PKHeX/PKHeX.Core/Legality/Verifiers/CXDVerifier.cs
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

48 lines
1.7 KiB
C#

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