2018-05-18 05:43:07 +00:00
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace PKHeX.Core
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{
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2019-07-14 22:06:45 +00:00
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/// <summary>
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/// Batch Editing instruction
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/// </summary>
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/// <remarks>
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/// Can be a filter (skip), or a modification instruction (modify)
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/// </remarks>
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/// <see cref="Exclude"/>
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/// <see cref="Require"/>
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/// <see cref="Apply"/>
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2019-10-04 02:09:02 +00:00
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public sealed class StringInstruction
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2018-05-18 05:43:07 +00:00
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{
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2019-10-28 03:39:07 +00:00
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public string PropertyName { get; }
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2018-05-19 02:19:15 +00:00
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public string PropertyValue { get; private set; }
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public bool Evaluator { get; private set; }
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2018-07-29 20:27:48 +00:00
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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
2019-10-17 01:47:31 +00:00
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public StringInstruction(string name, string value)
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{
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PropertyName = name;
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PropertyValue = value;
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}
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2018-05-18 05:43:07 +00:00
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public void SetScreenedValue(string[] arr)
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{
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int index = Array.IndexOf(arr, PropertyValue);
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PropertyValue = index > -1 ? index.ToString() : PropertyValue;
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}
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2019-02-03 18:28:33 +00:00
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public static readonly IReadOnlyList<char> Prefixes = new[] { Apply, Require, Exclude };
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2018-05-19 02:19:15 +00:00
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private const char Exclude = '!';
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private const char Require = '=';
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private const char Apply = '.';
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private const char SplitRange = ',';
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2019-07-14 22:06:45 +00:00
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/// <summary>
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/// Character which divides a property and a value.
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/// </summary>
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/// <remarks>
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/// Example:
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/// =Species=1
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/// The second = is the split.
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/// </remarks>
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2018-09-29 20:08:53 +00:00
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public const char SplitInstruction = '=';
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2018-05-19 02:19:15 +00:00
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2018-05-18 05:43:07 +00:00
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// Extra Functionality
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private int Min, Max;
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public bool Random { get; private set; }
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public int RandomValue => Util.Rand.Next(Min, Max + 1);
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2018-05-19 02:19:15 +00:00
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2018-05-18 05:43:07 +00:00
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public void SetRandRange(string pv)
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{
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string str = pv.Substring(1);
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2018-05-19 02:19:15 +00:00
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var split = str.Split(SplitRange);
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2018-05-18 05:43:07 +00:00
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int.TryParse(split[0], out Min);
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int.TryParse(split[1], out Max);
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if (Min == Max)
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{
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PropertyValue = Min.ToString();
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Debug.WriteLine(PropertyName + " randomization range Min/Max same?");
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}
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else
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2018-07-29 20:27:48 +00:00
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{
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2018-05-18 05:43:07 +00:00
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Random = true;
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2018-07-29 20:27:48 +00:00
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}
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2018-05-18 05:43:07 +00:00
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}
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public static IEnumerable<StringInstruction> GetFilters(IEnumerable<string> lines)
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{
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2018-05-19 02:19:15 +00:00
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var raw = GetRelevantStrings(lines, Exclude, Require);
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2018-05-18 05:43:07 +00:00
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return from line in raw
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2018-05-19 02:19:15 +00:00
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let eval = line[0] == Require
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let split = line.Substring(1).Split(SplitInstruction)
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2018-05-18 05:43:07 +00:00
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where split.Length == 2 && !string.IsNullOrWhiteSpace(split[0])
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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
2019-10-17 01:47:31 +00:00
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select new StringInstruction(split[0], split[1]) { Evaluator = eval };
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2018-05-18 05:43:07 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2018-05-18 05:43:07 +00:00
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public static IEnumerable<StringInstruction> GetInstructions(IEnumerable<string> lines)
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{
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2018-05-19 02:19:15 +00:00
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var raw = GetRelevantStrings(lines, Apply).Select(line => line.Substring(1));
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2018-05-18 05:43:07 +00:00
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return from line in raw
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2018-05-19 02:19:15 +00:00
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select line.Split(SplitInstruction) into split
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2018-05-18 05:43:07 +00:00
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where split.Length == 2
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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
2019-10-17 01:47:31 +00:00
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select new StringInstruction(split[0], split[1]);
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2018-05-18 05:43:07 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2019-07-14 22:06:45 +00:00
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/// <summary>
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/// Weeds out invalid lines and only returns those with a valid first character.
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/// </summary>
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2018-05-18 05:43:07 +00:00
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private static IEnumerable<string> GetRelevantStrings(IEnumerable<string> lines, params char[] pieces)
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{
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return lines.Where(line => !string.IsNullOrEmpty(line) && pieces.Any(z => z == line[0]));
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}
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}
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}
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