2020-12-29 05:12:46 +00:00
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using System.Collections.Generic;
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2019-06-22 17:50:32 +00:00
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Bundles raw string inputs into lists that can be used in data binding.
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/// </summary>
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2019-10-04 02:09:02 +00:00
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public sealed class GameDataSource
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2019-06-22 17:50:32 +00:00
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{
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public static readonly IReadOnlyList<ComboItem> Regions = Util.GetCSVUnsortedCBList("regions3ds");
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2020-12-29 05:12:46 +00:00
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private static readonly List<ComboItem> LanguageList = Util.GetCSVUnsortedCBList("languages");
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2019-06-22 17:50:32 +00:00
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// ignores Poke/Great/Ultra
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2020-12-28 21:32:36 +00:00
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private static readonly ushort[] ball_nums = { 007, 576, 013, 492, 497, 014, 495, 493, 496, 494, 011, 498, 008, 006, 012, 015, 009, 005, 499, 010, 001, 016, 851 };
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private static readonly byte[] ball_vals = { 007, 025, 013, 017, 022, 014, 020, 018, 021, 019, 011, 023, 008, 006, 012, 015, 009, 005, 024, 010, 001, 016, 026 };
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private static readonly byte[] Gen4EncounterTypes = { 0, 1, 2, 4, 5, 7, 9, 10, 12, 23, 24 };
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2019-06-22 17:50:32 +00:00
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public GameDataSource(GameStrings s)
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{
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2020-12-29 05:12:46 +00:00
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Strings = s;
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2019-06-22 17:50:32 +00:00
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BallDataSource = Util.GetVariedCBListBall(s.itemlist, ball_nums, ball_vals);
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SpeciesDataSource = Util.GetCBList(s.specieslist);
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NatureDataSource = Util.GetCBList(s.natures);
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AbilityDataSource = Util.GetCBList(s.abilitylist);
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2020-12-28 21:32:36 +00:00
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EncounterTypeDataSource = Util.GetUnsortedCBList(s.encountertypelist, Gen4EncounterTypes);
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2019-06-22 17:50:32 +00:00
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2020-12-29 05:12:46 +00:00
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var moves = Util.GetCBList(s.movelist);
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HaXMoveDataSource = moves;
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var legal = new List<ComboItem>(moves);
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legal.RemoveAll(m => Legal.Z_Moves.Contains(m.Value));
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LegalMoveDataSource = legal;
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2019-06-22 17:50:32 +00:00
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VersionDataSource = GetVersionList(s);
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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
2019-10-17 01:47:31 +00:00
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2020-12-29 05:12:46 +00:00
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Met = new MetDataSource(s);
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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
2019-10-17 01:47:31 +00:00
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2019-11-16 01:34:18 +00:00
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Empty = new ComboItem(s.Species[0], 0);
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2019-06-22 17:50:32 +00:00
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}
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2020-12-29 05:12:46 +00:00
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/// <summary> Strings that this object's lists were generated with. </summary>
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public readonly GameStrings Strings;
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/// <summary> Contains Met Data lists to source lists from. </summary>
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public readonly MetDataSource Met;
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/// <summary> Represents "(None)", localized to this object's language strings. </summary>
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public readonly ComboItem Empty;
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2019-06-22 17:50:32 +00:00
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public readonly IReadOnlyList<ComboItem> SpeciesDataSource;
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public readonly IReadOnlyList<ComboItem> BallDataSource;
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public readonly IReadOnlyList<ComboItem> NatureDataSource;
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public readonly IReadOnlyList<ComboItem> AbilityDataSource;
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public readonly IReadOnlyList<ComboItem> VersionDataSource;
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public readonly IReadOnlyList<ComboItem> LegalMoveDataSource;
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public readonly IReadOnlyList<ComboItem> HaXMoveDataSource;
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public readonly IReadOnlyList<ComboItem> EncounterTypeDataSource;
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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
2019-10-17 01:47:31 +00:00
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private static IReadOnlyList<ComboItem> GetVersionList(GameStrings s)
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2019-06-22 17:50:32 +00:00
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{
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var list = s.gamelist;
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2020-12-28 21:32:36 +00:00
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var games = new byte[]
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{
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44, 45, // 8 swsh
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42, 43, // 7 gg
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30, 31, // 7 sm
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32, 33, // 7 usum
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24, 25, // 6 xy
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27, 26, // 6 oras
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21, 20, // 5 bw
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23, 22, // 5 b2w2
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10, 11, 12, // 4 dppt
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07, 08, // 4 hgss
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02, 01, 03, // 3 rse
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04, 05, // 3 frlg
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15, // 3 cxd
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39, 40, 41, // 7vc2
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35, 36, 37, 38, // 7vc1
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34, // 7go
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};
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return Util.GetUnsortedCBList(list, games);
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2019-06-22 17:50:32 +00:00
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}
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2020-01-25 07:29:45 +00:00
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public List<ComboItem> GetItemDataSource(GameVersion game, int generation, IReadOnlyList<ushort> allowed, bool HaX = false)
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2019-06-22 17:50:32 +00:00
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{
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2020-12-29 05:12:46 +00:00
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var items = Strings.GetItemStrings(generation, game);
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2020-01-25 07:29:45 +00:00
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return HaX ? Util.GetCBList(items) : Util.GetCBList(items, allowed);
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2019-06-22 17:50:32 +00:00
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}
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public static IReadOnlyList<ComboItem> LanguageDataSource(int gen)
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{
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var languages = LanguageList.ToList();
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if (gen == 3)
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languages.RemoveAll(l => l.Value >= (int)LanguageID.Korean);
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else if (gen < 7)
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languages.RemoveAll(l => l.Value > (int)LanguageID.Korean);
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return languages;
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}
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}
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2020-10-24 18:11:05 +00:00
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}
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