PKHeX/PKHeX.Core/Legality/Encounters/Data/Encounters7b.cs

210 lines
13 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.EncounterUtil;
namespace PKHeX.Core
{
internal static class Encounters7b
{
internal static readonly EncounterArea7b[] SlotsGP = GetEncounterTables<EncounterArea7b>("gg", "gp");
internal static readonly EncounterArea7b[] SlotsGE = GetEncounterTables<EncounterArea7b>("gg", "ge");
internal static readonly EncounterStatic[] StaticGP, StaticGE;
internal static readonly EncounterArea7g[] SlotsGO_GG = GetGoParkArea();
static Encounters7b()
{
StaticGP = GetStaticEncounters(Encounter_GG, GameVersion.GP);
StaticGE = GetStaticEncounters(Encounter_GG, GameVersion.GE);
ManuallyAddRareSpawns(SlotsGP);
ManuallyAddRareSpawns(SlotsGE);
SlotsGP.SetVersion(GameVersion.GP);
SlotsGE.SetVersion(GameVersion.GE);
Encounter_GG.SetVersion(GameVersion.GG);
TradeGift_GG.SetVersion(GameVersion.GG);
MarkEncountersGeneration(7, SlotsGP, SlotsGE);
MarkEncountersGeneration(7, StaticGP, StaticGE, TradeGift_GG);
}
private static readonly EncounterStatic[] Encounter_GG =
{
// encounters
new EncounterStatic { Species = 144, Level = 50, Location = 44, FlawlessIVCount = 3, }, // Articuno @ Seafoam Islands
new EncounterStatic { Species = 145, Level = 50, Location = 42, FlawlessIVCount = 3, }, // Zapdos @ Power Plant
new EncounterStatic { Species = 146, Level = 50, Location = 45, FlawlessIVCount = 3, }, // Moltres @ Victory Road
new EncounterStatic { Species = 150, Level = 70, Location = 46, FlawlessIVCount = 3, }, // Mewtwo @ Cerulean Cave
new EncounterStatic { Species = 143, Level = 34, Location = 14, FlawlessIVCount = 3, }, // Snorlax @ Route 12
new EncounterStatic { Species = 143, Level = 34, Location = 18, FlawlessIVCount = 3, }, // Snorlax @ Route 16
// unused new EncounterStatic { Species = 100, Level = 42, Location = 42, FlawlessIVCount = 3, }, // Voltorb @ Power Plant
new EncounterStatic { Species = 101, Level = 42, Location = 42, FlawlessIVCount = 3, }, // Electrode @ Power Plant
// gifts
new EncounterStatic { Species = 025, Level = 05, Location = 28, Gift = true, IVs = new[] {31,31,31,31,31,31}, Shiny = Shiny.Never, Form = 8, Version = GameVersion.GP }, // Pikachu @ Pallet Town
new EncounterStatic { Species = 133, Level = 05, Location = 28, Gift = true, IVs = new[] {31,31,31,31,31,31}, Shiny = Shiny.Never, Form = 1, Version = GameVersion.GE }, // Eevee @ Pallet Town
new EncounterStatic { Species = 129, Level = 05, Location = 06, Gift = true, IVs = new[] {30,31,25,30,25,25} }, // Magikarp @ Route 4
2018-11-19 04:39:15 +00:00
// unused new EncounterStatic { Species = 133, Level = 30, Location = 34, Gift = true }, // Eevee @ Celadon City
new EncounterStatic { Species = 131, Level = 34, Location = 52, Gift = true, IVs = new[] {31,25,25,25,30,30} }, // Lapras @ Saffron City (Silph Co. Employee, inside)
new EncounterStatic { Species = 106, Level = 30, Location = 38, Gift = true, IVs = new[] {25,30,25,31,25,30} }, // Hitmonlee @ Saffron City (Karate Master)
new EncounterStatic { Species = 107, Level = 30, Location = 38, Gift = true, IVs = new[] {25,31,30,25,25,30} }, // Hitmonchan @ Saffron City (Karate Master)
new EncounterStatic { Species = 140, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Kabuto @ Cinnabar Island (Cinnabar Pokémon Lab)
new EncounterStatic { Species = 138, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Omanyte @ Cinnabar Island (Cinnabar Pokémon Lab)
new EncounterStatic { Species = 142, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Aerodactyl @ Cinnabar Island (Cinnabar Pokémon Lab)
new EncounterStatic { Species = 001, Level = 12, Location = 31, Gift = true, IVs = new[] {31,25,30,25,25,30} }, // Bulbasaur @ Cerulean City
new EncounterStatic { Species = 004, Level = 14, Location = 26, Gift = true, IVs = new[] {25,30,25,31,30,25} }, // Charmander @ Route 24
new EncounterStatic { Species = 007, Level = 16, Location = 33, Gift = true, IVs = new[] {25,25,30,25,31,30} }, // Squirtle @ Vermillion City
2018-11-19 04:39:15 +00:00
new EncounterStatic { Species = 137, Level = 34, Location = 38, Gift = true, IVs = new[] {25,25,30,25,31,30} }, // Porygon @ Saffron City (Silph Co. Employee, outside)
new EncounterStatic { Species = 053, Level = 16, Location = 33, Gift = true, IVs = new[] {30,30,25,31,25,25}, Version = GameVersion.GP }, // Persian @ Vermillion City (Outside Fan Club)
new EncounterStatic { Species = 059, Level = 16, Location = 33, Gift = true, IVs = new[] {25,30,25,31,30,25}, Version = GameVersion.GE }, // Arcanine @ Vermillion City (Outside Fan Club)
};
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 static readonly string[] T1 = { string.Empty, "ミニコ", "Tatianna", "BarbaRatatta", "Addoloratta", "Barbaratt", string.Empty, "Tatiana", "미니꼬", "小幂妮", "小幂妮", };
private static readonly string[] T2 = { string.Empty, "ボーアイス", "Nicholice", "Iceman-4L0L4", "Goffreddo", "Eisper", string.Empty, "Gelasio", "보아이스", "露冰冰", "露冰冰", };
private static readonly string[] T3 = { string.Empty, "レディダグ", "Diggette", "Taupilady", "Lady Glett", "Digga", string.Empty, "Glenda", "레이디그다", "蒂淑", "蒂淑", };
private static readonly string[] T4 = { string.Empty, "ワルモン", "Darko", "AlolaZeDark", "Mattetro", "Bösbert", string.Empty, "Sinesio", "나뻐기", "达怀丹", "达怀丹", };
private static readonly string[] T5 = { string.Empty, "エリッチ", "Psytrice", "TopDeTonCœur", "Chulia", "Assana", string.Empty, "Menchu", "엘리츄", "晶莹丘", "晶莹丘", };
private static readonly string[] T6 = { string.Empty, "ジェンガラ", "Genmar", "OSS-Dandy7", "Mr. Owak", "Knoggelius", string.Empty, "Mario", "젠구리", "申史加拉", "申史加拉", };
private static readonly string[] T7 = { string.Empty, "マニシ", "Exemann", "Koko-fan", "Exechiele", "Einrich", string.Empty, "Gunter", "마니시", "艾浩舒", "艾浩舒", };
private static readonly string[] T8 = { string.Empty, "コツブ", "Higeo", "Montagnou", "George", "Karstein", string.Empty, "Georgie", "산돌", "科布", "科布", };
internal static readonly EncounterTrade[] TradeGift_GG =
{
// Random candy values! They can be zero so no impact on legality even though statistically rare.
new EncounterTrade { Species = 019, Level = 12, Form = 1, TrainerNames = T1, TID7 = 121106, OTGender = 1, Shiny = Shiny.Random, IVs = new[] {31,31,-1,-1,-1,-1}, IsNicknamed = false }, // Rattata @ Cerulean City, AV rand [0-5)
new EncounterTrade { Species = 027, Level = 27, Form = 1, TrainerNames = T2, TID7 = 703019, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {-1,31,31,-1,-1,-1}, IsNicknamed = false, Version = GameVersion.GP }, // Sandshrew @ Celadon City, AV rand [0-5)
new EncounterTrade { Species = 037, Level = 27, Form = 1, TrainerNames = T2, TID7 = 703019, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {-1,-1,-1,31,31,-1}, IsNicknamed = false, Version = GameVersion.GE }, // Vulpix @ Celadon City, AV rand [0-5)
new EncounterTrade { Species = 050, Level = 25, Form = 1, TrainerNames = T3, TID7 = 520159, OTGender = 1, Shiny = Shiny.Random, IVs = new[] {-1,31,-1,31,-1,-1}, IsNicknamed = false }, // Diglett @ Lavender Town, AV rand [0-5)
new EncounterTrade { Species = 052, Level = 44, Form = 1, TrainerNames = T4, TID7 = 000219, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {31,-1,-1,31,-1,-1}, IsNicknamed = false, Version = GameVersion.GE }, // Meowth @ Cinnabar Island, AV rand [0-10)
new EncounterTrade { Species = 088, Level = 44, Form = 1, TrainerNames = T4, TID7 = 000219, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {31,31,-1,-1,-1,-1}, IsNicknamed = false, Version = GameVersion.GP }, // Grimer @ Cinnabar Island, AV rand [0-10)
new EncounterTrade { Species = 026, Level = 30, Form = 1, TrainerNames = T5, TID7 = 940711, OTGender = 1, Shiny = Shiny.Random, IVs = new[] {-1,-1,-1,31,31,-1}, IsNicknamed = false }, // Raichu @ Saffron City, AV rand [0-10)
new EncounterTrade { Species = 105, Level = 38, Form = 1, TrainerNames = T6, TID7 = 102595, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {-1,31,31,-1,-1,-1}, IsNicknamed = false }, // Marowak @ Fuchsia City, AV rand [0-10)
new EncounterTrade { Species = 103, Level = 46, Form = 1, TrainerNames = T7, TID7 = 060310, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {-1,31,-1,-1,31,-1}, IsNicknamed = false }, // Exeggutor @ Indigo Plateau, AV rand [0-15)
new EncounterTrade { Species = 074, Level = 16, Form = 1, TrainerNames = T8, TID7 = 551873, OTGender = 0, Shiny = Shiny.Random, IVs = new[] {31,31,-1,-1,-1,-1}, IsNicknamed = false }, // Geodude @ Vermilion City, AV rand [0-5)
};
private static EncounterArea7g[] GetGoParkArea()
{
var area = new EncounterArea7g { Location = 50 };
EncounterSlot GetSlot(int species, int form)
{
return new EncounterSlot
{
Area = area,
Generation = 7,
Species = species,
2018-11-23 18:15:49 +00:00
LevelMin = 1,
LevelMax = 40,
Form = form,
Type = SlotType.GoPark,
Version = GameVersion.GO,
};
}
var obtainable = Enumerable.Range(1, 150).Concat(Enumerable.Range(808, 2)); // count : 152
var AlolanKanto = new byte[]
{
// Level 1+
019, // Rattata
020, // Raticate
027, // Sandshrew
028, // Sandslash
037, // Vulpix
2019-09-03 02:28:48 +00:00
038, // Ninetales
050, // Diglett
051, // Dugtrio
052, // Meowth
053, // Persian
074, // Geodude
075, // Graveler
076, // Golem
088, // Grimer
089, // Muk
103, // Exeggutor
// Level 20+
026, // Raichu
105, // Marowak
};
var regular = obtainable.Select(z => GetSlot(z, 0));
var alolan = AlolanKanto.Select(z => GetSlot(z, 1));
var slots = regular.Concat(alolan).ToArray();
2019-09-03 02:07:20 +00:00
slots[slots.Length - 2].LevelMin = 20; // Raichu
slots[slots.Length - 1].LevelMin = 20; // Marowak
2019-09-03 02:28:48 +00:00
slots[(int)Species.Mewtwo - 1].LevelMin = 20;
slots[(int)Species.Articuno - 1].LevelMin = 15;
slots[(int)Species.Zapdos - 1].LevelMin = 15;
slots[(int)Species.Moltres - 1].LevelMin = 15;
area.Slots = slots;
return new[] {area};
}
private class RareSpawn
{
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 readonly int Species;
public readonly byte[] Locations;
protected internal RareSpawn(int species, params byte[] locations)
{
Species = species;
Locations = locations;
}
}
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 static readonly byte[] Sky = {003, 004, 005, 006, 009, 010, 011, 012, 013, 014, 015, 016, 017, 018, 019, 020, 021, 022, 023, 024, 025, 026, 027};
private static readonly RareSpawn[] Rare =
{
// Normal
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
new RareSpawn(001, 039),
new RareSpawn(004, 005, 006, 041),
new RareSpawn(007, 026, 027, 044),
new RareSpawn(106, 045),
new RareSpawn(107, 045),
new RareSpawn(113, 007, 008, 010, 011, 012, 013, 014, 015, 016, 017, 018, 019, 020, 023, 025, 040, 042, 043, 045, 047, 051),
new RareSpawn(137, 009),
new RareSpawn(143, 046),
// Water
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
new RareSpawn(131, 021, 022),
// Fly
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
new RareSpawn(006, Sky),
new RareSpawn(144, Sky),
new RareSpawn(145, Sky),
new RareSpawn(146, Sky),
new RareSpawn(149, Sky),
};
private static void ManuallyAddRareSpawns(IEnumerable<EncounterArea> areas)
{
foreach (var table in areas)
{
var loc = table.Location;
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
var species = Rare.Where(z => z.Locations.Contains((byte)loc)).Select(z => z.Species).ToArray();
if (species.Length == 0)
continue;
var slots = table.Slots;
var first = slots[0];
var extra = species
.Select(z => new EncounterSlot
{
Area = table,
Species = z,
LevelMin = (z == 006 || z >= 144) ? 03 : first.LevelMin,
LevelMax = (z == 006 || z >= 144) ? 56 : first.LevelMax,
}).ToArray();
int count = slots.Length;
Array.Resize(ref slots, count + extra.Length);
extra.CopyTo(slots, count);
table.Slots = slots;
}
}
}
}