PKHeX/PKHeX.Core/Editing/Saves/BoxManip/BoxManipUtil.cs

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C#
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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
public static class BoxManipUtil
{
/// <summary>
/// Grouped categories of different <see cref="IBoxManip"/>.
/// </summary>
public static readonly IReadOnlyList<IBoxManip>[] ManipCategories =
{
BoxManipDefaults.ClearCommon,
BoxManipDefaults.SortCommon,
BoxManipDefaults.SortAdvanced,
BoxManipDefaults.ModifyCommon,
};
public static readonly string[] ManipCategoryNames =
{
"Delete",
"Sort",
"SortAdvanced",
"Modify",
};
/// <summary>
/// Gets a <see cref="IBoxManip"/> reference that carries out the action of the requested <see cref="type"/>.
/// </summary>
/// <param name="type">Manipulation type.</param>
/// <returns>Reference to <see cref="IBoxManip"/>.</returns>
public static IBoxManip GetManip(this BoxManipType type) => ManipCategories.SelectMany(c => c).First(m => m.Type == type);
/// <summary>
/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="type"/>.
/// </summary>
/// <param name="type">Manipulation type.</param>
/// <returns>Category Name</returns>
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 static string? GetManipCategoryName(this BoxManipType type)
{
for (int i = 0; i < ManipCategories.Length; i++)
{
if (ManipCategories[i].Any(z => z.Type == type))
return ManipCategoryNames[i];
}
return null;
}
/// <summary>
/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="manip"/>.
/// </summary>
/// <param name="manip">Manipulation type.</param>
/// <returns>Category Name</returns>
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 static string? GetManipCategoryName(this IBoxManip manip)
{
for (int i = 0; i < ManipCategories.Length; i++)
{
if (ManipCategories[i].Any(z => z == manip))
return ManipCategoryNames[i];
}
return null;
}
}
}