PKHeX/PKHeX.Core/Editing/Bulk/StringInstruction.cs

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