PKHeX/PKHeX.Core/PKM/Util/PKMConverter.cs

451 lines
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using System;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core
{
/// <summary>
/// Logic for converting a <see cref="PKM"/> from one generation specific format to another.
/// </summary>
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public static class PKMConverter
{
public static void SetPrimaryTrainer(ITrainerInfo t)
{
Trainer = t;
if (t.ConsoleRegion != 0)
Trainer67 = t;
}
private static ITrainerInfo Trainer { get; set; } = new SimpleTrainerInfo();
private static ITrainerInfo Trainer67 { get; set; } = new SimpleTrainerInfo(GameVersion.SN);
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public static string OT_Name => Trainer.OT;
public static int OT_Gender => Trainer.Gender;
public static int Language => Trainer.Language;
public static int Format => Trainer.Generation;
public static int Game => Trainer.Game;
public static bool AllowIncompatibleConversion { private get; set; }
public static void SetConsoleRegionData3DS(PKM pkm)
{
var trainer = Trainer.ConsoleRegion != 0 ? Trainer : Trainer67;
pkm.ConsoleRegion = trainer.ConsoleRegion;
pkm.Country = trainer.Country;
pkm.Region = trainer.SubRegion;
}
public static void SetFirstCountryRegion(IGeoTrack pkm)
{
var trainer = Trainer.ConsoleRegion != 0 ? Trainer : Trainer67;
pkm.Geo1_Country = trainer.Country;
pkm.Geo1_Region = trainer.SubRegion;
}
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/// <summary>
/// Gets the generation of the Pokemon data.
/// </summary>
/// <param name="data">Raw data representing a Pokemon.</param>
/// <returns>An integer indicating the generation of the PKM file, or -1 if the data is invalid.</returns>
public static int GetPKMDataFormat(byte[] data)
{
if (!PKX.IsPKM(data.Length))
return -1;
switch (data.Length)
{
case PokeCrypto.SIZE_1JLIST:
case PokeCrypto.SIZE_1ULIST:
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return 1;
case PokeCrypto.SIZE_2ULIST:
case PokeCrypto.SIZE_2JLIST:
return 2;
case PokeCrypto.SIZE_3PARTY:
case PokeCrypto.SIZE_3STORED:
case PokeCrypto.SIZE_3CSTORED:
case PokeCrypto.SIZE_3XSTORED:
return 3;
case PokeCrypto.SIZE_4PARTY:
case PokeCrypto.SIZE_4STORED:
case PokeCrypto.SIZE_5PARTY:
if ((BitConverter.ToUInt16(data, 0x4) == 0) && (BitConverter.ToUInt16(data, 0x80) >= 0x3333 || data[0x5F] >= 0x10) && BitConverter.ToUInt16(data, 0x46) == 0) // PK5
return 5;
return 4;
case PokeCrypto.SIZE_6STORED:
return 6;
case PokeCrypto.SIZE_6PARTY: // collision with PGT, same size.
if (BitConverter.ToUInt16(data, 0x4) != 0) // Bad Sanity?
return -1;
if (BitConverter.ToUInt32(data, 0x06) == PokeCrypto.GetCHK(data))
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return 6;
if (BitConverter.ToUInt16(data, 0x58) != 0) // Encrypted?
{
for (int i = data.Length - 0x10; i < data.Length; i++) // 0x10 of 00's at the end != PK6
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{
if (data[i] != 0)
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return 6;
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}
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return -1;
}
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return 6;
case PokeCrypto.SIZE_8PARTY:
case PokeCrypto.SIZE_8STORED:
return 8;
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default:
return -1;
}
}
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/// <summary>
/// Creates an instance of <see cref="PKM"/> from the given data.
/// </summary>
/// <param name="data">Raw data of the Pokemon file.</param>
/// <param name="prefer">Optional identifier for the preferred generation. Usually the generation of the destination save file.</param>
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/// <returns>An instance of <see cref="PKM"/> created from the given <paramref name="data"/>, or null if <paramref name="data"/> is invalid.</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
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public static PKM? GetPKMfromBytes(byte[] data, int prefer = 7)
{
int format = GetPKMDataFormat(data);
switch (format)
{
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case 1:
var list1 = new PokeList1(data);
return list1[0];
case 2:
var list2 = new PokeList2(data);
return list2[0];
case 3:
return data.Length switch
{
PokeCrypto.SIZE_3CSTORED => new CK3(data),
PokeCrypto.SIZE_3XSTORED => new XK3(data),
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_ => new PK3(data)
};
case 4:
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if (BitConverter.ToUInt16(data, 0x04) != 0)
return new BK4(data);
return new PK4(data);
case 5:
return new PK5(data);
case 6:
var pkx = new PK6(data);
return CheckPKMFormat7(pkx, prefer);
case 8:
return new PK8(data);
default:
return null;
}
}
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/// <summary>
/// Checks if the input PK6 file is really a PK7, if so, updates the object.
/// </summary>
/// <param name="pk">PKM to check</param>
/// <param name="prefer">Prefer a certain generation over another</param>
/// <returns>Updated PKM if actually PK7</returns>
private static G6PKM CheckPKMFormat7(PK6 pk, int prefer)
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{
if (GameVersion.GG.Contains(pk.Version))
return new PB7(pk.Data);
if (IsPK6FormatReallyPK7(pk, prefer))
return new PK7(pk.Data);
return pk;
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}
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/// <summary>
/// Checks if the input PK6 file is really a PK7.
/// </summary>
/// <param name="pk">PK6 to check</param>
/// <param name="preferredFormat">Prefer a certain generation over another</param>
/// <returns>Boolean is a PK7</returns>
private static bool IsPK6FormatReallyPK7(PK6 pk, int preferredFormat)
{
if (pk.Version > Legal.MaxGameID_6)
return true;
// Check Ranges
if (pk.Species > Legal.MaxSpeciesID_6)
return true;
if (pk.Moves.Any(move => move > Legal.MaxMoveID_6_AO))
return true;
if (pk.RelearnMoves.Any(move => move > Legal.MaxMoveID_6_AO))
return true;
if (pk.Ability > Legal.MaxAbilityID_6_AO)
return true;
if (pk.HeldItem > Legal.MaxItemID_6_AO)
return true;
int et = pk.EncounterType;
if (et != 0)
{
if (pk.CurrentLevel < 100) // can't be hyper trained
return false;
if (!pk.Gen4) // can't have encounter type
return true;
if (et > 24) // invalid gen4 EncounterType
return true;
}
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int mb = BitConverter.ToUInt16(pk.Data, 0x16);
if (mb > 0xAAA)
return false;
for (int i = 0; i < 6; i++)
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{
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if ((mb >> (i << 1) & 3) == 3) // markings are 10 or 01 (or 00), never 11
return false;
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}
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if (pk.Data[0x2A] > 20) // ResortEventStatus is always < 20
return false;
return preferredFormat > 6;
}
/// <summary>
/// Checks if the input <see cref="PKM"/> file is capable of being converted to the desired format.
/// </summary>
/// <param name="pk"></param>
/// <param name="format"></param>
/// <returns></returns>
public static bool IsConvertibleToFormat(PKM pk, int format)
{
if (pk.Format >= 3 && pk.Format > format)
return false; // pk3->upward can't go backwards
if (pk.Format <= 2 && format > 2 && format < 7)
return false; // pk1/2->upward has to be 7 or greater
return true;
}
/// <summary>
/// Converts a PKM from one Generation format to another. If it matches the destination format, the conversion will automatically return.
/// </summary>
/// <param name="pk">PKM to convert</param>
/// <param name="destType">Format/Type to convert to</param>
/// <param name="comment">Comments regarding the transfer's success/failure</param>
/// <returns>Converted PKM</returns>
public static PKM? ConvertToType(PKM pk, Type destType, out string comment)
{
Type fromType = pk.GetType();
if (fromType == destType)
{
comment = "No need to convert, current format matches requested format.";
return pk;
}
var pkm = ConvertPKM(pk, destType, fromType, out comment);
if (!AllowIncompatibleConversion || pkm != null)
return pkm;
// Try Incompatible Conversion
pkm = GetBlank(destType);
pk.TransferPropertiesWithReflection(pkm);
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if (!IsPKMCompatibleWithModifications(pkm))
return null;
comment = "Converted via reflection.";
return pkm;
}
private static PKM? ConvertPKM(PKM pk, Type destType, Type srcType, out string comment)
{
if (IsNotTransferable(pk, out comment))
return null;
string destName = destType.Name;
string srcName = srcType.Name;
Debug.WriteLine($"Trying to convert {srcName} to {destName}.");
int destGeneration = destName.Last() - '0';
var pkm = ConvertPKM(pk, destType, destGeneration, ref comment);
var msg = pkm == null ? MsgPKMConvertFailFormat : MsgPKMConvertSuccess;
var formatted = string.Format(msg, srcName, destName);
comment = comment == null ? formatted : string.Concat(formatted, Environment.NewLine, comment);
return pkm;
}
private static PKM? ConvertPKM(PKM pk, Type destType, int destGeneration, ref string comment)
{
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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PKM? pkm = pk.Clone();
if (pkm.IsEgg)
pkm.ForceHatchPKM();
while (true)
{
pkm = IntermediaryConvert(pkm, destType, destGeneration, ref comment);
if (pkm == null) // fail convert
return null;
if (pkm.GetType() == destType) // finish convert
return pkm;
}
}
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private static PKM? IntermediaryConvert(PKM pk, Type destType, int destGeneration, ref string comment)
{
switch (pk)
{
// Non-sequential
case PK1 pk1 when destGeneration > 2: return pk1.ConvertToPK7();
case PK2 pk2 when destGeneration > 2: return pk2.ConvertToPK7();
case PK3 pk3 when destType == typeof(CK3): return pk3.ConvertToCK3();
case PK3 pk3 when destType == typeof(XK3): return pk3.ConvertToXK3();
case PK4 pk4 when destType == typeof(BK4): return pk4.ConvertToBK4();
// Invalid
case PK2 pk2 when pk.Species > Legal.MaxSpeciesID_1:
var lang = pk2.Japanese ? (int)LanguageID.Japanese : (int)LanguageID.English;
var name = SpeciesName.GetSpeciesName(pk2.Species, lang);
comment = string.Format(MsgPKMConvertFailFormat, name, destType.Name);
return null;
// Sequential
case PK1 pk1: return pk1.ConvertToPK2();
case PK2 pk2: return pk2.ConvertToPK1();
case CK3 ck3: return ck3.ConvertToPK3();
case XK3 xk3: return xk3.ConvertToPK3();
case PK3 pk3: return pk3.ConvertToPK4();
case BK4 bk4: return bk4.ConvertToPK4();
case PK4 pk4: return pk4.ConvertToPK5();
case PK5 pk5: return pk5.ConvertToPK6();
case PK6 pk6: return pk6.ConvertToPK7();
case PK7 pk7: return pk7.ConvertToPK8();
case PB7 pb7: return pb7.ConvertToPK8();
// None
default:
comment = MsgPKMConvertFailNoMethod;
return null;
}
}
/// <summary>
/// Checks to see if a PKM is transferable relative to in-game restrictions and <see cref="PKM.AltForm"/>.
/// </summary>
/// <param name="pk">PKM to convert</param>
/// <param name="comment">Comment indicating why the <see cref="PKM"/> is not transferable.</param>
/// <returns>Indication if Not Transferable</returns>
private static bool IsNotTransferable(PKM pk, out string comment)
{
switch (pk.Species)
{
default:
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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comment = string.Empty;
return false;
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case 025 when pk.AltForm != 0 && pk.Gen6: // Cosplay Pikachu
case 172 when pk.AltForm != 0 && pk.Gen4: // Spiky Eared Pichu
case 025 when pk.AltForm == 8 && pk.LGPE: // Buddy Pikachu
case 133 when pk.AltForm == 1 && pk.LGPE: // Buddy Eevee
comment = MsgPKMConvertFailForme;
return true;
}
}
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/// <summary>
/// Checks if the <see cref="PKM"/> is compatible with the input <see cref="PKM"/>, and makes any necessary modifications to force compatibility.
/// </summary>
/// <remarks>Should only be used when forcing a backwards conversion to sanitize the PKM fields to the target format.
/// If the PKM is compatible, some properties may be forced to sanitized values.</remarks>
/// <param name="pk">PKM input that is to be sanity checked.</param>
/// <returns>Indication whether or not the PKM is compatible.</returns>
public static bool IsPKMCompatibleWithModifications(PKM pk) => IsPKMCompatibleWithModifications(pk, pk);
public static bool IsPKMCompatibleWithModifications(PKM pk, IGameValueLimit limit)
{
if (pk.Species > limit.MaxSpeciesID)
return false;
if (pk.HeldItem > limit.MaxItemID)
pk.HeldItem = 0;
if (pk.Nickname.Length > limit.NickLength)
pk.Nickname = pk.Nickname.Substring(0, pk.NickLength);
if (pk.OT_Name.Length > limit.OTLength)
pk.OT_Name = pk.OT_Name.Substring(0, pk.OTLength);
if (pk.Moves.Any(move => move > limit.MaxMoveID))
pk.ClearInvalidMoves();
if (pk.EVs.Any(ev => ev > limit.MaxEV))
pk.EVs = pk.EVs.Select(ev => Math.Min(limit.MaxEV, ev)).ToArray();
if (pk.IVs.Any(iv => iv > limit.MaxIV))
pk.IVs = pk.IVs.Select(iv => Math.Min(limit.MaxIV, iv)).ToArray();
return true;
}
/// <summary>
/// Checks if the input <see cref="PKM"/> is compatible with the target <see cref="PKM"/>.
/// </summary>
/// <param name="pk">Input to check -> update/sanitize</param>
/// <param name="target">Target type PKM with misc properties accessible for checking.</param>
/// <param name="c">Comment output</param>
/// <param name="pkm">Output compatible PKM</param>
/// <returns>Indication if the input is (now) compatible with the target.</returns>
public static bool TryMakePKMCompatible(PKM pk, PKM target, out string c, out PKM pkm)
{
if (!IsConvertibleToFormat(pk, target.Format))
{
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
pkm = target;
c = string.Format(MsgPKMConvertFailBackwards, pk.GetType().Name, target.Format);
if (!AllowIncompatibleConversion)
return false;
}
if (IsIncompatibleGB(target.Format, target.Japanese, pk.Japanese))
{
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
pkm = target;
c = GetIncompatibleGBMessage(pk, target.Japanese);
return false;
}
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
var convert = ConvertToType(pk, target.GetType(), out c);
if (convert == null)
{
pkm = target;
return false;
}
pkm = convert;
Debug.WriteLine(c);
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 true;
}
public static string GetIncompatibleGBMessage(PKM pk, bool destJapanese)
{
var src = destJapanese ? MsgPKMConvertInternational : MsgPKMConvertJapanese;
var dest = !destJapanese ? MsgPKMConvertInternational : MsgPKMConvertJapanese;
return string.Format(MsgPKMConvertIncompatible, src, pk.GetType().Name, dest);
}
public static bool IsIncompatibleGB(int format, bool destJapanese, bool srcJapanese) => format <= 2 && destJapanese != srcJapanese;
/// <summary>
/// Gets a Blank <see cref="PKM"/> object of the specified type.
/// </summary>
/// <param name="type">Type of <see cref="PKM"/> instance desired.</param>
/// <returns>New instance of a blank <see cref="PKM"/> object.</returns>
public static PKM GetBlank(Type type)
{
var constructors = type.GetTypeInfo().DeclaredConstructors.Where(z => !z.IsStatic);
var argCount = constructors.Min(z => z.GetParameters().Length);
return (PKM)Activator.CreateInstance(type, new object[argCount]);
}
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public static PKM GetBlank(int gen, GameVersion ver)
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{
if (gen == 7 && GameVersion.GG.Contains(ver))
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return new PB7();
return GetBlank(gen);
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}
public static PKM GetBlank(int gen, int ver) => GetBlank(gen, (GameVersion) ver);
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public static PKM GetBlank(int gen)
{
var type = Type.GetType($"PKHeX.Core.PK{gen}");
return GetBlank(type);
}
}
}