2018-09-03 17:30:35 +00:00
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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public static class BoxManipUtil
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{
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/// <summary>
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/// Grouped categories of different <see cref="IBoxManip"/>.
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/// </summary>
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public static readonly IReadOnlyList<IBoxManip>[] ManipCategories =
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{
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2022-06-11 22:47:23 +00:00
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BoxManipDefaults.ClearCommon,
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BoxManipDefaults.SortCommon,
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BoxManipDefaults.SortAdvanced,
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BoxManipDefaults.ModifyCommon,
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2018-09-03 17:30:35 +00:00
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};
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public static readonly string[] ManipCategoryNames =
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{
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"Delete",
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"Sort",
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"SortAdvanced",
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"Modify",
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};
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/// <summary>
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/// Gets a <see cref="IBoxManip"/> reference that carries out the action of the requested <see cref="type"/>.
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/// </summary>
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/// <param name="type">Manipulation type.</param>
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/// <returns>Reference to <see cref="IBoxManip"/>.</returns>
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2021-03-14 23:16:55 +00:00
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public static IBoxManip GetManip(this BoxManipType type) => ManipCategories.SelectMany(c => c).First(m => m.Type == type);
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2018-09-03 17:30:35 +00:00
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/// <summary>
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/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="type"/>.
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/// </summary>
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/// <param name="type">Manipulation type.</param>
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/// <returns>Category Name</returns>
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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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public static string? GetManipCategoryName(this BoxManipType type)
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2018-09-03 17:30:35 +00:00
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{
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for (int i = 0; i < ManipCategories.Length; i++)
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{
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if (ManipCategories[i].Any(z => z.Type == type))
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return ManipCategoryNames[i];
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}
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return null;
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}
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/// <summary>
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/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="manip"/>.
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/// </summary>
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/// <param name="manip">Manipulation type.</param>
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/// <returns>Category Name</returns>
|
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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public static string? GetManipCategoryName(this IBoxManip manip)
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2018-09-03 17:30:35 +00:00
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{
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for (int i = 0; i < ManipCategories.Length; i++)
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{
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if (ManipCategories[i].Any(z => z == manip))
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return ManipCategoryNames[i];
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}
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return null;
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}
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}
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}
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