Commit graph

10 commits

Author SHA1 Message Date
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
5dcf2f4dc8 Use enum instead of nullable bool tristate 2019-03-29 17:52:26 -07:00
Kurt
5b29e71954 Misc tweaks
no functional change, just rewrite some logic for better flow
fix subform popup count restriction (OwnedForms requires forms to be
added/removed manually; it doesn't automatically update)

sanitize box names when dumping boxes with separate folders (and bad box
names)
2019-02-23 14:58:48 -08:00
Kurt
ca51edbdcf Change sav.LoadBoxes to return int
make MysteryGift specific method flexible so that any IEncounterable
enumerable can be passed.
2019-02-23 14:37:06 -08:00
Kurt
d1f6a5a3ff Misc clean
no functional change
2019-02-15 11:46:46 -08:00
Kurt
48e2bbcfed Refactor DumpBox to return 1 value
count < 0 implies an error; values >= 0 can be used to indicate actual
dumped count
2019-02-09 20:19:55 -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
adeaaea0b4 Allow folder import to import mystery gifts & gp1
Closes #2176
2018-11-23 12:22:51 -08:00
Kurt
d916be1020 Style updates 2018-07-29 13:27:48 -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/BoxUtil.cs (Browse further)