mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-25 11:53:11 +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
91 lines
2.9 KiB
C#
91 lines
2.9 KiB
C#
using System;
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using System.Linq;
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namespace PKHeX.Core
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{
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public abstract class EggMoves
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{
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public readonly int[] Moves;
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protected EggMoves(int[] moves) => Moves = moves;
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public bool GetHasEggMove(int move) => Moves.Contains(move);
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}
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public sealed class EggMoves2 : EggMoves
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{
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private EggMoves2(byte[] data) : base(data.Select(i => (int)i).ToArray()) { }
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public static EggMoves[] GetArray(byte[] data, int count)
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{
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int[] ptrs = new int[count+1];
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int baseOffset = (data[1] << 8 | data[0]) - (count * 2);
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for (int i = 1; i < ptrs.Length; i++)
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{
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var ofs = (i - 1) * 2;
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ptrs[i] = (data[ofs + 1] << 8 | data[ofs]) - baseOffset;
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}
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EggMoves[] entries = new EggMoves[count + 1];
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entries[0] = new EggMoves2(Array.Empty<byte>());
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for (int i = 1; i < entries.Length; i++)
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entries[i] = new EggMoves2(data.Skip(ptrs[i]).TakeWhile(b => b != 0xFF).ToArray());
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return entries;
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}
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}
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public sealed class EggMoves6 : EggMoves
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{
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private static readonly EggMoves6 None = new EggMoves6(Array.Empty<int>());
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private EggMoves6(int[] moves) : base(moves) { }
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private static EggMoves6 Get(byte[] data)
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{
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if (data.Length < 2 || data.Length % 2 != 0)
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return None;
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int count = BitConverter.ToInt16(data, 0);
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var moves = new int[count];
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for (int i = 0; i < moves.Length; i++)
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moves[i] = BitConverter.ToInt16(data, 2 + (i * 2));
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return new EggMoves6(moves);
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}
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public static EggMoves6[] GetArray(byte[][] entries)
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{
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EggMoves6[] data = new EggMoves6[entries.Length];
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for (int i = 0; i < data.Length; i++)
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data[i] = Get(entries[i]);
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return data;
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}
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}
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public sealed class EggMoves7 : EggMoves
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{
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private static readonly EggMoves7 None = new EggMoves7(Array.Empty<int>());
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public readonly int FormTableIndex;
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private EggMoves7(int[] moves, int formIndex = 0) : base(moves) => FormTableIndex = formIndex;
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private static EggMoves7 Get(byte[] data)
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{
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if (data.Length < 2 || data.Length % 2 != 0)
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return None;
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int formIndex = BitConverter.ToInt16(data, 0);
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int count = BitConverter.ToInt16(data, 2);
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var moves = new int[count];
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for (int i = 0; i < moves.Length; i++)
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moves[i] = BitConverter.ToInt16(data, 4 + (i * 2));
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return new EggMoves7(moves, formIndex);
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}
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public static EggMoves7[] GetArray(byte[][] entries)
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{
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EggMoves7[] data = new EggMoves7[entries.Length];
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for (int i = 0; i < data.Length; i++)
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data[i] = Get(entries[i]);
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return data;
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}
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}
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}
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