Commit graph

50 commits

Author SHA1 Message Date
Kurt
0002f1d1ad Grab CXD location if encounter is COLO or XD 2019-12-31 12:15:48 -08:00
Kurt
5e1fd36b96 Account for memory feeling off-by-one bug
If the feeling is zero the game's string formatter will treat it as
null, and will newline before the period.

Gen6 (if I recall correctly) had "it was happy" as index 0
Gen8 (new) has "it was happy" as index 1, with 0 being invalid-bad.

Slice the array differently for gen8 to include the empty line as index
0.

Closes #2549 , ty @crzyc && @architdate for testing index 0 :)
2019-12-08 18:56:37 -08:00
Kurt
0dcd9b744a Include swsh held items to valid items list
Closes #2518
2019-11-24 22:34:51 -08:00
Kurt
256de0380f Swap order of vc1/vc2 in version dropdown
Closes #2464
2019-11-19 08:42:31 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
e3efa65160 Cleanup
handle messages for dirty cleaning :)
2019-10-26 12:33:58 -07:00
Kurt
02420d3e93
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
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
87f43a47d8 Bump lang version to 8
some lang upgrades
2019-10-04 20:10:50 -07:00
Kurt
8d8adde2b1 sealed
sealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealedsealed
2019-10-03 19:09:02 -07:00
Kurt
ab0b8979e9
Add swsh content placeholders (#2392)
placeholder content until real data is dumped
2019-09-23 16:56:47 -07:00
Kurt
0fe42a1db3 Minor tweaks
no functional change
2019-09-14 11:48:07 -07:00
Kurt
3f4f02cee1 Add string quality tests
Expect no duplicates in met locations, items, or moves. These are arrays
with common duplicate strings (poor localizations).

Should help futureproof / help implementation for this type of err:

https://projectpokemon.org/home/forums/topic/53818-these-events-are-flagged/
2019-07-08 22:05:59 -07:00
Kurt
4eb3f8529b Filter Species & Moves for legal combobox display
LGPE will missingno your pokemon if it's not a Kanto/M&M, or one of its
moves is not obtainable. For the user's benefit, filter down these
sources to the non-baddata list.

Item filtering and ball filtering might be something to think about for
the future, but not much benefit vs effort.
2019-06-29 08:19:01 -07:00
Kurt
cbd039b18c Extract datasource filtered lists to object
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... ;)
2019-06-22 10:50:32 -07:00
Kurt
de774ed131 readonly ComboItem
create once, never modified after
2019-06-01 19:12:41 -07:00
Kurt
a9152d36a4 Minor tweaks
make some enums non-int (in favor of byte etc)
return current nickname if desired
clamp nature top bound too
2019-05-29 22:40:07 -07:00
Kurt
55189a6967 Extract most common location numbers to class 2019-05-10 20:46:49 -07:00
Kurt
520c9da5c9 Update string loading
Remove usage of linq for sorting, use array.sort for in-place sorting.
Wasteful creating temp sorted buffers then enumerating them to dump into
the list.
2019-04-29 21:55:43 -07:00
Kurt
82a40cb965 Misc updates
add comboitem list to string[]
add regions list as cached comboitem list
lock resource cache on fetch
extract alola time list generating
2019-03-18 21:34:21 -07:00
Kurt
202f911d45 Tidy up comboitem fetch naming 2019-02-15 11:47:35 -08:00
Kurt
858760fa28 Misc updates
relocate program language enum
test that test case is proper
move getcompatible & gettemplate to core
remove catch rate changing for pk1 (catchrate editor now used instead)
2019-02-15 00:50:23 -08:00
Kurt
383d4b7700 "" -> string.Empty
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values
2019-02-07 21:40:20 -08:00
Kurt
59b41937e1 Misc variable name changes
readability++
2019-02-06 23:28:02 -08:00
Kurt
aa022fad40 Misc refactoring
remove some null usages, return an empty array instead
reduce as arg
2019-02-01 23:08:03 -08:00
Kurt
8652677a79 Misc tweaks
showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
2019-01-20 21:55:28 -08:00
Kurt
75d2b8d0bc Split out location bank fetch
Getting a little congested in one method
2018-12-22 14:45:47 -08:00
Kurt
f7cf96be65 Add version name fetch
only for pkm game IDs that have already been localized; not game
groupings.
use version name long description if hide-savefile details is enabled.
2018-12-22 13:16:16 -08:00
Kurt
24e5f70144 Differentiate colo card key
Closes #2212
2018-12-20 15:23:57 -08:00
Kurt
2c1717a409 Misc updates
extract programlanguage to enum
fix parse fail for settings' version; old syntax fails to parse
delete unused file from recent pull
2018-12-10 20:48:21 -08:00
Kurt
f358c0e4cf Handle all deviating met location string versions 2018-11-22 10:11:51 -08:00
Kurt
43ffde0918 Differentiate past gen moves with same names
Not sure if there'll be ones for other languages, hopefully not.

dupe checker:

var langs = new string[] {"en", "ja", "ko", "es", "it", "de", "fr",
"zh"};
foreach (var l in langs)
{
var names = new GameStrings(l).itemlist;
var dupe = names
.Select((z, i) => new {Index = i, Value = z})
.GroupBy(z => z.Value)
.Where(z => z.Key != "???")
.Where(z => z.Key != "???")
.Where(z => z.Key != "(?)")
.Where(z => z.Count() >= 2)
.ToArray();
if (dupe.Length == 0)
continue;

l.Dump();
dupe.Dump();
}
2018-11-16 15:15:42 -08:00
Kurt
adb6b345be Treat GameVersion.GO like other GG vers 2018-11-14 17:40:11 -08:00
Kurt
6495dc41af Add move/enc/loc references 2018-11-11 22:49:17 -08:00
Kurt
9ded3333d0 Correctly identify Basement Key
welcome back, "Red Scale (HG/SS) (OR/AS)"
thanks @sora10pls for finding this
2018-09-12 21:27:25 -07:00
Kurt
493bef75eb Misc updates
condense repeated logic
extract properties
extract reusable methods
2018-09-02 18:02:25 -07:00
Kurt
cc20bb38d7 misc updates
use arrays instead of list when capacity known
use enums for const decoration
remove unnecessary aliases
2018-09-01 19:55:08 -07:00
Kurt
9dae7dad67 Misc updates
move encountertype datasource providing to core
fix rerolling EC not updating characteristic
remove some repeat logic calls
relocate geolocation name fetch to separate class, add tests to ensure
functionality, add languageID->country/region fetch method
2018-08-25 17:04:01 -07:00
Kurt
29f73993b1 Misc reorg
simplify gameinfo comments/return
move item1->item2 conversion to itemconverter

just general upkeep
2018-08-20 22:09:35 -07:00
Kurt
1486b7f14a Misc style & minor tweaks
Remove move combobox flicker hack (no longer necessary)
Add more Array.Empty usages
cache mysterygift sizes
seal some classes

no functionality changes
2018-08-02 20:11:42 -07:00
Kurt
f4bfdb8311 Remove unnecessary empty array allocations
yay net 4.6
read more: http://justinvp.com/2015/07/20/array-empty/
2018-08-01 18:30:51 -07:00
Kurt
d916be1020 Style updates 2018-07-29 13:27:48 -07:00
Kurt
0c5c9bc33c Misc clean / xmldoc updates
remove unused label in QR (use window Font)
escape & -> & for xmldoc proper style
2018-07-21 19:20:11 -07:00
Kurt
6b7ba49cba Remove unnecessary logic
gamestrings: call but not value used
text.cs: use gamestrings method for auto-filtered, now removes korean in
Gen3 context
2018-07-14 16:53:14 -07:00
Kurt
5d20c79568 Add showdownset localization for slot previews
Localization only for game strings (not Ability/Nature/Stat/etc labels)
feels kinda goofy but it works
2018-07-13 19:13:25 -07:00
Kurt
e588565657 Refactoring
reduce pk3/ck3/xk3 logic, share AbilityBit property within _K3, and when
loading, type check (favored over hardcoding individual load cases)
pull some non-gui code from PKMEditor to core/etc for general data
fetching
2018-07-06 17:37:07 -07:00
Kurt
9f8edc89bf Refactoring
put some string[] behind IReadOnlyList to prevent any consumer from
modifying it
2018-06-30 09:59:48 -07:00
Kurt
7a5ce5aa78 Remove unmaintained portuguese side-translation
Closes #2004
no changes had been submitted since originally committed on 3/5/2015; 3y
of inactivity.

users can always place "lang_en" to replace the english translation with
their own GUI strings; not worth maintaining non-series language
support.
2018-06-14 17:03:56 -07:00
Kurt
fffc943668 Differentiate Colosseum DNA Samples
https://projectpokemon.org/home/forums/topic/45609-bug-colosseum-dna-sample-incompatibility/

Thanks KonohaDaze!
2018-06-05 17:02:22 -07:00
Kurt
ca14b43b62 Relocate memory specific data to own file
allows easier handling for memory interactions
2018-05-19 10:04:07 -07:00