mirror of
https://github.com/kwsch/PKHeX
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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
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using System;
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using static PKHeX.Core.LegalityCheckStrings;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Verifies the specific origin data of <see cref="GameVersion.CXD"/> encounters.
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/// </summary>
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public sealed class CXDVerifier : Verifier
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{
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protected override CheckIdentifier Identifier => CheckIdentifier.Misc;
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public override void Verify(LegalityAnalysis data)
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{
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var pkm = data.pkm;
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if (data.EncounterMatch is EncounterStatic)
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VerifyCXDStarterCorrelation(data);
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else if (pkm.Egg_Location != 0) // can't obtain eggs in CXD
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data.AddLine(GetInvalid(LEncInvalid, CheckIdentifier.Encounter)); // invalid encounter
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if (pkm.OT_Gender == 1)
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data.AddLine(GetInvalid(LG3OTGender, CheckIdentifier.Trainer));
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}
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private static void VerifyCXDStarterCorrelation(LegalityAnalysis data)
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{
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var pidiv = data.Info.PIDIV;
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if (pidiv.Type != PIDType.CXD)
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return;
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bool valid;
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var EncounterMatch = data.EncounterMatch;
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var pkm = data.pkm;
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switch (EncounterMatch.Species)
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{
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case (int)Species.Eevee:
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valid = LockFinder.IsXDStarterValid(pidiv.OriginSeed, pkm.TID, pkm.SID); break;
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case (int)Species.Espeon:
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case (int)Species.Umbreon:
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valid = pidiv.Type == PIDType.CXD_ColoStarter; break;
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default:
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return;
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}
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if (!valid)
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data.AddLine(GetInvalid(LEncConditionBadRNGFrame, CheckIdentifier.PID));
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}
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}
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}
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