2019-06-22 17:50:32 +00:00
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using System;
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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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/// <summary>
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/// Bundles raw string inputs into lists that can be used in data binding.
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/// </summary>
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2019-10-04 02:09:02 +00:00
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public sealed class GameDataSource
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2019-06-22 17:50:32 +00:00
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{
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public static readonly IReadOnlyList<ComboItem> Regions = Util.GetCSVUnsortedCBList("regions3ds");
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public static readonly IReadOnlyList<ComboItem> LanguageList = Util.GetCSVUnsortedCBList("languages");
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public static readonly string[] Languages = LanguageList.GetArray();
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// ignores Poke/Great/Ultra
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private static readonly int[] ball_nums = { 007, 576, 013, 492, 497, 014, 495, 493, 496, 494, 011, 498, 008, 006, 012, 015, 009, 005, 499, 010, 001, 016, 851 };
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private static readonly int[] ball_vals = { 007, 025, 013, 017, 022, 014, 020, 018, 021, 019, 011, 023, 008, 006, 012, 015, 009, 005, 024, 010, 001, 016, 026 };
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2020-11-02 21:11:51 +00:00
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private static readonly int[] Gen4EncounterTypes = { 0, 1, 2, 4, 5, 7, 9, 10, 12, 23, 24 };
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2019-06-22 17:50:32 +00:00
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public GameDataSource(GameStrings s)
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{
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Source = s;
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BallDataSource = Util.GetVariedCBListBall(s.itemlist, ball_nums, ball_vals);
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SpeciesDataSource = Util.GetCBList(s.specieslist);
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NatureDataSource = Util.GetCBList(s.natures);
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AbilityDataSource = Util.GetCBList(s.abilitylist);
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2020-11-02 21:11:51 +00:00
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EncounterTypeDataSource = Util.GetCBList(s.encountertypelist, Gen4EncounterTypes);
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2019-06-22 17:50:32 +00:00
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HaXMoveDataSource = Util.GetCBList(s.movelist);
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LegalMoveDataSource = HaXMoveDataSource.Where(m => !Legal.Z_Moves.Contains(m.Value)).ToList();
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VersionDataSource = GetVersionList(s);
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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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MetGen2 = CreateGen2(s);
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MetGen3 = CreateGen3(s);
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MetGen3CXD = CreateGen3CXD(s);
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MetGen4 = CreateGen4(s);
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MetGen5 = CreateGen5(s);
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MetGen6 = CreateGen6(s);
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MetGen7 = CreateGen7(s);
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MetGen7GG = CreateGen7GG(s);
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MetGen8 = CreateGen8(s);
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2019-11-16 01:34:18 +00:00
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Empty = new ComboItem(s.Species[0], 0);
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2019-06-22 17:50:32 +00:00
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}
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public readonly GameStrings Source;
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public readonly IReadOnlyList<ComboItem> SpeciesDataSource;
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public readonly IReadOnlyList<ComboItem> BallDataSource;
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public readonly IReadOnlyList<ComboItem> NatureDataSource;
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public readonly IReadOnlyList<ComboItem> AbilityDataSource;
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public readonly IReadOnlyList<ComboItem> VersionDataSource;
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public readonly IReadOnlyList<ComboItem> LegalMoveDataSource;
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public readonly IReadOnlyList<ComboItem> HaXMoveDataSource;
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public readonly IReadOnlyList<ComboItem> EncounterTypeDataSource;
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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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private readonly IReadOnlyList<ComboItem> MetGen2;
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private readonly IReadOnlyList<ComboItem> MetGen3;
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private readonly IReadOnlyList<ComboItem> MetGen3CXD;
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private readonly IReadOnlyList<ComboItem> MetGen4;
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private readonly IReadOnlyList<ComboItem> MetGen5;
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private readonly IReadOnlyList<ComboItem> MetGen6;
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private readonly IReadOnlyList<ComboItem> MetGen7;
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private readonly IReadOnlyList<ComboItem> MetGen7GG;
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private readonly IReadOnlyList<ComboItem> MetGen8;
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2019-11-16 01:34:18 +00:00
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public readonly ComboItem Empty;
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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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private static IReadOnlyList<ComboItem> GetVersionList(GameStrings s)
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2019-06-22 17:50:32 +00:00
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{
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var list = s.gamelist;
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var ver = Util.GetCBList(list,
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2020-10-24 18:11:05 +00:00
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Games_8swsh,
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Games_7gg,
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Games_7usum, Games_7sm,
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Games_6oras, Games_6xy,
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Games_5, Games_4, Games_4e, Games_4r,
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Games_3, Games_3e, Games_3r, Games_3s);
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ver.AddRange(Util.GetCBList(list, Games_7vc2).OrderBy(g => g.Value)); // stuff to end unsorted
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ver.AddRange(Util.GetCBList(list, Games_7vc1).OrderBy(g => g.Value)); // stuff to end unsorted
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ver.AddRange(Util.GetCBList(list, Games_7go).OrderBy(g => g.Value)); // stuff to end unsorted
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2019-06-22 17:50:32 +00:00
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return ver;
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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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private List<ComboItem> CreateGen2(GameStrings s)
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{
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2020-06-17 02:46:22 +00:00
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var locations = Util.GetCBList(s.metGSC_00000, Enumerable.Range(0, 0x5F).ToArray());
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Util.AddCBWithOffset(locations, s.metGSC_00000, 00000, 0x7E, 0x7F);
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return locations;
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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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}
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private List<ComboItem> CreateGen3(GameStrings s)
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{
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2020-06-17 02:46:22 +00:00
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var locations = Util.GetCBList(s.metRSEFRLG_00000, Enumerable.Range(0, 213).ToArray());
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Util.AddCBWithOffset(locations, s.metRSEFRLG_00000, 00000, 253, 254, 255);
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return locations;
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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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}
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private static List<ComboItem> CreateGen3CXD(GameStrings s)
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{
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return Util.GetCBList(s.metCXD_00000, Enumerable.Range(0, s.metCXD_00000.Length).ToArray()).Where(c => c.Text.Length > 0).ToList();
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}
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private static List<ComboItem> CreateGen4(GameStrings s)
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{
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2020-06-17 02:46:22 +00:00
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var locations = Util.GetCBList(s.metHGSS_00000, 0);
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Util.AddCBWithOffset(locations, s.metHGSS_02000, 2000, Locations.Daycare4);
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Util.AddCBWithOffset(locations, s.metHGSS_02000, 2000, Locations.LinkTrade4);
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Util.AddCBWithOffset(locations, s.metHGSS_03000, 3000, Locations.Ranger4);
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Util.AddCBWithOffset(locations, s.metHGSS_00000, 0000, Legal.Met_HGSS_0);
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Util.AddCBWithOffset(locations, s.metHGSS_02000, 2000, Legal.Met_HGSS_2);
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Util.AddCBWithOffset(locations, s.metHGSS_03000, 3000, Legal.Met_HGSS_3);
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return locations
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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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}
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2019-10-26 19:33:58 +00:00
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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
|
|
|
|
private static List<ComboItem> CreateGen5(GameStrings s)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var locations = Util.GetCBList(s.metBW2_00000, 0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_60000, 60001, Locations.Daycare5);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_30000, 30001, Locations.LinkTrade5);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_00000, 00000, Legal.Met_BW2_0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_30000, 30001, Legal.Met_BW2_3);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_40000, 40001, Legal.Met_BW2_4);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metBW2_60000, 60001, Legal.Met_BW2_6);
|
|
|
|
|
return 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 List<ComboItem> CreateGen6(GameStrings s)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var locations = Util.GetCBList(s.metXY_00000, 0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_60000, 60001, Locations.Daycare5);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_30000, 30001, Locations.LinkTrade6);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_00000, 00000, Legal.Met_XY_0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_30000, 30001, Legal.Met_XY_3);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_40000, 40001, Legal.Met_XY_4);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metXY_60000, 60001, Legal.Met_XY_6);
|
|
|
|
|
return 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 List<ComboItem> CreateGen7(GameStrings s)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var locations = Util.GetCBList(s.metSM_00000, 0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_60000, 60001, Locations.Daycare5);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_30000, 30001, Locations.LinkTrade6);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_00000, 00000, Legal.Met_SM_0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_30000, 30001, Legal.Met_SM_3);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_40000, 40001, Legal.Met_SM_4);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSM_60000, 60001, Legal.Met_SM_6);
|
|
|
|
|
return 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 List<ComboItem> CreateGen7GG(GameStrings s)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var locations = Util.GetCBList(s.metGG_00000, 0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_60000, 60001, 60002);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_30000, 30001, Locations.LinkTrade6);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_00000, 00000, Legal.Met_GG_0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_30000, 30001, Legal.Met_GG_3);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_40000, 40001, Legal.Met_GG_4);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metGG_60000, 60001, Legal.Met_GG_6);
|
|
|
|
|
return 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 List<ComboItem> CreateGen8(GameStrings s)
|
2019-06-22 17:50:32 +00:00
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var locations = Util.GetCBList(s.metSWSH_00000, 0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_60000, 60001, 60002);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_30000, 30001, Locations.LinkTrade6);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_00000, 00000, Legal.Met_SWSH_0);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_30000, 30001, Legal.Met_SWSH_3);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_40000, 40001, Legal.Met_SWSH_4);
|
|
|
|
|
Util.AddCBWithOffset(locations, s.metSWSH_60000, 60001, Legal.Met_SWSH_6);
|
|
|
|
|
return locations;
|
2019-06-22 17:50:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
2020-01-25 07:29:45 +00:00
|
|
|
|
public List<ComboItem> GetItemDataSource(GameVersion game, int generation, IReadOnlyList<ushort> allowed, bool HaX = false)
|
2019-06-22 17:50:32 +00:00
|
|
|
|
{
|
|
|
|
|
var items = Source.GetItemStrings(generation, game);
|
2020-01-25 07:29:45 +00:00
|
|
|
|
return HaX ? Util.GetCBList(items) : Util.GetCBList(items, allowed);
|
2019-06-22 17:50:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Fetches a Met Location list for a <see cref="version"/> that has been transferred away from and overwritten.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="version">Origin version</param>
|
2020-06-17 02:46:22 +00:00
|
|
|
|
/// <param name="currentGen">Current save file generation</param>
|
2019-06-22 17:50:32 +00:00
|
|
|
|
/// <param name="egg">True if an egg location list, false if a regular met location list</param>
|
|
|
|
|
/// <returns>Met location list</returns>
|
|
|
|
|
public IReadOnlyList<ComboItem> GetLocationList(GameVersion version, int currentGen, bool egg = false)
|
|
|
|
|
{
|
|
|
|
|
if (currentGen == 2)
|
|
|
|
|
return MetGen2;
|
|
|
|
|
|
|
|
|
|
if (egg && version < GameVersion.W && currentGen >= 5)
|
|
|
|
|
return MetGen4;
|
|
|
|
|
|
|
|
|
|
switch (version)
|
|
|
|
|
{
|
|
|
|
|
case GameVersion.CXD:
|
|
|
|
|
if (currentGen == 3)
|
|
|
|
|
return MetGen3CXD;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GameVersion.R:
|
|
|
|
|
case GameVersion.S:
|
|
|
|
|
if (currentGen == 3)
|
|
|
|
|
return MetGen3.OrderByDescending(loc => loc.Value <= 87).ToList(); // Ferry
|
|
|
|
|
break;
|
|
|
|
|
case GameVersion.E:
|
|
|
|
|
if (currentGen == 3)
|
|
|
|
|
return MetGen3.OrderByDescending(loc => loc.Value <= 87 || (loc.Value >= 196 && loc.Value <= 212)).ToList(); // Trainer Hill
|
|
|
|
|
break;
|
|
|
|
|
case GameVersion.FR:
|
|
|
|
|
case GameVersion.LG:
|
|
|
|
|
if (currentGen == 3)
|
|
|
|
|
return MetGen3.OrderByDescending(loc => loc.Value > 87 && loc.Value < 197).ToList(); // Celadon Dept.
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GameVersion.D:
|
|
|
|
|
case GameVersion.P:
|
|
|
|
|
if (currentGen == 4 || (currentGen >= 5 && egg))
|
|
|
|
|
return MetGen4.Take(4).Concat(MetGen4.Skip(4).OrderByDescending(loc => loc.Value <= 111)).ToList(); // Battle Park
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GameVersion.Pt:
|
|
|
|
|
if (currentGen == 4 || (currentGen >= 5 && egg))
|
|
|
|
|
return MetGen4.Take(4).Concat(MetGen4.Skip(4).OrderByDescending(loc => loc.Value <= 125)).ToList(); // Rock Peak Ruins
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GameVersion.HG:
|
|
|
|
|
case GameVersion.SS:
|
|
|
|
|
if (currentGen == 4 || (currentGen >= 5 && egg))
|
|
|
|
|
return MetGen4.Take(4).Concat(MetGen4.Skip(4).OrderByDescending(loc => loc.Value > 125 && loc.Value < 234)).ToList(); // Celadon Dept.
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GameVersion.B:
|
|
|
|
|
case GameVersion.W:
|
|
|
|
|
return MetGen5;
|
|
|
|
|
|
|
|
|
|
case GameVersion.B2:
|
|
|
|
|
case GameVersion.W2:
|
|
|
|
|
return MetGen5.Take(3).Concat(MetGen5.Skip(3).OrderByDescending(loc => loc.Value <= 116)).ToList(); // Abyssal Ruins
|
|
|
|
|
|
|
|
|
|
case GameVersion.X:
|
|
|
|
|
case GameVersion.Y:
|
|
|
|
|
return MetGen6.Take(3).Concat(MetGen6.Skip(3).OrderByDescending(loc => loc.Value <= 168)).ToList(); // Unknown Dungeon
|
|
|
|
|
|
|
|
|
|
case GameVersion.OR:
|
|
|
|
|
case GameVersion.AS:
|
|
|
|
|
return MetGen6.Take(3).Concat(MetGen6.Skip(3).OrderByDescending(loc => loc.Value > 168 && loc.Value <= 354)).ToList(); // Secret Base
|
|
|
|
|
|
|
|
|
|
case GameVersion.SN:
|
|
|
|
|
case GameVersion.MN:
|
|
|
|
|
return MetGen7.Take(3).Concat(MetGen7.Skip(3).OrderByDescending(loc => loc.Value < 200)).ToList(); // Outer Cape
|
|
|
|
|
|
|
|
|
|
case GameVersion.US:
|
|
|
|
|
case GameVersion.UM:
|
|
|
|
|
|
|
|
|
|
case GameVersion.RD:
|
|
|
|
|
case GameVersion.BU:
|
|
|
|
|
case GameVersion.GN:
|
|
|
|
|
case GameVersion.YW:
|
|
|
|
|
|
|
|
|
|
case GameVersion.GD:
|
|
|
|
|
case GameVersion.SV:
|
|
|
|
|
case GameVersion.C:
|
|
|
|
|
return MetGen7.Take(3).Concat(MetGen7.Skip(3).OrderByDescending(loc => loc.Value < 234)).ToList(); // Dividing Peak Tunnel
|
|
|
|
|
|
|
|
|
|
case GameVersion.GP:
|
|
|
|
|
case GameVersion.GE:
|
|
|
|
|
case GameVersion.GO:
|
|
|
|
|
return MetGen7GG.Take(3).Concat(MetGen7GG.Skip(3).OrderByDescending(loc => loc.Value <= 54)).ToList(); // Pokémon League
|
2019-09-23 23:56:47 +00:00
|
|
|
|
|
|
|
|
|
case GameVersion.SW:
|
|
|
|
|
case GameVersion.SH:
|
2020-06-17 02:46:22 +00:00
|
|
|
|
return MetGen8.Take(3).Concat(MetGen8.Skip(3).OrderByDescending(loc => loc.Value < 400)).ToList();
|
2019-06-22 17:50:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return GetLocationListModified(version, currentGen);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Fetches a Met Location list for a <see cref="version"/> that has been transferred away from and overwritten.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="version">Origin version</param>
|
2020-06-17 02:46:22 +00:00
|
|
|
|
/// <param name="currentGen">Current save file generation</param>
|
2019-06-22 17:50:32 +00:00
|
|
|
|
/// <returns>Met location list</returns>
|
|
|
|
|
private IReadOnlyList<ComboItem> GetLocationListModified(GameVersion version, int currentGen)
|
|
|
|
|
{
|
|
|
|
|
if (version <= GameVersion.CXD && currentGen == 4)
|
|
|
|
|
{
|
|
|
|
|
return MetGen4.Where(loc => loc.Value == Locations.Transfer3) // Pal Park to front
|
|
|
|
|
.Concat(MetGen4.Take(4))
|
|
|
|
|
.Concat(MetGen4.Skip(4).Where(loc => loc.Value != Locations.Transfer3)).ToList();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (version < GameVersion.X && currentGen >= 5) // PokéTransfer to front
|
|
|
|
|
{
|
|
|
|
|
return MetGen5.Where(loc => loc.Value == Locations.Transfer4)
|
|
|
|
|
.Concat(MetGen5.Take(3))
|
|
|
|
|
.Concat(MetGen5.Skip(3).Where(loc => loc.Value != Locations.Transfer4)).ToList();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return Array.Empty<ComboItem>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static IReadOnlyList<ComboItem> LanguageDataSource(int gen)
|
|
|
|
|
{
|
|
|
|
|
var languages = LanguageList.ToList();
|
|
|
|
|
if (gen == 3)
|
|
|
|
|
languages.RemoveAll(l => l.Value >= (int)LanguageID.Korean);
|
|
|
|
|
else if (gen < 7)
|
|
|
|
|
languages.RemoveAll(l => l.Value > (int)LanguageID.Korean);
|
|
|
|
|
return languages;
|
|
|
|
|
}
|
2020-10-24 18:11:05 +00:00
|
|
|
|
|
|
|
|
|
#region Games
|
|
|
|
|
|
|
|
|
|
private static readonly int[] Games_8swsh = { 44, 45 };
|
|
|
|
|
private static readonly int[] Games_7gg = { 42, 43 };
|
|
|
|
|
private static readonly int[] Games_7vc2 = { 39, 40, 41 }; // Gold, Silver, Crystal
|
|
|
|
|
private static readonly int[] Games_7vc1 = { 35, 36, 37, 38 }; // Red, Green, Blue, Yellow
|
|
|
|
|
private static readonly int[] Games_7go = { 34 };
|
|
|
|
|
private static readonly int[] Games_7usum = { 32, 33 };
|
|
|
|
|
private static readonly int[] Games_7sm = { 30, 31 };
|
|
|
|
|
private static readonly int[] Games_6xy = { 24, 25 };
|
|
|
|
|
private static readonly int[] Games_6oras = { 26, 27 };
|
|
|
|
|
private static readonly int[] Games_5 = { 20, 21, 22, 23 };
|
|
|
|
|
private static readonly int[] Games_4 = { 10, 11, };
|
|
|
|
|
private static readonly int[] Games_4e = { 12 };
|
|
|
|
|
private static readonly int[] Games_4r = { 7, 8 };
|
|
|
|
|
private static readonly int[] Games_3 = { 1, 2 };
|
|
|
|
|
private static readonly int[] Games_3e = { 3 };
|
|
|
|
|
private static readonly int[] Games_3r = { 4, 5 };
|
|
|
|
|
private static readonly int[] Games_3s = { 15 };
|
|
|
|
|
|
|
|
|
|
#endregion
|
2019-06-22 17:50:32 +00:00
|
|
|
|
}
|
2020-10-24 18:11:05 +00:00
|
|
|
|
}
|