mirror of
https://github.com/kwsch/PKHeX
synced 2025-03-06 08:17:17 +00:00
* 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
87 lines
No EOL
2.6 KiB
C#
87 lines
No EOL
2.6 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Tracks <see cref="PKM"/> slot changes and provides the ability to revert a change.
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/// </summary>
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public sealed class SlotChangelog
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{
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private readonly SaveFile SAV;
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private readonly Stack<SlotReversion> UndoStack = new Stack<SlotReversion>();
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private readonly Stack<SlotReversion> RedoStack = new Stack<SlotReversion>();
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public SlotChangelog(SaveFile sav) => SAV = sav;
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public bool CanUndo => UndoStack.Count != 0;
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public bool CanRedo => RedoStack.Count != 0;
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public void AddNewChange(ISlotInfo info)
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{
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var revert = GetReversion(info, SAV);
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AddUndo(revert);
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}
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public ISlotInfo Undo()
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{
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var change = UndoStack.Pop();
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var revert = GetReversion(change.Info, SAV);
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AddRedo(revert);
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change.Revert(SAV);
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return change.Info;
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}
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public ISlotInfo Redo()
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{
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var change = RedoStack.Pop();
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var revert = GetReversion(change.Info, SAV);
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AddUndo(revert);
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change.Revert(SAV);
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return change.Info;
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}
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private void AddRedo(SlotReversion change)
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{
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RedoStack.Push(change);
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}
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private void AddUndo(SlotReversion change)
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{
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UndoStack.Push(change);
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RedoStack.Clear();
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}
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private static SlotReversion GetReversion(ISlotInfo info, SaveFile sav)
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{
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return info switch
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{
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SlotInfoParty p => (SlotReversion) new PartyReversion(p, sav),
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_ => new SingleSlotReversion(info, sav)
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};
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}
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private abstract class SlotReversion
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{
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internal readonly ISlotInfo Info;
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protected SlotReversion(ISlotInfo info) => Info = info;
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public abstract void Revert(SaveFile sav);
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}
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private class PartyReversion : SlotReversion
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{
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private readonly IList<PKM> Party;
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public PartyReversion(ISlotInfo info, SaveFile s) : base(info) => Party = s.PartyData;
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public override void Revert(SaveFile sav) => sav.PartyData = Party;
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}
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private class SingleSlotReversion : SlotReversion
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{
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private readonly PKM PKM;
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public SingleSlotReversion(ISlotInfo info, SaveFile sav) : base(info) => PKM = info.Read(sav);
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public override void Revert(SaveFile sav) => Info.WriteTo(sav, PKM, PKMImportSetting.Skip);
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}
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}
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} |