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#define SUPPRESS
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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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using static PKHeX . Core . LegalityAnalyzers ;
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using static PKHeX . Core . LegalityCheckStrings ;
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namespace PKHeX.Core
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{
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/// <summary>
/// Legality Check object containing the <see cref="CheckResult"/> data and overview values from the parse.
/// </summary>
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public sealed class LegalityAnalysis
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{
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/// <summary> The entity we are checking. </summary>
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internal readonly PKM pkm ;
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/// <summary> The entity's <see cref="PersonalInfo"/>, which may have been sourced from the Save File it resides on. </summary>
/// <remarks>We store this rather than re-fetching, as some games that use the same <see cref="PKM"/> format have different values.</remarks>
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internal readonly PersonalInfo PersonalInfo ;
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private readonly List < CheckResult > Parse = new ( ) ;
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/// <summary>
/// Parse result list allowing view of the legality parse.
/// </summary>
public IReadOnlyList < CheckResult > Results = > Parse ;
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/// <summary>
/// Only use this when trying to mutate the legality. Not for use when checking legality.
/// </summary>
public void ResetParse ( ) = > Parse . Clear ( ) ;
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/// <summary>
/// Matched encounter data for the <see cref="pkm"/>.
/// </summary>
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public IEncounterable EncounterMatch = > Info . EncounterMatch ;
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/// <summary>
/// Original encounter data for the <see cref="pkm"/>.
/// </summary>
/// <remarks>
/// Generation 1/2 <see cref="pkm"/> that are transferred forward to Generation 7 are restricted to new encounter details.
/// By retaining their original match, more information can be provided by the parse.
/// </remarks>
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public IEncounterable EncounterOriginal = > Info . EncounterOriginal ;
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/// <summary>
/// Indicates if all checks ran to completion.
/// </summary>
/// <remarks>This value is false if any checks encountered an error.</remarks>
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public readonly bool Parsed ;
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/// <summary>
/// Indicates if all checks returned a <see cref="Severity.Valid"/> result.
/// </summary>
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public readonly bool Valid ;
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/// <summary>
/// Contains various data reused for multiple checks.
/// </summary>
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
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public readonly LegalInfo Info ;
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/// <summary>
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/// Checks the input <see cref="PKM"/> data for legality. This is the best method for checking with context, as some games do not have all Alternate Form data available.
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/// </summary>
/// <param name="pk">Input data to check</param>
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/// <param name="table"><see cref="SaveFile"/> specific personal data</param>
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public LegalityAnalysis ( PKM pk , PersonalTable table ) : this ( pk , table . GetFormEntry ( pk . Species , pk . Form ) ) { }
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/// <summary>
/// Checks the input <see cref="PKM"/> data for legality.
/// </summary>
/// <param name="pk">Input data to check</param>
public LegalityAnalysis ( PKM pk ) : this ( pk , pk . PersonalInfo ) { }
/// <summary>
/// Checks the input <see cref="PKM"/> data for legality.
/// </summary>
/// <param name="pk">Input data to check</param>
/// <param name="pi">Personal info to parse with</param>
public LegalityAnalysis ( PKM pk , PersonalInfo pi )
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{
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pkm = pk ;
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PersonalInfo = pi ;
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
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if ( pkm . Format < = 2 ) // prior to storing GameVersion
pkm . TradebackStatus = GBRestrictions . GetTradebackStatusInitial ( pkm ) ;
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Info = new LegalInfo ( pkm ) ;
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#if SUPPRESS
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try
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#endif
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{
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EncounterFinder . FindVerifiedEncounter ( pkm , Info ) ;
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
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if ( ! pkm . IsOriginValid )
AddLine ( Severity . Invalid , LEncConditionBadSpecies , CheckIdentifier . GameOrigin ) ;
GetParseMethod ( ) ( ) ;
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if ( Parse . Count = = 0 ) // shouldn't ever happen as at least one is yielded above.
{
AddLine ( Severity . Invalid , L_AError , CheckIdentifier . Misc ) ;
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return ;
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}
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Valid = Parse . All ( chk = > chk . Valid )
& & Info . Moves . All ( m = > m . Valid )
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& & Info . Relearn . All ( m = > m . Valid ) ;
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if ( ! Valid & & pkm . FatefulEncounter & & Info . Relearn . Any ( chk = > ! chk . Valid ) & & EncounterMatch is EncounterInvalid )
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AddLine ( Severity . Indeterminate , LFatefulGiftMissing , CheckIdentifier . Fateful ) ;
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Parsed = true ;
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}
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#if SUPPRESS
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// We want to swallow any error from malformed input data from the user. The Valid state is all that we really need.
#pragma warning disable CA1031 // Do not catch general exception types
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catch ( Exception e )
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#pragma warning restore CA1031 // Do not catch general exception types
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{
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System . Diagnostics . Debug . WriteLine ( e . Message ) ;
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Valid = false ;
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AddLine ( Severity . Invalid , L_AError , CheckIdentifier . Misc ) ;
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}
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#endif
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}
2018-07-27 02:34:27 +00:00
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 Action GetParseMethod ( )
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{
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if ( pkm . Format < = 2 ) // prior to storing GameVersion
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
return ParsePK1 ;
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int gen = pkm . Generation ;
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
if ( gen < = 0 )
gen = pkm . Format ;
return gen switch
2017-12-05 04:16:54 +00:00
{
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
3 = > ParsePK3 ,
4 = > ParsePK4 ,
5 = > ParsePK5 ,
6 = > ParsePK6 ,
2017-12-05 04:16:54 +00:00
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
1 = > ParsePK7 ,
2 = > ParsePK7 ,
7 = > ParsePK7 ,
2019-09-23 23:56:47 +00:00
2020-01-07 01:50:18 +00:00
8 = > ParsePK8 ,
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
_ = > throw new Exception ( )
} ;
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}
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private void ParsePK1 ( )
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{
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UpdateInfo ( ) ;
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if ( pkm . TradebackStatus = = TradebackType . Any & & Info . Generation ! = pkm . Format )
pkm . TradebackStatus = TradebackType . WasTradeback ; // Example: GSC Pokemon with only possible encounters in RBY, like the legendary birds
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Nickname . Verify ( this ) ;
Level . Verify ( this ) ;
Level . VerifyG1 ( this ) ;
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Trainer . VerifyOTG1 ( this ) ;
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MiscValues . VerifyMiscG1 ( this ) ;
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if ( pkm . Format = = 2 )
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Item . Verify ( this ) ;
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}
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private void ParsePK3 ( )
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{
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UpdateInfo ( ) ;
UpdateChecks ( ) ;
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if ( pkm . Format > 3 )
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Transfer . VerifyTransferLegalityG3 ( this ) ;
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if ( pkm . Version = = ( int ) GameVersion . CXD )
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CXD . Verify ( this ) ;
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if ( Info . EncounterMatch is WC3 { NotDistributed : true } )
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AddLine ( Severity . Invalid , LEncUnreleased , CheckIdentifier . Encounter ) ;
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if ( pkm . Format > = 8 )
Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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private void ParsePK4 ( )
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{
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UpdateInfo ( ) ;
UpdateChecks ( ) ;
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if ( pkm . Format > 4 )
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Transfer . VerifyTransferLegalityG4 ( this ) ;
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if ( pkm . Format > = 8 )
Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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private void ParsePK5 ( )
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{
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UpdateInfo ( ) ;
UpdateChecks ( ) ;
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NHarmonia . Verify ( this ) ;
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if ( pkm . Format > = 8 )
Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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private void ParsePK6 ( )
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{
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UpdateInfo ( ) ;
UpdateChecks ( ) ;
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if ( pkm . Format > = 8 )
Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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private void ParsePK7 ( )
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{
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UpdateInfo ( ) ;
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if ( pkm . VC )
UpdateVCTransferInfo ( ) ;
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UpdateChecks ( ) ;
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if ( pkm . Format > = 8 )
Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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private void ParsePK8 ( )
{
UpdateInfo ( ) ;
UpdateChecks ( ) ;
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Transfer . VerifyTransferLegalityG8 ( this ) ;
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}
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/// <summary>
/// Adds a new Check parse value.
/// </summary>
/// <param name="s">Check severity</param>
/// <param name="c">Check comment</param>
/// <param name="i">Check type</param>
internal void AddLine ( Severity s , string c , CheckIdentifier i ) = > AddLine ( new CheckResult ( s , c , i ) ) ;
/// <summary>
/// Adds a new Check parse value.
/// </summary>
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/// <param name="chk">Check result to add.</param>
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internal void AddLine ( CheckResult chk ) = > Parse . Add ( chk ) ;
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private void UpdateVCTransferInfo ( )
{
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var enc = ( Info . EncounterOriginalGB = EncounterMatch ) ;
if ( enc is EncounterInvalid )
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return ;
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var vc = EncounterStaticGenerator . GetVCStaticTransferEncounter ( pkm , enc , Info . EvoChainsAllGens [ 7 ] ) ;
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Info . EncounterMatch = vc ;
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foreach ( var z in Transfer . VerifyVCEncounter ( pkm , enc , vc , Info . Moves ) )
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AddLine ( z ) ;
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Transfer . VerifyTransferLegalityG12 ( this ) ;
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}
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private void UpdateInfo ( )
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{
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Parse . AddRange ( Info . Parse ) ;
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}
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private void UpdateChecks ( )
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{
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PIDEC . Verify ( this ) ;
Nickname . Verify ( this ) ;
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LanguageIndex . Verify ( this ) ;
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Trainer . Verify ( this ) ;
IndividualValues . Verify ( this ) ;
EffortValues . Verify ( this ) ;
Level . Verify ( this ) ;
Ribbon . Verify ( this ) ;
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AbilityValues . Verify ( this ) ;
BallIndex . Verify ( this ) ;
FormValues . Verify ( this ) ;
MiscValues . Verify ( this ) ;
GenderValues . Verify ( this ) ;
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Item . Verify ( this ) ;
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Contest . Verify ( this ) ;
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var format = pkm . Format ;
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if ( format is 4 or 5 or 6 )
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Gen4EncounterType . Verify ( this ) ; // Gen 6->7 transfer deletes encounter type data
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if ( format < 6 )
return ;
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History . Verify ( this ) ;
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if ( format < 8 )
ConsoleRegion . Verify ( this ) ; // Gen 7->8 transfer deletes geolocation tracking data
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if ( pkm is ITrainerMemories )
Memory . Verify ( this ) ;
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if ( pkm is ISuperTrain )
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Medal . Verify ( this ) ;
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if ( format < 7 )
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return ;
HyperTraining . Verify ( this ) ;
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MiscValues . VerifyVersionEvolution ( this ) ;
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if ( format < 8 )
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return ;
Mark . Verify ( this ) ;
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}
}
}