PKHeX/PKHeX.Core/Legality/Structures/EggMoves.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

91 lines
2.9 KiB
C#

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