readonly Learnset[] LevelUpRS = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_rs.pkl"), "rs"));
internal static readonly Learnset[] LevelUpFR = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_fr.pkl"), "fr"));
internal static readonly Learnset[] LevelUpLG = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_lg.pkl"), "lg"));
internal static readonly EggMoves6[] EggMovesRS = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_rs.pkl"), "rs"));
// Gen 4
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internal static readonly Learnset[] LevelUpDP = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_dp.pkl"), "dp"));
internal static readonly Learnset[] LevelUpPt = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_pt.pkl"), "pt"));
internal static readonly Learnset[] LevelUpHGSS = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_hgss.pkl"), "hs"));
internal static readonly EggMoves6[] EggMovesDPPt = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_dppt.pkl"), "dp"));
internal static readonly EggMoves6[] EggMovesHGSS = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_hgss.pkl"), "hs"));
// Gen 5
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internal static readonly Learnset[] LevelUpBW = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_bw.pkl"), "51"));
internal static readonly Learnset[] LevelUpB2W2 = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_b2w2.pkl"), "52"));
internal static readonly EggMoves6[] EggMovesBW = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_bw.pkl"), "bw"));
// Gen 6
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internal static readonly EggMoves6[] EggMovesXY = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_xy.pkl"), "xy"));
internal static readonly Learnset[] LevelUpXY = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_xy.pkl"), "xy"));
internal static readonly EggMoves6[] EggMovesAO = EggMoves6.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_ao.pkl"), "ao"));
internal static readonly Learnset[] LevelUpAO = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_ao.pkl"), "ao"));
// Gen 7
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internal static readonly EggMoves7[] EggMovesSM = EggMoves7.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_sm.pkl"), "sm"));
internal static readonly Learnset[] LevelUpSM = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_sm.pkl"), "sm"));
internal static readonly EggMoves7[] EggMovesUSUM = EggMoves7.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_uu.pkl"), "uu"));
internal static readonly Learnset[] LevelUpUSUM = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_uu.pkl"), "uu"));
internal static readonly Learnset[] LevelUpGG = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_gg.pkl"), "gg"));
// Gen 8
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internal static readonly EggMoves7[] EggMovesSWSH = EggMoves7.GetArray(BinLinker.Unpack(Util.GetBinaryResource("eggmove_swsh.pkl"), "ss"));
internal static readonly Learnset[] LevelUpSWSH = LearnsetReader.GetArray(BinLinker.Unpack(Util.GetBinaryResource("lvlmove_swsh.pkl"), "ss"));
public static IReadOnlyList<byte> GetPPTable(PKM pkm, int format)
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{
if (format != 7)
return GetPPTable(format);
var lgpe = pkm.Version is (int) GameVersion.GO or (int) GameVersion.GP or (int) GameVersion.GE;
return lgpe ? MovePP_GG : MovePP_SM;
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}
public static IReadOnlyList<byte> GetPPTable(int format) => format switch
{
1 => MovePP_RBY,
2 => MovePP_GSC,
3 => MovePP_RS,
4 => MovePP_DP,
5 => MovePP_BW,
6 => MovePP_XY,
7 => MovePP_SM,
8 => MovePP_SWSH,
_ => Array.Empty<byte>()
};
internal static int GetMaxSpeciesOrigin(PKM pkm)
{
if (pkm.Format == 1)
return GetMaxSpeciesOrigin(1);
if (pkm.Format == 2 || pkm.VC)
return GetMaxSpeciesOrigin(2);
return GetMaxSpeciesOrigin(pkm.Generation);
}
internal static int GetMaxSpeciesOrigin(int generation) => generation switch
{
1 => MaxSpeciesID_1,
2 => MaxSpeciesID_2,
3 => MaxSpeciesID_3,
4 => MaxSpeciesID_4,
5 => MaxSpeciesID_5,
6 => MaxSpeciesID_6,
7 => MaxSpeciesID_7b,
8 => MaxSpeciesID_8,
_ => -1
};
internal static int GetDebutGeneration(int species) => species switch
{
<= MaxSpeciesID_1 => 1,
<= MaxSpeciesID_2 => 2,
<= MaxSpeciesID_3 => 3,
<= MaxSpeciesID_4 => 4,
<= MaxSpeciesID_5 => 5,
<= MaxSpeciesID_6 => 6,
<= MaxSpeciesID_7b => 7,
<= MaxSpeciesID_8 => 8,
_ => -1
};
internal static int GetMaxLanguageID(int generation) => generation switch
{
1 => (int) LanguageID.Spanish, // 1-7 except 6
3 => (int) LanguageID.Spanish, // 1-7 except 6
2 => (int) LanguageID.Korean,
4 => (int) LanguageID.Korean,
5 => (int) LanguageID.Korean,
6 => (int) LanguageID.Korean,
7 => (int) LanguageID.ChineseT,
8 => (int) LanguageID.ChineseT,
_ => -1
};
internal const GameVersion NONE = GameVersion.Invalid;
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internal static readonly LearnVersion LearnNONE = new(-1);
internal static bool HasVisitedB2W2(this PKM pkm, int species) => pkm.InhabitedGeneration(5, species);
internal static bool HasVisitedORAS(this PKM pkm, int species) => pkm.InhabitedGeneration(6, species) && (pkm.AO || !pkm.IsUntraded);
internal static bool HasVisitedUSUM(this PKM pkm, int species) => pkm.InhabitedGeneration(7, species) && (pkm.USUM || !pkm.IsUntraded);
internal static bool IsMovesetRestricted(this PKM pkm, int gen) => (gen == 7 && pkm.Version is (int)GameVersion.GO or (int)GameVersion.GP or (int)GameVersion.GE) || pkm.IsUntraded;
public static int GetMaxLengthOT(int generation, LanguageID language) => language switch
{
LanguageID.ChineseS or LanguageID.ChineseT => 6,
LanguageID.Japanese or LanguageID.Korean => generation >= 6 ? 6 : 5,
_ => generation >= 6 ? 12 : 7
};
public static int GetMaxLengthNickname(int generation, LanguageID language) => language switch
{
LanguageID.ChineseS or LanguageID.ChineseT => 6,
LanguageID.Japanese or LanguageID.Korean => generation >= 6 ? 6 : 5,
_ => generation >= 6 ? 12 : 10
};
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public static bool GetIsFixedIVSequenceValidSkipRand(IReadOnlyList<int> IVs, PKM pkm, int max = 31)
{
for (int i = 0; i < 6; i++)
{
if ((uint) IVs[i] > max) // random
continue;
if (IVs[i] != pkm.GetIV(i))
return false;
}
return true;
}
public static bool GetIsFixedIVSequenceValidNoRand(IReadOnlyList<int> IVs, PKM pkm)
{
for (int i = 0; i < 6; i++)
{
if (IVs[i] != pkm.GetIV(i))
return false;
}
return true;
}
}
}