mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-02 16:59:15 +00:00
02420d3e93
* 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
83 lines
4.1 KiB
C#
83 lines
4.1 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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/// Shared instance for fetching <see cref="GameStrings"/> data
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/// </summary>
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public static class GameInfo
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{
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private static readonly GameStrings[] Languages = new GameStrings[GameLanguage.LanguageCount];
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public static string CurrentLanguage { get; set; } = GameLanguage.DefaultLanguage;
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public static readonly IReadOnlyList<string> GenderSymbolUnicode = new[] {"♂", "♀", "-"};
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public static readonly IReadOnlyList<string> GenderSymbolASCII = new[] {"M", "F", "-"};
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private static GameStrings _strings = GetStrings(CurrentLanguage);
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public static GameStrings GetStrings(string lang)
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{
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int index = GameLanguage.GetLanguageIndex(lang);
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return GetStrings(index);
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}
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public static GameStrings GetStrings(int index)
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{
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return Languages[index] ??= new GameStrings(GameLanguage.Language2Char(index));
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}
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public static GameStrings Strings
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{
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get => _strings;
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set => Sources = new GameDataSource(_strings = value);
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}
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public static GameDataSource Sources { get; private set; } = new GameDataSource(_strings);
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public static FilteredGameDataSource FilteredSources { get; set; } = new FilteredGameDataSource(FakeSaveFile.Default, Sources, false);
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public static string GetVersionName(GameVersion version)
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{
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var list = (List<ComboItem>) VersionDataSource;
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var first = list.Find(z => z.Value == (int) version);
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return first.Equals(default(ComboItem)) ? version.ToString() : first.Text;
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}
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// DataSource providing
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public static IReadOnlyList<ComboItem> ItemDataSource => FilteredSources.Items;
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public static IReadOnlyList<ComboItem> SpeciesDataSource => Sources.SpeciesDataSource;
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public static IReadOnlyList<ComboItem> BallDataSource => Sources.BallDataSource;
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public static IReadOnlyList<ComboItem> NatureDataSource => Sources.NatureDataSource;
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public static IReadOnlyList<ComboItem> AbilityDataSource => Sources.AbilityDataSource;
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public static IReadOnlyList<ComboItem> VersionDataSource => Sources.VersionDataSource;
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public static IReadOnlyList<ComboItem> MoveDataSource => Sources.HaXMoveDataSource;
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public static IReadOnlyList<ComboItem> EncounterTypeDataSource => Sources.EncounterTypeDataSource;
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public static IReadOnlyList<ComboItem> Regions => GameDataSource.Regions;
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public static IReadOnlyList<ComboItem> LanguageDataSource(int gen) => GameDataSource.LanguageDataSource(gen);
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/// <summary>
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/// Gets the location name for the specified parameters.
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/// </summary>
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/// <param name="eggmet">Location is from the <see cref="PKM.Egg_Location"/></param>
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/// <param name="locval">Location value</param>
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/// <param name="format">Current <see cref="PKM.Format"/></param>
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/// <param name="generation"><see cref="PKM.GenNumber"/> of origin</param>
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/// <param name="version">Current GameVersion (only applicable for <see cref="GameVersion.GG"/> differentiation)</param>
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/// <returns>Location name</returns>
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public static string GetLocationName(bool eggmet, int locval, int format, int generation, GameVersion version)
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{
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return Strings.GetLocationName(eggmet, locval, format, generation, version);
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}
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/// <summary>
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/// Gets the location list for a specific version, which can retrieve either met locations or egg locations.
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/// </summary>
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/// <param name="version">Version to retrieve for</param>
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/// <param name="pkmFormat">Generation to retrieve for</param>
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/// <param name="egg">Egg Locations are to be retrieved instead of regular Met Locations</param>
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/// <returns>Consumable list of met locations</returns>
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public static IReadOnlyList<ComboItem> GetLocationList(GameVersion version, int pkmFormat, bool egg = false)
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{
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return Sources.GetLocationList(version, pkmFormat, egg);
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}
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}
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}
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