mirror of
https://github.com/kwsch/PKHeX
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* 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
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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internal class LearnInfo
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{
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public bool MixedGen12NonTradeback { get; set; }
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public List<int> Gen1Moves { get; } = new List<int>();
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public List<int> Gen2PreevoMoves { get; } = new List<int>();
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public List<int> EggMovesLearned { get; } = new List<int>();
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public List<int> LevelUpEggMoves { get; } = new List<int>();
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public List<int> EventEggMoves { get; } = new List<int>();
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public List<int> IncenseMoves { get; } = new List<int>();
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public readonly MoveParseSource Source;
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public readonly bool IsGen2Pkm;
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public LearnInfo(PKM pkm, MoveParseSource source)
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{
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IsGen2Pkm = pkm.Format == 2 || pkm.VC2;
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Source = source;
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}
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}
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public struct LearnVersion
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{
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public readonly GameVersion Game;
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public readonly int Level;
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public LearnVersion(int lv, GameVersion game = GameVersion.Any)
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{
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Game = game;
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Level = lv;
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}
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public bool IsLevelUp => Level >= 0;
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}
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}
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