2018-07-29 23:39:15 +00:00
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2020-09-18 23:23:17 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Provides ribbon information about the state of a given ribbon.
|
|
|
|
|
/// </summary>
|
2018-07-29 23:39:15 +00:00
|
|
|
|
public sealed class RibbonInfo
|
|
|
|
|
{
|
2020-09-18 23:23:17 +00:00
|
|
|
|
public const string PropertyPrefix = "Ribbon";
|
|
|
|
|
|
2018-07-29 23:39:15 +00:00
|
|
|
|
public readonly string Name;
|
|
|
|
|
public bool HasRibbon { get; set; }
|
|
|
|
|
public int RibbonCount { get; set; }
|
|
|
|
|
|
|
|
|
|
private RibbonInfo(string name, bool hasRibbon)
|
|
|
|
|
{
|
|
|
|
|
Name = name;
|
|
|
|
|
HasRibbon = hasRibbon;
|
|
|
|
|
RibbonCount = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private RibbonInfo(string name, int count)
|
|
|
|
|
{
|
|
|
|
|
Name = name;
|
|
|
|
|
HasRibbon = false;
|
|
|
|
|
RibbonCount = count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public int MaxCount
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
if (RibbonCount < 0)
|
|
|
|
|
return -1;
|
2019-10-08 01:40:09 +00:00
|
|
|
|
return Name switch
|
2018-07-29 23:39:15 +00:00
|
|
|
|
{
|
2019-10-08 01:40:09 +00:00
|
|
|
|
nameof(IRibbonSetCommon6.RibbonCountMemoryContest) => 40,
|
|
|
|
|
nameof(IRibbonSetCommon6.RibbonCountMemoryBattle) => 8,
|
2021-08-20 20:49:20 +00:00
|
|
|
|
_ => 4,
|
2019-10-08 01:40:09 +00:00
|
|
|
|
};
|
2018-07-29 23:39:15 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static IReadOnlyList<RibbonInfo> GetRibbonInfo(PKM pkm)
|
|
|
|
|
{
|
|
|
|
|
// Get a list of all Ribbon Attributes in the PKM
|
|
|
|
|
var riblist = new List<RibbonInfo>();
|
2020-09-18 23:23:17 +00:00
|
|
|
|
var names = ReflectUtil.GetPropertiesStartWithPrefix(pkm.GetType(), PropertyPrefix);
|
2018-07-29 23:39:15 +00:00
|
|
|
|
foreach (var name in names)
|
|
|
|
|
{
|
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
|
|
|
|
object? RibbonValue = ReflectUtil.GetValue(pkm, name);
|
2018-07-29 23:39:15 +00:00
|
|
|
|
if (RibbonValue is int x)
|
|
|
|
|
riblist.Add(new RibbonInfo(name, x));
|
|
|
|
|
if (RibbonValue is bool b)
|
|
|
|
|
riblist.Add(new RibbonInfo(name, b));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return riblist;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|