2018-03-06 06:19:56 +00:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using static PKHeX.Core.EncountersWC3;
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namespace PKHeX.Core
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{
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public static class EncounterEvent
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{
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/// <summary>Event Database for Generation 3</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<WC3> MGDB_G3 { get; private set; } = Array.Empty<WC3>();
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2018-03-06 06:19:56 +00:00
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/// <summary>Event Database for Generation 4</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<PCD> MGDB_G4 { get; private set; } = Array.Empty<PCD>();
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2018-03-06 06:19:56 +00:00
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/// <summary>Event Database for Generation 5</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<PGF> MGDB_G5 { get; private set; } = Array.Empty<PGF>();
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2018-03-06 06:19:56 +00:00
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/// <summary>Event Database for Generation 6</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<WC6> MGDB_G6 { get; private set; } = Array.Empty<WC6>();
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2018-03-06 06:19:56 +00:00
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/// <summary>Event Database for Generation 7</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<WC7> MGDB_G7 { get; private set; } = Array.Empty<WC7>();
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2018-03-06 06:19:56 +00:00
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2018-11-11 21:09:04 +00:00
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/// <summary>Event Database for Generation 7 <see cref="GameVersion.GG"/></summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<WB7> MGDB_G7GG { get; private set; } = Array.Empty<WB7>();
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2018-11-11 21:09:04 +00:00
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2019-11-16 01:34:18 +00:00
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/// <summary>Event Database for Generation 8</summary>
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2020-11-12 05:01:41 +00:00
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public static IReadOnlyList<WC8> MGDB_G8 { get; private set; } = Array.Empty<WC8>();
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2019-09-23 23:56:47 +00:00
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2018-05-27 22:57:28 +00:00
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/// <summary>Indicates if the databases are initialized.</summary>
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2020-11-12 05:01:41 +00:00
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public static bool Initialized => MGDB_G3.Count != 0;
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2018-05-27 22:57:28 +00:00
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2020-12-22 01:17:56 +00:00
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private static HashSet<PCD> GetPCDDB(byte[] bin) => new(ArrayUtil.EnumerateSplit(bin, PCD.Size).Select(d => new PCD(d)));
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2018-07-28 05:26:27 +00:00
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2020-12-22 01:17:56 +00:00
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private static HashSet<PGF> GetPGFDB(byte[] bin) => new(ArrayUtil.EnumerateSplit(bin, PGF.Size).Select(d => new PGF(d)));
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2018-07-28 05:26:27 +00:00
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2020-12-22 01:17:56 +00:00
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private static HashSet<WC6> GetWC6DB(byte[] wc6bin, byte[] wc6full) => new(
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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
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ArrayUtil.EnumerateSplit(wc6full, WC6Full.Size).Select(d => new WC6Full(d).Gift)
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2019-09-10 07:21:51 +00:00
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.Concat(ArrayUtil.EnumerateSplit(wc6bin, WC6.Size).Select(d => new WC6(d))));
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2018-07-28 05:26:27 +00:00
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2020-12-22 01:17:56 +00:00
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private static HashSet<WC7> GetWC7DB(byte[] wc7bin, byte[] wc7full) => new(
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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
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ArrayUtil.EnumerateSplit(wc7full, WC7Full.Size).Select(d => new WC7Full(d).Gift)
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2019-09-10 07:21:51 +00:00
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.Concat(ArrayUtil.EnumerateSplit(wc7bin, WC7.Size).Select(d => new WC7(d))));
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2018-03-06 06:19:56 +00:00
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2020-12-22 01:17:56 +00:00
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private static HashSet<WB7> GetWB7DB(byte[] wc7full) => new(ArrayUtil.EnumerateSplit(wc7full, WB7.SizeFull).Select(d => new WB7(d)));
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2018-11-11 21:09:04 +00:00
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2019-11-16 01:34:18 +00:00
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private static HashSet<WC8> GetWC8DB(byte[] wc8bin) =>
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2020-12-22 01:17:56 +00:00
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new(ArrayUtil.EnumerateSplit(wc8bin, WC8.Size).Select(d => new WC8(d)));
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2019-11-16 01:34:18 +00:00
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2018-03-06 06:19:56 +00:00
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public static void RefreshMGDB(params string[] paths)
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{
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var g4 = GetPCDDB(Util.GetBinaryResource("wc4.pkl"));
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var g5 = GetPGFDB(Util.GetBinaryResource("pgf.pkl"));
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var g6 = GetWC6DB(Util.GetBinaryResource("wc6.pkl"), Util.GetBinaryResource("wc6full.pkl"));
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var g7 = GetWC7DB(Util.GetBinaryResource("wc7.pkl"), Util.GetBinaryResource("wc7full.pkl"));
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2018-11-21 20:24:41 +00:00
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var b7 = GetWB7DB(Util.GetBinaryResource("wb7full.pkl"));
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2019-11-16 01:34:18 +00:00
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var g8 = GetWC8DB(Util.GetBinaryResource("wc8.pkl"));
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2018-03-06 06:19:56 +00:00
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2019-09-23 23:56:47 +00:00
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foreach (var gift in paths.Where(Directory.Exists).SelectMany(MysteryUtil.GetGiftsFromFolder))
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2018-03-06 06:19:56 +00:00
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{
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2019-09-23 23:56:47 +00:00
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switch (gift)
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2018-03-06 06:19:56 +00:00
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{
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2019-09-23 23:56:47 +00:00
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case PCD pcd: g4.Add(pcd); continue;
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case PGF pgf: g5.Add(pgf); continue;
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case WC6 wc6: g6.Add(wc6); continue;
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case WC7 wc7: g7.Add(wc7); continue;
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case WB7 wb7: b7.Add(wb7); continue;
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2019-11-16 01:34:18 +00:00
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case WC8 wc8: g8.Add(wc8); continue;
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2018-03-06 06:19:56 +00:00
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}
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}
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MGDB_G3 = Encounter_WC3; // hardcoded
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MGDB_G4 = g4.ToArray();
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MGDB_G5 = g5.ToArray();
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MGDB_G6 = g6.ToArray();
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MGDB_G7 = g7.ToArray();
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2018-11-21 20:24:41 +00:00
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MGDB_G7GG = b7.ToArray();
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2019-11-16 01:34:18 +00:00
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MGDB_G8 = g8.ToArray();
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2018-03-06 06:19:56 +00:00
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}
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public static IEnumerable<MysteryGift> GetAllEvents(bool sorted = true)
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{
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2020-11-12 05:01:41 +00:00
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var regular = new IReadOnlyList<MysteryGift>[]
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2018-03-06 06:19:56 +00:00
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{
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MGDB_G4,
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MGDB_G5,
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MGDB_G6,
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MGDB_G7,
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2018-11-21 20:24:41 +00:00
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MGDB_G7GG,
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2019-09-23 23:56:47 +00:00
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MGDB_G8,
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2018-03-06 06:19:56 +00:00
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}.SelectMany(z => z);
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regular = regular.Where(mg => !mg.IsItem && mg.IsPokémon && mg.Species > 0);
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2018-09-15 23:22:07 +00:00
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var result = MGDB_G3.Concat(regular);
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2018-03-06 06:19:56 +00:00
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if (sorted)
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result = result.OrderBy(mg => mg.Species);
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return result;
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}
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}
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}
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