PKHeX/PKHeX.Core/Game/GameStrings/GameDataSource.cs

128 lines
5.3 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Bundles raw string inputs into lists that can be used in data binding.
/// </summary>
public sealed class GameDataSource
{
public static readonly IReadOnlyList<ComboItem> Regions = new List<ComboItem>
{
new ("Japan (日本)", 0),
new ("Americas (NA/SA)", 1),
new ("Europe (EU/AU)", 2),
new ("China (中国大陆)", 4),
new ("Korea (한국)", 5),
new ("Taiwan (香港/台灣)", 6),
};
private static readonly List<ComboItem> LanguageList = new()
{
new ComboItem("JPN (日本語)", (int)LanguageID.Japanese),
new ComboItem("ENG (English)", (int)LanguageID.English),
new ComboItem("FRE (Français)", (int)LanguageID.French),
new ComboItem("ITA (Italiano)", (int)LanguageID.Italian),
new ComboItem("GER (Deutsch)", (int)LanguageID.German),
new ComboItem("ESP (Español)", (int)LanguageID.Spanish),
new ComboItem("KOR (한국어)", (int)LanguageID.Korean),
new ComboItem("CHS (简体中文)", (int)LanguageID.ChineseS),
new ComboItem("CHT (繁體中文)", (int)LanguageID.ChineseT),
};
public GameDataSource(GameStrings s)
{
Strings = s;
BallDataSource = GetBalls(s.itemlist);
SpeciesDataSource = Util.GetCBList(s.specieslist);
NatureDataSource = Util.GetCBList(s.natures);
AbilityDataSource = Util.GetCBList(s.abilitylist);
GroundTileDataSource = Util.GetUnsortedCBList(s.groundtiletypes, GroundTileTypeExtensions.ValidTileTypes);
var moves = Util.GetCBList(s.movelist);
HaXMoveDataSource = moves;
var legal = new List<ComboItem>(moves);
legal.RemoveAll(m => Legal.Z_Moves.Contains(m.Value));
LegalMoveDataSource = legal;
VersionDataSource = GetVersionList(s);
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
Met = new MetDataSource(s);
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
2019-11-16 01:34:18 +00:00
Empty = new ComboItem(s.Species[0], 0);
}
/// <summary> Strings that this object's lists were generated with. </summary>
public readonly GameStrings Strings;
/// <summary> Contains Met Data lists to source lists from. </summary>
public readonly MetDataSource Met;
/// <summary> Represents "(None)", localized to this object's language strings. </summary>
public readonly ComboItem Empty;
public readonly IReadOnlyList<ComboItem> SpeciesDataSource;
public readonly IReadOnlyList<ComboItem> BallDataSource;
public readonly IReadOnlyList<ComboItem> NatureDataSource;
public readonly IReadOnlyList<ComboItem> AbilityDataSource;
public readonly IReadOnlyList<ComboItem> VersionDataSource;
public readonly IReadOnlyList<ComboItem> LegalMoveDataSource;
public readonly IReadOnlyList<ComboItem> HaXMoveDataSource;
public readonly IReadOnlyList<ComboItem> GroundTileDataSource;
private static IReadOnlyList<ComboItem> GetBalls(string[] itemList)
{
// ignores Poke/Great/Ultra
ReadOnlySpan<ushort> ball_nums = stackalloc ushort[] { 007, 576, 013, 492, 497, 014, 495, 493, 496, 494, 011, 498, 008, 006, 012, 015, 009, 005, 499, 010, 001, 016, 851, 1785, 1710, 1711, 1712, 1713, 1746, 1747, 1748, 1749, 1750, 1771 };
ReadOnlySpan<byte> ball_vals = stackalloc byte[] { 007, 025, 013, 017, 022, 014, 020, 018, 021, 019, 011, 023, 008, 006, 012, 015, 009, 005, 024, 010, 001, 016, 026, 0027, 0028, 0029, 0030, 0031, 0032, 0033, 0034, 0035, 0036, 0037 };
return Util.GetVariedCBListBall(itemList, ball_nums, ball_vals);
}
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
private static IReadOnlyList<ComboItem> GetVersionList(GameStrings s)
{
var list = s.gamelist;
ReadOnlySpan<byte> games = stackalloc byte[]
{
47, // 8 legends arceus
48, 49, // 8 bdsp
44, 45, // 8 swsh
42, 43, // 7 gg
30, 31, // 7 sm
32, 33, // 7 usum
24, 25, // 6 xy
27, 26, // 6 oras
21, 20, // 5 bw
23, 22, // 5 b2w2
10, 11, 12, // 4 dppt
07, 08, // 4 hgss
02, 01, 03, // 3 rse
04, 05, // 3 frlg
15, // 3 cxd
39, 40, 41, // 7vc2
35, 36, 37, 38, // 7vc1
34, // 7go
};
return Util.GetUnsortedCBList(list, games);
}
public List<ComboItem> GetItemDataSource(GameVersion game, int generation, IReadOnlyList<ushort> allowed, bool HaX = false)
{
var items = Strings.GetItemStrings(generation, game);
return HaX ? Util.GetCBList(items) : Util.GetCBList(items, allowed);
}
public static IReadOnlyList<ComboItem> LanguageDataSource(int gen)
{
var languages = new List<ComboItem>(LanguageList);
if (gen == 3)
languages.RemoveAll(l => l.Value >= (int)LanguageID.Korean);
else if (gen < 7)
languages.RemoveAll(l => l.Value > (int)LanguageID.Korean);
return languages;
}
}
}