Commit graph

18 commits

Author SHA1 Message Date
Kurt
3100471299 Strip out some unnecessary logic
notnull => no need to check for null manually
2020-04-16 12:58:48 -07:00
Kurt
527442bb49 Only fetch strings when required for compat check
if item == 0, don't bother checking. Fetch strings only if there's an issue with the item.
2020-01-25 12:16:45 -08:00
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
a608e0b252 Minor clean
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
2019-07-14 15:06:45 -07:00
ReignOfComputer
7625ab66b4 Fix Import Count on Load Boxes (#2308)
Calculation was wrong if non-overwrite is selected. Also fixed OCD-triggering extra space in output message.
2019-05-15 09:11:48 -07:00
Kurt
5dcf2f4dc8 Use enum instead of nullable bool tristate 2019-03-29 17:52:26 -07:00
Kurt
a385a8481d Misc tweak to savefile export
Use flags to request header/footer in the output
gets rid of the DSV/GCI bool arguments
2019-02-18 21:59:57 -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
ae6010f169 Add ranch r(/w?) support
not gonna edit the metadata

properly handle an irregular sized display box
2019-01-14 21:31:53 -08:00
Kurt
6f22599baf Prevent slot overwriting on bulk import
https://projectpokemon.org/home/forums/topic/48912-how-to-batch-import-pokemon-boxes-without-erasing-existing-pokemon/
2018-12-28 17:58:13 -08:00
Kurt
71fab815bf Provide more slot information
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot

locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes

can eventually show more specific sprite layers to denote party
indexes/team#/starter
2018-12-04 22:59:28 -08:00
Kurt
91c37ab573 Update legality check message string style
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.

updating the translation files with the remapped variable names shortly

remap list: https://pastebin.com/jybkVDAK
2018-09-01 14:11:12 -07:00
Kurt
d40b10f4a4 Remove unused method
SaveFile already has ModifyBoxes which has better built in checks for
locked slots.
2018-08-22 22:35:50 -07:00
Kurt
ebb1e8a704 Update 'cant hold item' message
#2101
2018-08-21 07:46:55 -07:00
Kurt
32b90fab13 Simplify some logic 2018-07-29 21:54:02 -07:00
Kurt
d916be1020 Style updates 2018-07-29 13:27:48 -07:00
Kurt
64284eafef Add pk1/pk2 direct import checks
dragdrop: check
import files from folder: check
no other paths convert afaik

Closes #2074
2018-07-24 15:49:00 -07:00
Kurt
0c632604d2 Move files
Saves now has a similar folder structure to PKM
2018-07-20 21:33:55 -07:00
Renamed from PKHeX.Core/Saves/SaveExtensions.cs (Browse further)