* 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
Gen1/2 INT: 20 slots => 4 wide x 5 high
Gen7lgpe: 25 slots => 5x5
otherwise: 6x5
(maintain 5 rows)
Database(s): 6x11
Could probably wrap the initialization logic (grabbing savefile, etc)
but works for now
This is all in prep for box sprite resizing (56x68 as evident by lgpe
sprites); figured I'd add some display flexibility to handle prior games
with non-30/box layouts.
shave off a couple pixels for popup box view to make the edges of the
box directly at the edge (-2 bot, -1 right side)
* Move pkhex.drawing calls out of form constructors
designer doesn't like it; if Main can't be designed then there's some
call that it can't process for whatever reason
* Add netcore3 targeting
Closes#2198 by adding a netcore3 build option
Closes#2391 by retaining designer functionality and net46 builds
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.
Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
Futureproof with transfer considerations
This is just a guess; gen7 didn't update the medal count and if we
assume pk8 overhauls the structure for a new console, they'll drop old
data.
With c#8 later next week, will move SuperTrainingMedalCount() to a
default interface method ez.
Extract Species Name logic to SpeciesName
Extract Language logic to Language
Remove FormConverter wrapper for string[] fetch
Rearrange some logic to more appropriate locations, update access
modifiers / types
Move some pkm array methods to arrayutil, make generic
PKX.GetVCLanguage was a dupe of _K12.GuessedLanguage() so just expose
the method
PKX is now back to pkm data manip only
dual bounds check -> single check via uint cast
pkx: keep array reference for reuse in next check
format return to second line to stick out more; lines of code are cheap
:)
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
A little bit cleaner when the logic is separated
Keep an abstraction of BoxEdit to cache the current box contents.
Already fetched to show sprites; any future fetches (for preview text /
hover sprite) can reuse the already fetched pkm data.
Should probably rewrite this stuff completely, but effort better spent
elsewhere
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
c345688f6d
base(x) -> base(x - y) resulted in incorrect offsets for LGPE. Great.
Just make PokeDexLanguageFlags a shift offset instead of absolute;
update all usages.
Closes#2348
GameInfo has been the storage for the current Game Language environment
When using GameInfo, only one environment is tracked at a time, which is
initialized by the PKM editor (items, moves). Rework things to allow
multiple filtered sources to exist, and keep the filtering logic in
PKHeX.Core for reuse in other programs... ;)