PKHeX/PKHeX.Core/Editing/Saves/BoxManipBase.cs

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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
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using System;
using System.Collections.Generic;
using PKHeX.Core.Searching;
namespace PKHeX.Core
{
public abstract class BoxManipBase : IBoxManip
{
protected BoxManipBase(BoxManipType type, Func<SaveFile, bool> usable)
{
Type = type;
Usable = usable;
}
public BoxManipType Type { get; }
public Func<SaveFile, bool> Usable { get; }
public abstract string GetPrompt(bool all);
public abstract string GetFail(bool all);
public abstract string GetSuccess(bool all);
public abstract int Execute(SaveFile sav, BoxManipParam param);
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 static readonly IReadOnlyList<BoxManipBase> SortCommon = new List<BoxManipBase>
{
new BoxManipSort(BoxManipType.SortSpecies, PKMSorting.OrderBySpecies),
new BoxManipSort(BoxManipType.SortSpeciesReverse, PKMSorting.OrderByDescendingSpecies),
new BoxManipSort(BoxManipType.SortLevel, PKMSorting.OrderByLevel),
new BoxManipSort(BoxManipType.SortLevelReverse, PKMSorting.OrderByDescendingLevel),
new BoxManipSort(BoxManipType.SortDate, PKMSorting.OrderByDateObtained, s => s.Generation >= 4),
new BoxManipSort(BoxManipType.SortName, list => list.OrderBySpeciesName(GameInfo.Strings.Species)),
new BoxManipSort(BoxManipType.SortFavorite, list => list.OrderByCustom(pk => pk is PB7 {Favorite: true}), s => s is SAV7b),
Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately (#3222) * Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately Don't store within the object, track the slot origin data separately. Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty. - Requesting a Box Data report now shows all slots in the save file (party, misc) - Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely) - Replace some linq usages with direct code * Remove WasLink virtual in PKM Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM. * Use Fateful to directly check gen5 mysterygift origins No other encounter types in gen5 apply Fateful * Simplify double ball comparison Used to be separate for deferral cases, now no longer needed to be separate. * Grab move/relearn reference and update locally Fix relearn move identifier * Inline defog HM transfer preference check HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly. * Extract more met location metadata checks: WasBredEgg * Replace Console.Write* with Debug.Write* There's no console output UI, so don't include them in release builds. * Inline WasGiftEgg, WasEvent, and WasEventEgg logic Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
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new BoxManipSortComplex(BoxManipType.SortParty, (list, sav, start) => list.BubbleUp(sav, i => ((SAV7b)sav).Blocks.Storage.IsParty(i), start), s => s is SAV7b),
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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new BoxManipSort(BoxManipType.SortShiny, list => list.OrderByCustom(pk => !pk.IsShiny)),
new BoxManipSort(BoxManipType.SortRandom, list => list.OrderByCustom(_ => Util.Rand32())),
};
public static readonly IReadOnlyList<BoxManipBase> SortAdvanced = new List<BoxManipBase>
{
new BoxManipSort(BoxManipType.SortUsage, PKMSorting.OrderByUsage, s => s.Generation >= 3),
new BoxManipSort(BoxManipType.SortPotential, list => list.OrderByCustom(pk => (pk.MaxIV * 6) - pk.IVTotal)),
new BoxManipSort(BoxManipType.SortTraining, list => list.OrderByCustom(pk => (pk.MaxEV * 6) - pk.EVTotal)),
new BoxManipSortComplex(BoxManipType.SortOwner, (list, sav) => list.OrderByOwnership(sav)),
new BoxManipSort(BoxManipType.SortType, list => list.OrderByCustom(pk => pk.PersonalInfo.Type1, pk => pk.PersonalInfo.Type2)),
new BoxManipSort(BoxManipType.SortVersion, list => list.OrderByCustom(pk => pk.Generation, pk => pk.Version, pk => pk.Met_Location), s => s.Generation >= 3),
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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new BoxManipSort(BoxManipType.SortBST, list => list.OrderByCustom(pk => pk.PersonalInfo.BST)),
new BoxManipSort(BoxManipType.SortCP, list => list.OrderByCustom(pk => pk is PB7 pb7 ? pb7.Stat_CP : 0), s => s is SAV7b),
new BoxManipSort(BoxManipType.SortLegal, list => list.OrderByCustom(pk => !new LegalityAnalysis(pk).Valid)),
new BoxManipSort(BoxManipType.SortEncounterType, list => list.OrderByCustom(pk => new LegalityAnalysis(pk).Info.EncounterMatch.LongName)),
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 static readonly IReadOnlyList<BoxManipBase> ClearCommon = new List<BoxManipBase>
{
new BoxManipClear(BoxManipType.DeleteAll, _ => true),
new BoxManipClear(BoxManipType.DeleteEggs, pk => pk.IsEgg, s => s.Generation >= 2),
new BoxManipClearComplex(BoxManipType.DeletePastGen, (pk, sav) => pk.Generation != sav.Generation, s => s.Generation >= 4),
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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new BoxManipClearComplex(BoxManipType.DeleteForeign, (pk, sav) => !sav.IsOriginalHandler(pk, pk.Format > 2)),
new BoxManipClear(BoxManipType.DeleteUntrained, pk => pk.EVTotal == 0),
new BoxManipClear(BoxManipType.DeleteItemless, pk => pk.HeldItem == 0),
new BoxManipClear(BoxManipType.DeleteIllegal, pk => !new LegalityAnalysis(pk).Valid),
new BoxManipClearDuplicate<string>(BoxManipType.DeleteClones, pk => SearchUtil.GetCloneDetectMethod(CloneDetectionMethod.HashDetails)(pk)),
};
public static readonly IReadOnlyList<BoxManipModify> ModifyCommon = new List<BoxManipModify>
{
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new(BoxManipType.ModifyHatchEggs, pk => pk.ForceHatchPKM(), s => s.Generation >= 2),
new(BoxManipType.ModifyMaxFriendship, pk => pk.MaximizeFriendship()),
new(BoxManipType.ModifyMaxLevel, pk => pk.MaximizeLevel()),
new(BoxManipType.ModifyResetMoves, pk => pk.SetMoves(pk.GetMoveSet()), s => s.Generation >= 3),
new(BoxManipType.ModifyRandomMoves, pk => pk.SetMoves(pk.GetMoveSet(true))),
new(BoxManipType.ModifyHyperTrain,pk => pk.SetSuggestedHyperTrainingData(), s => s.Generation >= 7),
new(BoxManipType.ModifyRemoveNicknames, pk => pk.SetDefaultNickname()),
new(BoxManipType.ModifyRemoveItem, pk => pk.HeldItem = 0, s => s.Generation >= 2),
new(BoxManipType.ModifyHeal, pk => pk.Heal(), s => s.Generation >= 8 || s is SAV7b),
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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};
}
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}