* 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
When I toggle netcore2.1 to 3.0, I get the string quality checks warning
for nre
still flags my cast as possible nre even with the above assert (which
worked for others)
used bang to override; mads did say it's not perfect :)
New in c# 8
Assert.True(check for null) doesn't give a hint that the obj isnt null
afterwards.
Assert.NotNull does have the compiler hint attribute
could probably use fluentexpression syntax, but resharper doesn't pick
up on the nonnullable hint like vs does.
GeneratorTests: swap FirstOrDefault to First, can keep the fluent style
and resharper gets the hint.
tl;dr : resharper doesn't look at external lib for hints, gotta use
Assert.NotNull or something that doesn't return null
See previous commit for discussion; it's easier to read and maintain
this rather than have the precomputed min/max comparisons.
LevelMin - minDecrease <= min && max <= LevelMax + maxIncrease;
See EncounterArea7b:
Since we know min and minDecrease (0) before doing the linq filter we
can precompute the lowbound, same for highbound; but this isn't
immediately obvious to the reader. The perf cost is pretty much
negligible in the big picture, so leave it in the more readable state.
Thanks @fattard & @ammako !
#2389
Were using default filter behavior, which needs to be tweaked to account
for the original met location/level not being present (ie skip the
minLevel bounds check).
Hardcode logic for HasOriginalMetLocation for simplicity
Closes#2389 , thanks @Ammako !
Now logic is reasonably split, and each format of area has its own way
of yielding slots
Too much junk with checking flute boosts or catch combo applicability;
just let the area dictate how slots match.
move some pk3->pk4 stuff into object constructor
annotate pk3->pk4 string buffer (trash) quirks
split Heal into Party/PP method uses. Setting suggested stats no longer
refreshes PP
apply current level to Stat Level (wasn't being set previously)
Feels pretty brittle with all the optional parameters; if things get
funky for SW/SH it may warrant a rewrite of this portion
Closes#2345 ty @iiippppk !
Closes#2343 ty @WEERSOQUEER !
#2338 was referenced by
4d08e21126
, that commit was incorrect. Looks like these 2 have OT Gender female.
Instead of marking every trade MALE except for these two, just update
the handling (i'll probably regret this lol)
Check the OT length for the deferral
other encounters are more permissive than trades, hence why we defer
unless we know for certain. Same OTs are possible, except for the
too-long ones!
Closes#2338 , thanks @WEERSOQUEER !
remove unnecessary %25 check (only applicable for gen4 encounters),
unneeded for gen5 method.
add a test case to generate a haxorus for all natures, verify shininess
Closes#2336
Pass them as Legal for wild encounters similar to M1/M2/M4.
Add test cases & test pkm validation
Add pid generator support
I decided against checking these PIDIVs after all others; inlined
methods.
Closes#2328 , thanks @pokecal !
transfer level exp and current exp not being different enough, which
limits the amount of natures possible. Could handle the 100&<=2 cases
the same way, but keep the branches for faster cases.
fix bad test cases
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)