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
195 lines
7.6 KiB
C#
195 lines
7.6 KiB
C#
namespace PKHeX.Core
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{
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/// <summary> Ribbons introduced in Generation 4 and were transferred to future Generations (4 and 5 only). </summary>
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public interface IRibbonSetUnique4
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{
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bool RibbonAbility { get; set; }
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bool RibbonAbilityGreat { get; set; }
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bool RibbonAbilityDouble { get; set; }
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bool RibbonAbilityMulti { get; set; }
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bool RibbonAbilityPair { get; set; }
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bool RibbonAbilityWorld { get; set; }
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bool RibbonG3Cool { get; set; }
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bool RibbonG3CoolSuper { get; set; }
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bool RibbonG3CoolHyper { get; set; }
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bool RibbonG3CoolMaster { get; set; }
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bool RibbonG3Beauty { get; set; }
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bool RibbonG3BeautySuper { get; set; }
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bool RibbonG3BeautyHyper { get; set; }
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bool RibbonG3BeautyMaster { get; set; }
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bool RibbonG3Cute { get; set; }
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bool RibbonG3CuteSuper { get; set; }
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bool RibbonG3CuteHyper { get; set; }
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bool RibbonG3CuteMaster { get; set; }
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bool RibbonG3Smart { get; set; }
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bool RibbonG3SmartSuper { get; set; }
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bool RibbonG3SmartHyper { get; set; }
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bool RibbonG3SmartMaster { get; set; }
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bool RibbonG3Tough { get; set; }
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bool RibbonG3ToughSuper { get; set; }
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bool RibbonG3ToughHyper { get; set; }
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bool RibbonG3ToughMaster { get; set; }
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bool RibbonG4Cool { get; set; }
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bool RibbonG4CoolGreat { get; set; }
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bool RibbonG4CoolUltra { get; set; }
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bool RibbonG4CoolMaster { get; set; }
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bool RibbonG4Beauty { get; set; }
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bool RibbonG4BeautyGreat { get; set; }
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bool RibbonG4BeautyUltra { get; set; }
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bool RibbonG4BeautyMaster { get; set; }
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bool RibbonG4Cute { get; set; }
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bool RibbonG4CuteGreat { get; set; }
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bool RibbonG4CuteUltra { get; set; }
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bool RibbonG4CuteMaster { get; set; }
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bool RibbonG4Smart { get; set; }
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bool RibbonG4SmartGreat { get; set; }
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bool RibbonG4SmartUltra { get; set; }
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bool RibbonG4SmartMaster { get; set; }
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bool RibbonG4Tough { get; set; }
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bool RibbonG4ToughGreat { get; set; }
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bool RibbonG4ToughUltra { get; set; }
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bool RibbonG4ToughMaster { get; set; }
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}
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internal static partial class RibbonExtensions
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{
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private static readonly string[] RibbonSetNamesUnique4Ability =
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{
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nameof(IRibbonSetUnique4.RibbonAbility),
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nameof(IRibbonSetUnique4.RibbonAbilityGreat),
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nameof(IRibbonSetUnique4.RibbonAbilityDouble),
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nameof(IRibbonSetUnique4.RibbonAbilityMulti),
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nameof(IRibbonSetUnique4.RibbonAbilityPair),
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nameof(IRibbonSetUnique4.RibbonAbilityWorld),
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};
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private static readonly string[] RibbonSetNamesUnique4Contest3 =
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{
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nameof(IRibbonSetUnique4.RibbonG3Cool),
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nameof(IRibbonSetUnique4.RibbonG3CoolSuper),
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nameof(IRibbonSetUnique4.RibbonG3CoolHyper),
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nameof(IRibbonSetUnique4.RibbonG3CoolMaster),
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nameof(IRibbonSetUnique4.RibbonG3Beauty),
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nameof(IRibbonSetUnique4.RibbonG3BeautySuper),
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nameof(IRibbonSetUnique4.RibbonG3BeautyHyper),
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nameof(IRibbonSetUnique4.RibbonG3BeautyMaster),
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nameof(IRibbonSetUnique4.RibbonG3Cute),
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nameof(IRibbonSetUnique4.RibbonG3CuteSuper),
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nameof(IRibbonSetUnique4.RibbonG3CuteHyper),
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nameof(IRibbonSetUnique4.RibbonG3CuteMaster),
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nameof(IRibbonSetUnique4.RibbonG3Smart),
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nameof(IRibbonSetUnique4.RibbonG3SmartSuper),
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nameof(IRibbonSetUnique4.RibbonG3SmartHyper),
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nameof(IRibbonSetUnique4.RibbonG3SmartMaster),
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nameof(IRibbonSetUnique4.RibbonG3Tough),
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nameof(IRibbonSetUnique4.RibbonG3ToughSuper),
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nameof(IRibbonSetUnique4.RibbonG3ToughHyper),
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nameof(IRibbonSetUnique4.RibbonG3ToughMaster),
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};
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private static readonly string[] RibbonSetNamesUnique4Contest4 =
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{
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nameof(IRibbonSetUnique4.RibbonG4Cool),
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nameof(IRibbonSetUnique4.RibbonG4CoolGreat),
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nameof(IRibbonSetUnique4.RibbonG4CoolUltra),
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nameof(IRibbonSetUnique4.RibbonG4CoolMaster),
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nameof(IRibbonSetUnique4.RibbonG4Beauty),
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nameof(IRibbonSetUnique4.RibbonG4BeautyGreat),
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nameof(IRibbonSetUnique4.RibbonG4BeautyUltra),
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nameof(IRibbonSetUnique4.RibbonG4BeautyMaster),
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nameof(IRibbonSetUnique4.RibbonG4Cute),
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nameof(IRibbonSetUnique4.RibbonG4CuteGreat),
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nameof(IRibbonSetUnique4.RibbonG4CuteUltra),
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nameof(IRibbonSetUnique4.RibbonG4CuteMaster),
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nameof(IRibbonSetUnique4.RibbonG4Smart),
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nameof(IRibbonSetUnique4.RibbonG4SmartGreat),
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nameof(IRibbonSetUnique4.RibbonG4SmartUltra),
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nameof(IRibbonSetUnique4.RibbonG4SmartMaster),
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nameof(IRibbonSetUnique4.RibbonG4Tough),
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nameof(IRibbonSetUnique4.RibbonG4ToughGreat),
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nameof(IRibbonSetUnique4.RibbonG4ToughUltra),
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nameof(IRibbonSetUnique4.RibbonG4ToughMaster),
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};
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internal static bool[] RibbonBitsAbility(this IRibbonSetUnique4 set)
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{
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return new[]
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{
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set.RibbonAbility,
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set.RibbonAbilityGreat,
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set.RibbonAbilityDouble,
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set.RibbonAbilityMulti,
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set.RibbonAbilityPair,
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set.RibbonAbilityWorld,
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};
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}
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internal static bool[] RibbonBitsContest3(this IRibbonSetUnique4 set)
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{
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return new[]
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{
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set.RibbonG3Cool,
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set.RibbonG3CoolSuper,
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set.RibbonG3CoolHyper,
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set.RibbonG3CoolMaster,
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set.RibbonG3Beauty,
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set.RibbonG3BeautySuper,
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set.RibbonG3BeautyHyper,
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set.RibbonG3BeautyMaster,
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set.RibbonG3Cute,
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set.RibbonG3CuteSuper,
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set.RibbonG3CuteHyper,
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set.RibbonG3CuteMaster,
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set.RibbonG3Smart,
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set.RibbonG3SmartSuper,
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set.RibbonG3SmartHyper,
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set.RibbonG3SmartMaster,
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set.RibbonG3Tough,
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set.RibbonG3ToughSuper,
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set.RibbonG3ToughHyper,
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set.RibbonG3ToughMaster,
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};
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}
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internal static bool[] RibbonBitsContest4(this IRibbonSetUnique4 set)
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{
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return new[]
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{
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set.RibbonG4Cool,
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set.RibbonG4CoolGreat,
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set.RibbonG4CoolUltra,
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set.RibbonG4CoolMaster,
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set.RibbonG4Beauty,
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set.RibbonG4BeautyGreat,
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set.RibbonG4BeautyUltra,
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set.RibbonG4BeautyMaster,
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set.RibbonG4Cute,
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set.RibbonG4CuteGreat,
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set.RibbonG4CuteUltra,
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set.RibbonG4CuteMaster,
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set.RibbonG4Smart,
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set.RibbonG4SmartGreat,
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set.RibbonG4SmartUltra,
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set.RibbonG4SmartMaster,
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set.RibbonG4Tough,
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set.RibbonG4ToughGreat,
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set.RibbonG4ToughUltra,
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set.RibbonG4ToughMaster,
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};
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}
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internal static string[] RibbonNamesAbility(this IRibbonSetUnique4 _) => RibbonSetNamesUnique4Ability;
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internal static string[] RibbonNamesContest3(this IRibbonSetUnique4 _) => RibbonSetNamesUnique4Contest3;
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internal static string[] RibbonNamesContest4(this IRibbonSetUnique4 _) => RibbonSetNamesUnique4Contest4;
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}
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}
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