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

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using System.Collections.Generic;
using System.Linq;
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 = Util.GetCSVUnsortedCBList("regions3ds");
private static readonly List<ComboItem> LanguageList = Util.GetCSVUnsortedCBList("languages");
// ignores Poke/Great/Ultra
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 };
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 };
private static readonly byte[] Gen4EncounterTypes = { 0, 1, 2, 4, 5, 7, 9, 10, 12, 23, 24 };
public GameDataSource(GameStrings s)
{
Strings = s;
BallDataSource = Util.GetVariedCBListBall(s.itemlist, ball_nums, ball_vals);
SpeciesDataSource = Util.GetCBList(s.specieslist);
NatureDataSource = Util.GetCBList(s.natures);
AbilityDataSource = Util.GetCBList(s.abilitylist);
EncounterTypeDataSource = Util.GetUnsortedCBList(s.encountertypelist, Gen4EncounterTypes);
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> EncounterTypeDataSource;
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;
var games = new byte[]
{
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 = LanguageList.ToList();
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;
}
}
}