PKHeX/PKHeX.Core/PKM/Searching/SearchSettings.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core.Searching
{
/// <summary>
/// <see cref="PKM"/> search settings &amp; searcher
/// </summary>
public sealed class SearchSettings
{
public int Format { private get; set; }
public int Generation { private get; set; }
public int Species { get; set; } = -1;
public int Ability { private get; set; } = -1;
public int Nature { private get; set; } = -1;
public int Item { private get; set; } = -1;
public int Version { private get; set; } = -1;
public int HiddenPowerType { private get; set; } = -1;
public SearchComparison SearchFormat { private get; set; }
public SearchComparison SearchLevel { private get; set; }
public bool? SearchShiny { private get; set; }
public bool? SearchLegal { private get; set; }
public bool? SearchEgg { get; set; }
public int? ESV { private get; set; }
public int? Level { private get; set; }
public int IVType { private get; set; }
public int EVType { private get; set; }
public CloneDetectionMethod SearchClones { private get; set; }
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 IList<string> BatchInstructions { private get; set; } = Array.Empty<string>();
public readonly List<int> Moves = new List<int>();
// ReSharper disable once CollectionNeverUpdated.Global
/// <summary>
/// Extra Filters to be checked after all other filters have been checked.
/// </summary>
/// <remarks>Collection is iterated right before clones are checked.</remarks>
public List<Func<PKM, bool>> ExtraFilters { get; } = new List<Func<PKM, bool>>();
/// <summary>
/// Adds a move to the required move list.
/// </summary>
/// <param name="move"></param>
public void AddMove(int move)
{
if (move > 0 && !Moves.Contains(move))
Moves.Add(move);
}
/// <summary>
/// Searches the input list, filtering out entries as specified by the settings.
/// </summary>
/// <param name="list">List of entries to search</param>
/// <returns>Search results that match all criteria</returns>
public IEnumerable<PKM> Search(IEnumerable<PKM> list)
{
var result = SearchSimple(list);
result = SearchIntermediate(result);
result = SearchComplex(result);
foreach (var filter in ExtraFilters)
result = result.Where(filter);
if (SearchClones != CloneDetectionMethod.None)
result = SearchUtil.GetClones(result, SearchClones);
return result;
}
private IEnumerable<PKM> SearchSimple(IEnumerable<PKM> res)
{
if (Format > 0)
res = SearchUtil.FilterByFormat(res, Format, SearchFormat);
if (Species > -1)
res = res.Where(pk => pk.Species == Species);
if (Ability > -1)
res = res.Where(pk => pk.Ability == Ability);
if (Nature > -1)
res = res.Where(pk => pk.Nature == Nature);
if (Item > -1)
res = res.Where(pk => pk.HeldItem == Item);
if (Version > -1)
res = res.Where(pk => pk.Version == Version);
return res;
}
private IEnumerable<PKM> SearchIntermediate(IEnumerable<PKM> res)
{
if (Generation > 0)
res = SearchUtil.FilterByGeneration(res, Generation);
if (Moves.Count > 0)
res = SearchUtil.FilterByMoves(res, Moves);
if (HiddenPowerType > -1)
res = res.Where(pk => pk.HPType == HiddenPowerType);
if (SearchShiny != null)
res = res.Where(pk => pk.IsShiny == SearchShiny);
if (IVType > 0)
res = SearchUtil.FilterByIVs(res, IVType);
if (EVType > 0)
res = SearchUtil.FilterByEVs(res, EVType);
return res;
}
private IEnumerable<PKM> SearchComplex(IEnumerable<PKM> res)
{
if (SearchEgg != null)
res = FilterResultEgg(res);
if (Level != null)
res = SearchUtil.FilterByLVL(res, SearchLevel, (int)Level);
if (SearchLegal != null)
res = res.Where(pk => new LegalityAnalysis(pk).Valid == SearchLegal);
if (BatchInstructions != null)
res = SearchUtil.FilterByBatchInstruction(res, BatchInstructions);
return res;
}
private IEnumerable<PKM> FilterResultEgg(IEnumerable<PKM> res)
{
if (SearchEgg == false)
return res.Where(pk => !pk.IsEgg);
if (ESV != null)
return res.Where(pk => pk.IsEgg && pk.PSV == ESV);
return res.Where(pk => pk.IsEgg);
}
public IReadOnlyList<GameVersion> GetVersions(SaveFile SAV) => GetVersions(SAV, GetFallbackVersion(SAV));
public IReadOnlyList<GameVersion> GetVersions(SaveFile SAV, GameVersion fallback)
{
if (Version > 0)
return new[] {(GameVersion) Version};
if (Generation != 0)
{
return fallback.GetGeneration() == Generation
? GameUtil.GetVersionsWithinRange(SAV, Generation).ToArray()
: GameUtil.GameVersions;
}
return GameUtil.GameVersions;
}
private static GameVersion GetFallbackVersion(SaveFile SAV)
{
var parent = GameUtil.GetMetLocationVersionGroup((GameVersion)SAV.Game);
if (parent == GameVersion.Invalid)
parent = GameUtil.GetMetLocationVersionGroup(GameUtil.GetVersion(SAV.Generation));
return parent;
}
}
}