PKHeX/PKHeX.Core/Editing/Bulk/BatchEditing.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.Linq;
using System.Reflection;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core
{
/// <summary>
/// Logic for editing many <see cref="PKM"/> with user provided <see cref="StringInstruction"/> list.
/// </summary>
public static class BatchEditing
{
public static readonly Type[] Types =
{
typeof (PK8),
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typeof (PB7),
typeof (PK7), typeof (PK6), typeof (PK5), typeof (PK4), typeof(BK4),
typeof (PK3), typeof (XK3), typeof (CK3),
typeof (PK2), typeof (PK1),
};
public static readonly string[] CustomProperties = { PROP_LEGAL, PROP_RIBBONS };
public static readonly string[][] Properties = GetPropArray();
private static readonly Dictionary<string, PropertyInfo>[] Props = Types.Select(z => ReflectUtil.GetAllPropertyInfoPublic(z)
.GroupBy(p => p.Name).Select(g => g.First()).ToDictionary(p => p.Name))
.ToArray();
private const string CONST_RAND = "$rand";
private const string CONST_SHINY = "$shiny";
private const string CONST_SUGGEST = "$suggest";
private const string CONST_BYTES = "$[]";
private const string PROP_LEGAL = "Legal";
private const string PROP_RIBBONS = "Ribbons";
private const string IdentifierContains = nameof(PKM.Identifier) + "Contains";
private static string[][] GetPropArray()
{
var p = new string[Types.Length][];
for (int i = 0; i < p.Length; i++)
{
var pz = ReflectUtil.GetPropertiesPublic(Types[i]);
p[i] = pz.Concat(CustomProperties).OrderBy(a => a).ToArray();
}
// Properties for any PKM
var any = ReflectUtil.GetPropertiesPublic(typeof(PK1)).Union(p.SelectMany(a => a)).OrderBy(a => a).ToArray();
// Properties shared by all PKM
var all = p.Aggregate(new HashSet<string>(p[0]), (h, e) => { h.IntersectWith(e); return h; }).OrderBy(a => a).ToArray();
var p1 = new string[Types.Length + 2][];
Array.Copy(p, 0, p1, 1, p.Length);
p1[0] = any;
p1[p1.Length - 1] = all;
return p1;
}
/// <summary>
/// Tries to fetch the <see cref="PKM"/> property from the cache of available properties.
/// </summary>
/// <param name="pk">Pokémon to check</param>
/// <param name="name">Property Name to check</param>
/// <param name="pi">Property Info retrieved (if any).</param>
/// <returns>True if has property, false if does not.</returns>
public static bool TryGetHasProperty(PKM pk, string name, out PropertyInfo pi)
{
var props = Props[Array.IndexOf(Types, pk.GetType())];
return props.TryGetValue(name, out pi);
}
/// <summary>
/// Gets the type of the <see cref="PKM"/> property using the saved cache of properties.
/// </summary>
/// <param name="propertyName">Property Name to fetch the type for</param>
/// <param name="typeIndex">Type index (within <see cref="Types"/>. Leave empty (0) for a nonspecific format.</param>
/// <returns>Short name of the property's type.</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 string? GetPropertyType(string propertyName, int typeIndex = 0)
{
if (CustomProperties.Contains(propertyName))
return "Custom";
if (typeIndex == 0) // Any
{
foreach (var p in Props)
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{
if (p.TryGetValue(propertyName, out var pi))
return pi.PropertyType.Name;
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}
return null;
}
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int index = typeIndex - 1 >= Props.Length ? 0 : typeIndex - 1; // All vs Specific
var pr = Props[index];
if (!pr.TryGetValue(propertyName, out var info))
return null;
return info.PropertyType.Name;
}
/// <summary>
/// Initializes the <see cref="StringInstruction"/> list with a context-sensitive value. If the provided value is a string, it will attempt to convert that string to its corresponding index.
/// </summary>
/// <param name="il">Instructions to initialize.</param>
public static void ScreenStrings(IEnumerable<StringInstruction> il)
{
foreach (var i in il.Where(i => !i.PropertyValue.All(char.IsDigit)))
{
string pv = i.PropertyValue;
if (pv.StartsWith("$") && !pv.StartsWith(CONST_BYTES) && pv.Contains(','))
i.SetRandRange(pv);
SetInstructionScreenedValue(i);
}
}
/// <summary>
/// Initializes the <see cref="StringInstruction"/> with a context-sensitive value. If the provided value is a string, it will attempt to convert that string to its corresponding index.
/// </summary>
/// <param name="i">Instruction to initialize.</param>
private static void SetInstructionScreenedValue(StringInstruction i)
{
switch (i.PropertyName)
{
case nameof(PKM.Species): i.SetScreenedValue(GameInfo.Strings.specieslist); return;
case nameof(PKM.HeldItem): i.SetScreenedValue(GameInfo.Strings.itemlist); return;
case nameof(PKM.Ability): i.SetScreenedValue(GameInfo.Strings.abilitylist); return;
case nameof(PKM.Nature): i.SetScreenedValue(GameInfo.Strings.natures); return;
case nameof(PKM.Ball): i.SetScreenedValue(GameInfo.Strings.balllist); return;
case nameof(PKM.Move1):
case nameof(PKM.Move2):
case nameof(PKM.Move3):
case nameof(PKM.Move4):
case nameof(PKM.RelearnMove1):
case nameof(PKM.RelearnMove2):
case nameof(PKM.RelearnMove3):
case nameof(PKM.RelearnMove4):
i.SetScreenedValue(GameInfo.Strings.movelist); return;
}
}
/// <summary>
/// Checks if the object is filtered by the provided <see cref="filters"/>.
/// </summary>
/// <param name="filters">Filters which must be satisfied.</param>
/// <param name="pk">Object to check.</param>
/// <returns>True if <see cref="pk"/> matches all filters.</returns>
public static bool IsFilterMatch(IEnumerable<StringInstruction> filters, PKM pk) => filters.All(z => IsFilterMatch(z, pk, Props[Array.IndexOf(Types, pk.GetType())]));
/// <summary>
/// Checks if the object is filtered by the provided <see cref="filters"/>.
/// </summary>
/// <param name="filters">Filters which must be satisfied.</param>
/// <param name="obj">Object to check.</param>
/// <returns>True if <see cref="obj"/> matches all filters.</returns>
public static bool IsFilterMatch(IEnumerable<StringInstruction> filters, object obj)
{
foreach (var cmd in filters)
{
if (!ReflectUtil.HasProperty(obj, cmd.PropertyName, out var pi))
return false;
try
{
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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if (pi == null)
continue;
if (pi.IsValueEqual(obj, cmd.PropertyValue) == cmd.Evaluator)
continue;
}
catch (Exception e)
{
Debug.WriteLine($"Unable to compare {cmd.PropertyName} to {cmd.PropertyValue}.");
Debug.WriteLine(e.Message);
}
return false;
}
return true;
}
/// <summary>
/// Tries to modify the <see cref="PKM"/>.
/// </summary>
/// <param name="pk">Object to modify.</param>
/// <param name="filters">Filters which must be satisfied prior to any modifications being made.</param>
/// <param name="modifications">Modifications to perform on the <see cref="pk"/>.</param>
/// <returns>Result of the attempted modification.</returns>
public static bool TryModify(PKM pk, IEnumerable<StringInstruction> filters, IEnumerable<StringInstruction> modifications)
{
var result = TryModifyPKM(pk, filters, modifications);
return result == ModifyResult.Modified;
}
/// <summary>
/// Tries to modify the <see cref="PKMInfo"/>.
/// </summary>
/// <param name="pk">Command Filter</param>
/// <param name="filters">Filters which must be satisfied prior to any modifications being made.</param>
/// <param name="modifications">Modifications to perform on the <see cref="pk"/>.</param>
/// <returns>Result of the attempted modification.</returns>
internal static ModifyResult TryModifyPKM(PKM pk, IEnumerable<StringInstruction> filters, IEnumerable<StringInstruction> modifications)
{
if (!pk.ChecksumValid || pk.Species == 0)
return ModifyResult.Invalid;
PKMInfo info = new PKMInfo(pk);
var pi = Props[Array.IndexOf(Types, pk.GetType())];
foreach (var cmd in filters)
{
try
{
if (!IsFilterMatch(cmd, info, pi))
return ModifyResult.Filtered;
}
catch (Exception ex)
{
Debug.WriteLine(MsgBEModifyFailCompare + " " + ex.Message, cmd.PropertyName, cmd.PropertyValue);
return ModifyResult.Error;
}
}
ModifyResult result = ModifyResult.Modified;
foreach (var cmd in modifications)
{
try
{
var tmp = SetPKMProperty(cmd, info, pi);
if (tmp != ModifyResult.Modified)
result = tmp;
}
catch (Exception ex) { Debug.WriteLine(MsgBEModifyFail + " " + ex.Message, cmd.PropertyName, cmd.PropertyValue); }
}
return result;
}
/// <summary>
/// Sets the if the <see cref="PKMInfo"/> should be filtered due to the <see cref="StringInstruction"/> provided.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="info">Pokémon to check.</param>
/// <param name="props">PropertyInfo cache (optional)</param>
/// <returns>True if filtered, else false.</returns>
private static ModifyResult SetPKMProperty(StringInstruction cmd, PKMInfo info, IReadOnlyDictionary<string, PropertyInfo> props)
{
var pk = info.Entity;
if (cmd.PropertyValue.StartsWith(CONST_BYTES))
return SetByteArrayProperty(pk, cmd);
if (cmd.PropertyValue.StartsWith(CONST_SUGGEST))
return SetSuggestedPKMProperty(cmd.PropertyName, info, cmd.PropertyValue);
if (cmd.PropertyValue == CONST_RAND && cmd.PropertyName == nameof(PKM.Moves))
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 SetMoves(pk, pk.GetMoveSet(info.Legality, true));
if (SetComplexProperty(pk, cmd))
return ModifyResult.Modified;
if (!props.TryGetValue(cmd.PropertyName, out var pi))
return ModifyResult.Error;
if (!pi.CanWrite)
return ModifyResult.Error;
object val = cmd.Random ? (object)cmd.RandomValue : cmd.PropertyValue;
ReflectUtil.SetValue(pi, pk, val);
return ModifyResult.Modified;
}
/// <summary>
/// Checks if the <see cref="PKMInfo"/> should be filtered due to the <see cref="StringInstruction"/> provided.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="info">Pokémon to check.</param>
/// <param name="props">PropertyInfo cache (optional)</param>
/// <returns>True if filter matches, else false.</returns>
private static bool IsFilterMatch(StringInstruction cmd, PKMInfo info, IReadOnlyDictionary<string, PropertyInfo> props)
{
if (IsLegalFiltered(cmd, () => info.Legal))
return true;
return IsPropertyFiltered(cmd, info.Entity, props);
}
/// <summary>
/// Checks if the <see cref="PKM"/> should be filtered due to the <see cref="StringInstruction"/> provided.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="pk">Pokémon to check.</param>
/// <param name="props">PropertyInfo cache (optional)</param>
/// <returns>True if filter matches, else false.</returns>
private static bool IsFilterMatch(StringInstruction cmd, PKM pk, IReadOnlyDictionary<string, PropertyInfo> props)
{
if (IsLegalFiltered(cmd, () => new LegalityAnalysis(pk).Valid))
return true;
return IsPropertyFiltered(cmd, pk, props);
}
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/// <summary>
/// Checks if the <see cref="PKM"/> should be filtered due to the <see cref="StringInstruction"/> provided.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="pk">Pokémon to check.</param>
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/// <param name="props">PropertyInfo cache</param>
/// <returns>True if filtered, else false.</returns>
private static bool IsPropertyFiltered(StringInstruction cmd, PKM pk, IReadOnlyDictionary<string, PropertyInfo> props)
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{
if (IsIdentifierFiltered(cmd, pk))
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return true;
if (!props.TryGetValue(cmd.PropertyName, out var pi))
return false;
if (!pi.CanRead)
return false;
return pi.IsValueEqual(pk, cmd.PropertyValue) == cmd.Evaluator;
}
/// <summary>
/// Checks if the <see cref="PKM"/> should be filtered due to its <see cref="PKM.Identifier"/> containing a value.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="pk">Pokémon to check.</param>
/// <returns>True if filtered, else false.</returns>
private static bool IsIdentifierFiltered(StringInstruction cmd, PKM pk)
{
if (cmd.PropertyName != IdentifierContains)
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
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bool result = pk.Identifier?.Contains(cmd.PropertyValue) ?? false;
return result == cmd.Evaluator;
}
/// <summary>
/// Checks if the <see cref="PKM"/> should be filtered due to its legality.
/// </summary>
/// <param name="cmd">Command Filter</param>
/// <param name="isLegal">Function to check if the <see cref="PKM"/> is legal.</param>
/// <returns>True if filtered, else false.</returns>
private static bool IsLegalFiltered(StringInstruction cmd, Func<bool> isLegal)
{
if (cmd.PropertyName != PROP_LEGAL)
return false;
if (!bool.TryParse(cmd.PropertyValue, out bool legal))
return true;
return legal == isLegal() == cmd.Evaluator;
}
/// <summary>
/// Sets the <see cref="PKM"/> data with a suggested value based on its <see cref="LegalityAnalysis"/>.
/// </summary>
/// <param name="name">Property to modify.</param>
/// <param name="info">Cached info storing Legal data.</param>
/// <param name="propValue">Suggestion string which starts with <see cref="CONST_SUGGEST"/></param>
private static ModifyResult SetSuggestedPKMProperty(string name, PKMInfo info, string propValue)
{
bool isAll() => propValue.EndsWith("All", true, CultureInfo.CurrentCulture);
bool isNone() => propValue.EndsWith("None", true, CultureInfo.CurrentCulture);
var pk = info.Entity;
switch (name)
{
// pb7 only
case nameof(PB7.Stat_CP) when pk is PB7 pb7:
pb7.ResetCP();
return ModifyResult.Modified;
case nameof(PB7.HeightAbsolute) when pk is PB7 pb7:
pb7.HeightAbsolute = pb7.CalcHeightAbsolute;
return ModifyResult.Modified;
case nameof(PB7.WeightAbsolute) when pk is PB7 pb7:
pb7.WeightAbsolute = pb7.CalcWeightAbsolute;
return ModifyResult.Modified;
case nameof(PKM.Nature) when pk.Format >= 8:
pk.Nature = pk.StatNature;
return ModifyResult.Modified;
case nameof(PKM.StatNature) when pk.Format >= 8:
pk.StatNature = pk.Nature;
return ModifyResult.Modified;
case nameof(PKM.Stats):
pk.ResetPartyStats();
return ModifyResult.Modified;
case nameof(IHyperTrain.HyperTrainFlags):
pk.SetSuggestedHyperTrainingData();
return ModifyResult.Modified;
case nameof(PKM.RelearnMoves):
if (pk.Format >= 8)
{
pk.ClearRecordFlags();
if (isAll())
pk.SetRecordFlags(); // all
else if (!isNone())
pk.SetRecordFlags(pk.Moves); // whatever fit the current moves
}
pk.SetRelearnMoves(info.SuggestedRelearn);
return ModifyResult.Modified;
case PROP_RIBBONS:
if (isNone())
RibbonApplicator.RemoveAllValidRibbons(pk);
else // All
RibbonApplicator.SetAllValidRibbons(pk);
return ModifyResult.Modified;
case nameof(PKM.Met_Location):
var encounter = EncounterSuggestion.GetSuggestedMetInfo(pk);
if (encounter == null)
return ModifyResult.Error;
int level = encounter.LevelMin;
int location = encounter.Location;
int minlvl = Legal.GetLowestLevel(pk, encounter.LevelMin);
pk.Met_Level = level;
pk.Met_Location = location;
pk.CurrentLevel = Math.Max(minlvl, level);
return ModifyResult.Modified;
case nameof(PKM.Heal):
pk.Heal();
return ModifyResult.Modified;
case nameof(PKM.HealPP):
pk.HealPP();
return ModifyResult.Modified;
case nameof(PKM.Move1_PP):
case nameof(PKM.Move2_PP):
case nameof(PKM.Move3_PP):
case nameof(PKM.Move4_PP):
pk.SetSuggestedMovePP(name[4] - '1'); // 0-3 int32
return ModifyResult.Modified;
case nameof(PKM.Moves):
return SetMoves(pk, pk.GetMoveSet(la: info.Legality));
case nameof(PKM.Ball):
BallApplicator.ApplyBallLegalByColor(pk);
return ModifyResult.Modified;
default:
return ModifyResult.Error;
}
}
/// <summary>
/// Sets the provided moves in a random order.
/// </summary>
/// <param name="pk">Pokémon to modify.</param>
/// <param name="moves">Moves to apply.</param>
private static ModifyResult SetMoves(PKM pk, int[] moves)
{
pk.SetMoves(moves);
return ModifyResult.Modified;
}
/// <summary>
/// Sets the <see cref="PKM"/> byte array propery to a specified value.
/// </summary>
/// <param name="pk">Pokémon to modify.</param>
/// <param name="cmd">Modification</param>
private static ModifyResult SetByteArrayProperty(PKM pk, StringInstruction cmd)
{
switch (cmd.PropertyName)
{
case nameof(PKM.Nickname_Trash):
pk.Nickname_Trash = string2arr(cmd.PropertyValue);
return ModifyResult.Modified;
case nameof(PKM.OT_Trash):
pk.OT_Trash = string2arr(cmd.PropertyValue);
return ModifyResult.Modified;
default:
return ModifyResult.Error;
}
static byte[] string2arr(string str) => str.Substring(CONST_BYTES.Length).Split(',').Select(z => Convert.ToByte(z.Trim(), 16)).ToArray();
}
/// <summary>
/// Sets the <see cref="PKM"/> property to a non-specific smart value.
/// </summary>
/// <param name="pk">Pokémon to modify.</param>
/// <param name="cmd">Modification</param>
/// <returns>True if modified, false if no modifications done.</returns>
private static bool SetComplexProperty(PKM pk, StringInstruction cmd)
{
static DateTime parseDate(string val) => DateTime.ParseExact(val, "yyyyMMdd", CultureInfo.InvariantCulture, DateTimeStyles.None);
if (cmd.PropertyName == nameof(PKM.MetDate))
pk.MetDate = parseDate(cmd.PropertyValue);
else if (cmd.PropertyName == nameof(PKM.EggMetDate))
pk.EggMetDate = parseDate(cmd.PropertyValue);
else if (cmd.PropertyName == nameof(PKM.EncryptionConstant) && cmd.PropertyValue == CONST_RAND)
pk.EncryptionConstant = Util.Rand32();
else if ((cmd.PropertyName == nameof(PKM.Ability) || cmd.PropertyName == nameof(PKM.AbilityNumber)) && cmd.PropertyValue.StartsWith("$"))
pk.RefreshAbility(Convert.ToInt16(cmd.PropertyValue[1]) - 0x30);
else if (cmd.PropertyName == nameof(PKM.PID) && cmd.PropertyValue == CONST_RAND)
pk.SetPIDGender(pk.Gender);
else if (cmd.PropertyName == nameof(PKM.EncryptionConstant) && cmd.PropertyValue == nameof(PKM.PID))
pk.EncryptionConstant = pk.PID;
else if (cmd.PropertyName == nameof(PKM.PID) && cmd.PropertyValue.StartsWith(CONST_SHINY))
CommonEdits.SetShiny(pk, cmd.PropertyValue.EndsWith("0"));
else if (cmd.PropertyName == nameof(PKM.Species) && cmd.PropertyValue == "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
2019-10-17 01:47:31 +00:00
Array.Clear(pk.Data, 0, pk.Data.Length);
else if (cmd.PropertyName.StartsWith("IV") && cmd.PropertyValue == CONST_RAND)
SetRandomIVs(pk, cmd);
else if (cmd.PropertyName == nameof(PKM.IsNicknamed) && string.Equals(cmd.PropertyValue, "false", StringComparison.OrdinalIgnoreCase))
pk.SetDefaultNickname();
else
return false;
return true;
}
/// <summary>
/// Sets the <see cref="PKM"/> IV(s) to a random value.
/// </summary>
/// <param name="pk">Pokémon to modify.</param>
/// <param name="cmd">Modification</param>
private static void SetRandomIVs(PKM pk, StringInstruction cmd)
{
if (cmd.PropertyName == nameof(PKM.IVs))
{
pk.SetRandomIVs();
return;
}
if (TryGetHasProperty(pk, cmd.PropertyName, out var pi))
ReflectUtil.SetValue(pi, pk, Util.Rand.Next(pk.MaxIV + 1));
}
}
}