mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-30 07:50:32 +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
190 lines
7.1 KiB
C#
190 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Level Up Learn Movepool Information
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/// </summary>
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public sealed class Learnset
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{
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/// <summary>
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/// Moves that can be learned.
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/// </summary>
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private readonly int[] Moves;
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/// <summary>
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/// Levels at which a move at a given index can be learned.
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/// </summary>
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private readonly int[] Levels;
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public Learnset(int[] moves, int[] levels)
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{
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Moves = moves;
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Levels = levels;
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}
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/// <summary>
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/// Returns the moves a Pokémon can learn between the specified level range.
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/// </summary>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetMoves(int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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return Moves;
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if (minLevel > maxLevel)
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return Array.Empty<int>();
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return Array.Empty<int>();
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return Array.Empty<int>();
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int[] result = new int[end - start + 1];
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Array.Copy(Moves, start, result, 0, result.Length);
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return result;
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}
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/// <summary>
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/// Adds the moves a Pokémon can learn between the specified level range.
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/// </summary>
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/// <param name="moves">Movepool</param>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public List<int> AddMoves(List<int> moves, int maxLevel, int minLevel = 0)
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{
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if (minLevel <= 1 && maxLevel >= 100)
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{
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moves.AddRange(Moves);
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return moves;
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}
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if (minLevel > maxLevel)
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return moves;
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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if (start < 0)
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return moves;
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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if (end < 0)
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return moves;
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for (int i = start; i < end + 1; i++)
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moves.Add(Moves[i]);
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return moves;
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}
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/// <summary>
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/// Gets the moves a Pokémon can learn between the specified level range as a list.
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/// </summary>
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/// <param name="maxLevel">Maximum level</param>
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/// <param name="minLevel">Minimum level</param>
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/// <returns>Array of Move IDs</returns>
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public List<int> GetMoveList(int maxLevel, int minLevel = 0)
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{
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var list = new List<int>();
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return AddMoves(list, maxLevel, minLevel);
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetEncounterMoves(int level)
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{
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const int count = 4;
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var moves = new int[count];
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return GetEncounterMoves(level, moves);
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}
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/// <summary>Returns the moves a Pokémon would have if it were encountered at the specified level.</summary>
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/// <remarks>In Generation 1, it is not possible to learn any moves lower than these encounter moves.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <param name="moves">Move array to write to</param>
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/// <param name="ctr">Starting index to begin overwriting at</param>
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/// <returns>Array of Move IDs</returns>
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public int[] GetEncounterMoves(int level, int[] moves, int ctr = 0)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (Levels[i] > level)
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break;
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int move = Moves[i];
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bool alreadyHasMove = false;
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foreach (int m in moves) if (m == move) { alreadyHasMove = true; break; }
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if (alreadyHasMove)
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continue;
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moves[ctr++] = move;
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ctr &= 3;
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}
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return moves;
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}
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public IList<int> GetUniqueMovesLearned(IEnumerable<int> seed, int maxLevel, int minLevel = 0)
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{
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int start = Array.FindIndex(Levels, z => z >= minLevel);
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int end = Array.FindLastIndex(Levels, z => z <= maxLevel);
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var list = new List<int>(seed);
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for (int i = start; i <= end; i++)
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{
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if (!list.Contains(Moves[i]))
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list.Add(Moves[i]);
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}
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return list;
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}
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/// <summary>Returns the index of the lowest level move if the Pokémon were encountered at the specified level.</summary>
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/// <remarks>Helps determine the minimum level an encounter can be at.</remarks>
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/// <param name="level">The level the Pokémon was encountered at.</param>
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/// <returns>Array of Move IDs</returns>
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public int GetMinMoveLevel(int level)
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{
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if (Levels.Length == 0)
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return 1;
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int end = Array.FindLastIndex(Levels, z => z <= level);
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return Math.Max(end - 4, 1);
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}
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private Dictionary<int, int>? Learn;
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private Dictionary<int, int> GetDictionary()
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{
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var dict = new Dictionary<int, int>();
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for (int i = 0; i < Moves.Length; i++)
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{
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if (!dict.ContainsKey(Moves[i]))
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dict.Add(Moves[i], Levels[i]);
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}
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return dict;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move)
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{
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return (Learn ??= GetDictionary()).TryGetValue(move, out var level) ? level : -1;
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}
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/// <summary>Returns the level that a Pokémon can learn the specified move.</summary>
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/// <param name="move">Move ID</param>
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/// <param name="min">Minimum level to start looking at.</param>
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/// <returns>Level the move is learned at. If the result is below 0, the move cannot be learned by leveling up.</returns>
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public int GetLevelLearnMove(int move, int min)
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{
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for (int i = 0; i < Moves.Length; i++)
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{
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if (move != Moves[i])
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continue;
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var lv = Levels[i];
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if (lv >= min)
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return lv;
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}
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return -1;
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}
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}
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}
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