PKHeX/PKHeX.Core/MysteryGifts/MysteryUtil.cs

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using System.Collections.Generic;
using System.IO;
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using System.Linq;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core
{
/// <summary>
/// Utility logic for dealing with <see cref="MysteryGift"/> objects.
/// </summary>
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public static class MysteryUtil
{
/// <summary>
/// Gets <see cref="MysteryGift"/> objects from a folder.
/// </summary>
/// <param name="folder">Folder path</param>
/// <returns>Consumable list of gifts.</returns>
public static IEnumerable<MysteryGift> GetGiftsFromFolder(string folder)
{
foreach (var file in Directory.EnumerateFiles(folder, "*", SearchOption.AllDirectories))
{
var fi = new FileInfo(file);
if (!MysteryGift.IsMysteryGift(fi.Length))
continue;
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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var gift = MysteryGift.GetMysteryGift(File.ReadAllBytes(file), fi.Extension);
if (gift != null)
yield return gift;
}
}
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/// <summary>
/// Gets a description of the <see cref="MysteryGift"/> using the current default string data.
/// </summary>
/// <param name="gift">Gift data to parse</param>
/// <returns>List of lines</returns>
public static IEnumerable<string> GetDescription(this MysteryGift gift) => gift.GetDescription(GameInfo.Strings);
/// <summary>
/// Gets a description of the <see cref="MysteryGift"/> using provided string data.
/// </summary>
/// <param name="gift">Gift data to parse</param>
/// <param name="strings">String data to use</param>
/// <returns>List of lines</returns>
public static IEnumerable<string> GetDescription(this MysteryGift gift, IBasicStrings strings)
{
if (gift.Empty)
return new[] { MsgMysteryGiftSlotEmpty };
var result = new List<string> { gift.CardHeader };
if (gift.IsItem)
{
AddLinesItem(gift, strings, result);
}
else if (gift.IsPokémon)
{
try
{
AddLinesPKM(gift, strings, result);
}
catch { result.Add(MsgMysteryGiftParseFail); }
}
else if (gift.IsBP)
{
result.Add($"BP: {gift.BP}");
}
else if (gift.IsBean)
{
result.Add($"Bean ID: {gift.Bean}");
result.Add($"Quantity: {gift.Quantity}");
}
else { result.Add(MsgMysteryGiftParseTypeUnknown); }
if (gift is WC7 w7)
{
result.Add($"Repeatable: {w7.GiftRepeatable}");
result.Add($"Collected: {w7.GiftUsed}");
result.Add($"Once Per Day: {w7.GiftOncePerDay}");
}
return result;
}
private static void AddLinesItem(MysteryGift gift, IBasicStrings strings, ICollection<string> result)
{
result.Add($"Item: {strings.Item[gift.ItemID]} (Quantity: {gift.Quantity})");
if (!(gift is WC7 wc7))
return;
for (var ind = 1; wc7.GetItem(ind) != 0; ind++)
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{
result.Add($"Item: {strings.Item[wc7.GetItem(ind)]} (Quantity: {wc7.GetQuantity(ind)})");
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}
}
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private static void AddLinesPKM(MysteryGift gift, IBasicStrings strings, ICollection<string> result)
{
var id = gift.Format < 7 ? $"{gift.TID:D5}/{gift.SID:D5}" : $"[{gift.TrainerSID7:D4}]{gift.TrainerID7:D6}";
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var first =
$"{strings.Species[gift.Species]} @ {strings.Item[gift.HeldItem]} --- "
+ (gift.IsEgg ? strings.EggName : $"{gift.OT_Name} - {id}");
result.Add(first);
result.Add(string.Join(" / ", gift.Moves.Select(z => strings.Move[z])));
if (gift is WC7 wc7)
{
var addItem = wc7.AdditionalItem;
if (addItem != 0)
result.Add($"+ {strings.Item[addItem]}");
}
}
/// <summary>
/// Checks if the <see cref="MysteryGift"/> data is compatible with the <see cref="SaveFile"/>. Sets appropriate data to the save file in order to receive the gift.
/// </summary>
/// <param name="g">Gift data to potentially insert to the save file.</param>
/// <param name="sav">Save file receiving the gift data.</param>
/// <param name="message">Error message if incompatible.</param>
/// <returns>True if compatible, false if incompatible.</returns>
public static bool IsCardCompatible(this MysteryGift g, SaveFile sav, out string message)
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{
if (g.Format != sav.Generation)
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{
message = MsgMysteryGiftSlotSpecialReject;
return false;
}
if (!sav.CanReceiveGift(g))
{
message = MsgMysteryGiftTypeDetails;
return false;
}
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if (g is WC6 && g.CardID == 2048 && g.ItemID == 726) // Eon Ticket (OR/AS)
{
if (!(sav is SAV6AO))
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{
message = MsgMysteryGiftSlotSpecialReject;
return false;
}
}
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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message = string.Empty;
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return true;
}
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/// <summary>
/// Checks if the gift values are receivable by the game.
/// </summary>
/// <param name="sav">Save file receiving the gift data.</param>
/// <param name="gift">Gift data to potentially insert to the save file.</param>
/// <returns>True if compatible, false if incompatible.</returns>
public static bool CanReceiveGift(this SaveFile sav, MysteryGift gift)
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{
if (gift.Species > sav.MaxSpeciesID)
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return false;
if (gift.Moves.Any(move => move > sav.MaxMoveID))
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return false;
if (gift.HeldItem > sav.MaxItemID)
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return false;
return true;
}
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}
}