2019-06-22 17:50:32 +00:00
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using System.Collections.Generic;
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2016-10-29 22:41:55 +00:00
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-10-29 22:41:55 +00:00
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{
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2019-06-22 17:50:32 +00:00
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/// <summary>
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/// Shared instance for fetching <see cref="GameStrings"/> data
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/// </summary>
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2016-10-29 22:41:55 +00:00
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public static class GameInfo
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{
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2020-04-05 02:30:50 +00:00
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private static readonly GameStrings?[] Languages = new GameStrings[GameLanguage.LanguageCount];
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2016-10-29 22:41:55 +00:00
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2019-06-22 17:50:32 +00:00
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public static string CurrentLanguage { get; set; } = GameLanguage.DefaultLanguage;
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2019-01-21 05:55:28 +00:00
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public static readonly IReadOnlyList<string> GenderSymbolUnicode = new[] {"♂", "♀", "-"};
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public static readonly IReadOnlyList<string> GenderSymbolASCII = new[] {"M", "F", "-"};
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2019-06-22 17:50:32 +00:00
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private static GameStrings _strings = GetStrings(CurrentLanguage);
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2018-07-29 20:27:48 +00:00
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2017-06-18 01:37:19 +00:00
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public static GameStrings GetStrings(string lang)
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2016-10-29 22:41:55 +00:00
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{
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2019-06-22 17:50:32 +00:00
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int index = GameLanguage.GetLanguageIndex(lang);
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2018-07-14 02:13:25 +00:00
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return GetStrings(index);
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}
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2018-07-29 20:27:48 +00:00
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2018-07-14 02:13:25 +00:00
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public static GameStrings GetStrings(int index)
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{
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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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return Languages[index] ??= new GameStrings(GameLanguage.Language2Char(index));
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2016-10-29 22:41:55 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2019-06-22 17:50:32 +00:00
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public static GameStrings Strings
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2016-10-29 22:41:55 +00:00
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{
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2019-06-22 17:50:32 +00:00
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get => _strings;
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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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set => Sources = new GameDataSource(_strings = value);
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2016-10-29 22:41:55 +00:00
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}
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2020-12-22 01:17:56 +00:00
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public static GameDataSource Sources { get; private set; } = new(_strings);
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public static FilteredGameDataSource FilteredSources { get; set; } = new(FakeSaveFile.Default, Sources, false);
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2016-10-29 22:41:55 +00:00
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2018-12-22 21:16:16 +00:00
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public static string GetVersionName(GameVersion version)
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{
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var list = (List<ComboItem>) VersionDataSource;
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var first = list.Find(z => z.Value == (int) version);
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return first.Equals(default(ComboItem)) ? version.ToString() : first.Text;
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}
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2016-10-29 22:41:55 +00:00
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// DataSource providing
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2019-06-22 17:50:32 +00:00
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public static IReadOnlyList<ComboItem> ItemDataSource => FilteredSources.Items;
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public static IReadOnlyList<ComboItem> SpeciesDataSource => Sources.SpeciesDataSource;
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public static IReadOnlyList<ComboItem> BallDataSource => Sources.BallDataSource;
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public static IReadOnlyList<ComboItem> NatureDataSource => Sources.NatureDataSource;
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public static IReadOnlyList<ComboItem> AbilityDataSource => Sources.AbilityDataSource;
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public static IReadOnlyList<ComboItem> VersionDataSource => Sources.VersionDataSource;
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public static IReadOnlyList<ComboItem> MoveDataSource => Sources.HaXMoveDataSource;
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public static IReadOnlyList<ComboItem> EncounterTypeDataSource => Sources.EncounterTypeDataSource;
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public static IReadOnlyList<ComboItem> Regions => GameDataSource.Regions;
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public static IReadOnlyList<ComboItem> LanguageDataSource(int gen) => GameDataSource.LanguageDataSource(gen);
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2018-12-22 22:45:47 +00:00
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2017-09-16 18:38:58 +00:00
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/// <summary>
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/// Gets the location name for the specified parameters.
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/// </summary>
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2020-06-17 02:46:22 +00:00
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/// <param name="isEggLocation">Location is from the <see cref="PKM.Egg_Location"/></param>
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/// <param name="location">Location value</param>
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2017-09-16 18:38:58 +00:00
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/// <param name="format">Current <see cref="PKM.Format"/></param>
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2020-12-11 04:42:30 +00:00
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/// <param name="generation"><see cref="PKM.Generation"/> of origin</param>
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2020-08-07 01:24:20 +00:00
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/// <param name="version">Current GameVersion (only applicable for <see cref="GameVersion.Gen7b"/> differentiation)</param>
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2017-09-16 18:38:58 +00:00
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/// <returns>Location name</returns>
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2020-06-17 02:46:22 +00:00
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public static string GetLocationName(bool isEggLocation, int location, int format, int generation, GameVersion version)
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2017-09-16 18:38:58 +00:00
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{
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2020-06-17 02:46:22 +00:00
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return Strings.GetLocationName(isEggLocation, location, format, generation, version);
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2017-09-16 18:38:58 +00:00
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}
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2018-05-19 04:35:57 +00:00
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/// <summary>
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/// Gets the location list for a specific version, which can retrieve either met locations or egg locations.
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/// </summary>
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/// <param name="version">Version to retrieve for</param>
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/// <param name="pkmFormat">Generation to retrieve for</param>
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/// <param name="egg">Egg Locations are to be retrieved instead of regular Met Locations</param>
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/// <returns>Consumable list of met locations</returns>
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2018-06-30 16:59:48 +00:00
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public static IReadOnlyList<ComboItem> GetLocationList(GameVersion version, int pkmFormat, bool egg = false)
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2018-05-19 04:35:57 +00:00
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{
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2019-06-22 17:50:32 +00:00
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return Sources.GetLocationList(version, pkmFormat, egg);
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2018-05-19 04:35:57 +00:00
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}
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2016-10-29 22:41:55 +00:00
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}
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}
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