PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionSets/EvolutionSet4.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Generation 4 Evolution Branch Entries
/// </summary>
public static class EvolutionSet4
{
private static EvolutionMethod GetMethod(byte[] data, int offset)
{
var method = data[offset]; // other byte unnecessary
int arg = BitConverter.ToUInt16(data, offset + 2);
int species = BitConverter.ToUInt16(data, offset + 4);
if (method == 0)
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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throw new ArgumentException(nameof(data));
// To have the same structure as gen 6
// Gen 4 Method 6 is Gen 6 Method 7, G4 7 = G6 8, and so on
if (method > 6)
method++;
var lvl = EvolutionSet6.EvosWithArg.Contains(method) ? 0 : arg;
return new EvolutionMethod(method, species, argument: arg, level: lvl);
}
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public static IReadOnlyList<EvolutionMethod[]> GetArray(byte[] data)
{
const int bpe = 6; // bytes per evolution entry
const int entries = 7; // amount of entries per species
const int size = (entries * bpe) + 2; // bytes per species entry, + 2 alignment bytes
var evos = new EvolutionMethod[data.Length / size][];
for (int i = 0; i < evos.Length; i++)
{
int offset = i * size;
int count = 0;
for (; count < entries; count++)
{
var methodOffset = offset + (count * bpe);
var method = data[methodOffset];
if (method == 0)
break;
}
if (count == 0)
{
evos[i] = Array.Empty<EvolutionMethod>();
continue;
}
var set = new EvolutionMethod[count];
for (int j = 0; j < set.Length; j++)
set[j] = GetMethod(data, offset + (j * bpe));
evos[i] = set;
}
return evos;
}
}
}