2017-09-02 06:15:57 +00:00
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2020-09-07 20:51:13 +00:00
|
|
|
|
internal sealed class LearnInfo
|
2017-09-02 06:15:57 +00:00
|
|
|
|
{
|
|
|
|
|
public bool MixedGen12NonTradeback { get; set; }
|
2020-12-22 01:17:56 +00:00
|
|
|
|
public List<int> Gen1Moves { get; } = new();
|
|
|
|
|
public List<int> Gen2PreevoMoves { get; } = new();
|
|
|
|
|
public List<int> EggMovesLearned { get; } = new();
|
|
|
|
|
public List<int> LevelUpEggMoves { get; } = new();
|
|
|
|
|
public List<int> EventEggMoves { get; } = new();
|
2017-09-02 06:15:57 +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
|
|
|
|
public readonly MoveParseSource Source;
|
2017-09-02 06:15:57 +00:00
|
|
|
|
public readonly bool IsGen2Pkm;
|
2018-08-03 03:11:42 +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
|
|
|
|
public LearnInfo(PKM pkm, MoveParseSource source)
|
2017-09-02 06:15:57 +00:00
|
|
|
|
{
|
|
|
|
|
IsGen2Pkm = pkm.Format == 2 || pkm.VC2;
|
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
|
|
|
|
Source = source;
|
2017-09-02 06:15:57 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2018-06-09 03:10:41 +00:00
|
|
|
|
|
2019-10-20 03:33:17 +00:00
|
|
|
|
public readonly struct LearnVersion
|
2018-06-09 03:10:41 +00:00
|
|
|
|
{
|
|
|
|
|
public readonly GameVersion Game;
|
|
|
|
|
public readonly int Level;
|
2018-08-03 03:11:42 +00:00
|
|
|
|
|
2018-06-09 03:10:41 +00:00
|
|
|
|
public LearnVersion(int lv, GameVersion game = GameVersion.Any)
|
|
|
|
|
{
|
|
|
|
|
Game = game;
|
|
|
|
|
Level = lv;
|
|
|
|
|
}
|
2018-06-13 05:15:06 +00:00
|
|
|
|
|
|
|
|
|
public bool IsLevelUp => Level >= 0;
|
2019-10-27 06:18:25 +00:00
|
|
|
|
public bool Equals(LearnVersion v) => v.Game == Game && v.Level == Level;
|
2019-10-20 03:33:17 +00:00
|
|
|
|
|
2019-10-27 06:18:25 +00:00
|
|
|
|
public override bool Equals(object obj) => obj is LearnVersion v && Equals(v);
|
2019-10-20 03:33:17 +00:00
|
|
|
|
public override int GetHashCode() => -1;
|
|
|
|
|
public static bool operator ==(LearnVersion left, LearnVersion right) => left.Equals(right);
|
|
|
|
|
public static bool operator !=(LearnVersion left, LearnVersion right) => !(left == right);
|
2018-06-09 03:10:41 +00:00
|
|
|
|
}
|
2017-09-02 06:15:57 +00:00
|
|
|
|
}
|