PKHeX/PKHeX.Core/Game/GameStrings/GameInfo.cs

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using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Shared instance for fetching <see cref="GameStrings"/> data
/// </summary>
public static class GameInfo
{
private static readonly GameStrings?[] Languages = new GameStrings[GameLanguage.LanguageCount];
public static string CurrentLanguage { get; set; } = GameLanguage.DefaultLanguage;
public static readonly IReadOnlyList<string> GenderSymbolUnicode = new[] {"♂", "♀", "-"};
public static readonly IReadOnlyList<string> GenderSymbolASCII = new[] {"M", "F", "-"};
private static GameStrings _strings = GetStrings(CurrentLanguage);
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public static GameStrings GetStrings(string lang)
{
int index = GameLanguage.GetLanguageIndex(lang);
return GetStrings(index);
}
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public static GameStrings GetStrings(int index)
{
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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return Languages[index] ??= new GameStrings(GameLanguage.Language2Char(index));
}
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public static GameStrings Strings
{
get => _strings;
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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set => Sources = new GameDataSource(_strings = value);
}
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public static GameDataSource Sources { get; private set; } = new(_strings);
public static FilteredGameDataSource FilteredSources { get; set; } = new(FakeSaveFile.Default, Sources, false);
public static string GetVersionName(GameVersion version)
{
var list = (ComboItem[]) VersionDataSource;
var first = System.Array.Find(list, z => z.Value == (int) version);
return first == null ? version.ToString() : first.Text;
}
// DataSource providing
public static IReadOnlyList<ComboItem> ItemDataSource => FilteredSources.Items;
public static IReadOnlyList<ComboItem> SpeciesDataSource => Sources.SpeciesDataSource;
public static IReadOnlyList<ComboItem> BallDataSource => Sources.BallDataSource;
public static IReadOnlyList<ComboItem> NatureDataSource => Sources.NatureDataSource;
public static IReadOnlyList<ComboItem> AbilityDataSource => Sources.AbilityDataSource;
public static IReadOnlyList<ComboItem> VersionDataSource => Sources.VersionDataSource;
public static IReadOnlyList<ComboItem> MoveDataSource => Sources.HaXMoveDataSource;
public static IReadOnlyList<ComboItem> GroundTileDataSource => Sources.GroundTileDataSource;
public static IReadOnlyList<ComboItem> Regions => GameDataSource.Regions;
public static IReadOnlyList<ComboItem> LanguageDataSource(int gen) => GameDataSource.LanguageDataSource(gen);
/// <summary>
/// Gets the location name for the specified parameters.
/// </summary>
/// <param name="isEggLocation">Location is from the <see cref="PKM.Egg_Location"/></param>
/// <param name="location">Location value</param>
/// <param name="format">Current <see cref="PKM.Format"/></param>
/// <param name="generation"><see cref="PKM.Generation"/> of origin</param>
/// <param name="version">Current GameVersion (only applicable for <see cref="GameVersion.Gen7b"/> differentiation)</param>
/// <returns>Location name</returns>
public static string GetLocationName(bool isEggLocation, int location, int format, int generation, GameVersion version)
{
return Strings.GetLocationName(isEggLocation, location, format, generation, version);
}
/// <summary>
/// Gets the location list for a specific version, which can retrieve either met locations or egg locations.
/// </summary>
/// <param name="version">Version to retrieve for</param>
/// <param name="pkmFormat">Generation to retrieve for</param>
/// <param name="egg">Egg Locations are to be retrieved instead of regular Met Locations</param>
/// <returns>Consumable list of met locations</returns>
public static IReadOnlyList<ComboItem> GetLocationList(GameVersion version, int pkmFormat, bool egg = false)
{
return Sources.Met.GetLocationList(version, pkmFormat, egg);
}
}
}