2018-05-18 05:43:07 +00:00
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Batch Editing instruction
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/// </summary>
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/// <remarks>
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/// Can be a filter (skip), or a modification instruction (modify)
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/// </remarks>
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/// <see cref="Exclude"/>
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/// <see cref="Require"/>
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/// <see cref="Apply"/>
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public sealed class StringInstruction
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2018-05-18 05:43:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public string PropertyName { get; }
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public string PropertyValue { get; private set; }
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/// <summary> True if ==, false if != </summary>
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public bool Evaluator { get; private init; }
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public StringInstruction(string name, string value)
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{
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PropertyName = name;
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PropertyValue = value;
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}
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public void SetScreenedValue(string[] arr)
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{
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int index = Array.IndexOf(arr, PropertyValue);
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PropertyValue = index > -1 ? index.ToString() : PropertyValue;
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}
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public static readonly IReadOnlyList<char> Prefixes = new[] { Apply, Require, Exclude };
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private const char Exclude = '!';
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private const char Require = '=';
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private const char Apply = '.';
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private const char SplitRange = ',';
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2019-07-14 22:06:45 +00:00
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/// <summary>
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2022-06-18 18:04:24 +00:00
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/// Character which divides a property and a value.
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2019-07-14 22:06:45 +00:00
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/// </summary>
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/// <remarks>
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2022-06-18 18:04:24 +00:00
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/// Example:
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/// =Species=1
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/// The second = is the split.
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2019-07-14 22:06:45 +00:00
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/// </remarks>
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2022-06-18 18:04:24 +00:00
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public const char SplitInstruction = '=';
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2021-05-27 21:43:32 +00:00
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2022-06-18 18:04:24 +00:00
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// Extra Functionality
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private int RandomMinimum, RandomMaximum;
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public bool Random { get; private set; }
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public int RandomValue => Util.Rand.Next(RandomMinimum, RandomMaximum + 1);
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2018-07-29 20:27:48 +00:00
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2022-06-18 18:04:24 +00:00
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public void SetRandRange(string pv)
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{
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string str = pv[1..];
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var split = str.Split(SplitRange);
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int.TryParse(split[0], out RandomMinimum);
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int.TryParse(split[1], out RandomMaximum);
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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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2022-06-18 18:04:24 +00:00
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if (RandomMinimum == RandomMaximum)
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2018-05-18 05:43:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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PropertyValue = RandomMinimum.ToString();
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Debug.WriteLine($"{PropertyName} randomization range Min/Max same?");
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2018-05-18 05:43:07 +00:00
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}
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2022-06-18 18:04:24 +00:00
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else
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2018-05-18 05:43:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Random = true;
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2018-05-18 05:43:07 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2018-05-18 05:43:07 +00:00
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2022-06-18 18:04:24 +00:00
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public static IEnumerable<StringInstruction> GetFilters(IEnumerable<string> lines)
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{
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foreach (var line in lines)
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2018-05-18 05:43:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (line.Length is 0 || line[0] is not (Exclude or Require))
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continue;
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const int start = 1;
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var splitIndex = line.IndexOf(SplitInstruction, start);
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if (splitIndex == -1)
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continue;
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var noExtra = line.IndexOf(SplitInstruction, splitIndex + 1);
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if (noExtra != -1)
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continue;
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var name = line.AsSpan(start, splitIndex - start);
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if (name.IsWhiteSpace())
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continue;
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bool eval = line[0] == Require;
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var value = line[(splitIndex + 1)..];
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yield return new StringInstruction(name.ToString(), value) { Evaluator = eval };
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2018-05-18 05:43:07 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2022-06-18 18:04:24 +00:00
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public static IEnumerable<StringInstruction> GetInstructions(IEnumerable<string> lines)
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{
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foreach (var line in lines)
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2018-05-18 05:43:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (line.Length is 0 || line[0] is not Apply)
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continue;
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const int start = 1;
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var splitIndex = line.IndexOf(SplitInstruction, start);
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if (splitIndex == -1)
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continue;
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var noExtra = line.IndexOf(SplitInstruction, splitIndex + 1);
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if (noExtra != -1)
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continue;
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var name = line.AsSpan(start, splitIndex - start);
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if (name.IsWhiteSpace())
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continue;
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var value = line[(splitIndex + 1)..];
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yield return new StringInstruction(name.ToString(), value);
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2018-05-18 05:43:07 +00:00
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}
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}
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}
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