mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-16 17:18:00 +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
88 lines
3.8 KiB
C#
88 lines
3.8 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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/// Calculated Information storage with properties useful for parsing the legality of the input <see cref="PKM"/>.
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/// </summary>
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public sealed class LegalInfo
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{
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/// <summary>The <see cref="PKM"/> object used for comparisons.</summary>
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private readonly PKM pkm;
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/// <summary>The generation of games the <see cref="PKM"/> originated from.</summary>
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public int Generation { get; internal set; }
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/// <summary>The Game the <see cref="PKM"/> originated from.</summary>
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public GameVersion Game { get; internal set; }
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/// <summary>The matched Encounter details for the <see cref="PKM"/>. </summary>
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public IEncounterable EncounterMatch
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{
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get => _match;
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set
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{
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if (_match != EncounterInvalid.Default && (value.LevelMin != _match.LevelMin || value.Species != _match.Species))
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_evochains = null; // clear if evo chain has the potential to be different
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_match = value;
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Parse.Clear();
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}
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}
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private IEncounterable _match = EncounterInvalid.Default;
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/// <summary>Base Relearn Moves for the <see cref="EncounterMatch"/>.</summary>
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public IReadOnlyList<int> RelearnBase { get; internal set; } = Array.Empty<int>();
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/// <summary>Top level Legality Check result list for the <see cref="EncounterMatch"/>.</summary>
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public readonly List<CheckResult> Parse = new List<CheckResult>();
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public CheckResult[] Relearn { get; internal set; } = new CheckResult[4];
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public CheckMoveResult[] Moves { get; internal set; } = new CheckMoveResult[4];
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private static readonly ValidEncounterMoves NONE = new ValidEncounterMoves();
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public ValidEncounterMoves EncounterMoves { get; internal set; } = NONE;
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public IReadOnlyList<EvoCriteria>[] EvoChainsAllGens => _evochains ??= EvolutionChain.GetEvolutionChainsAllGens(pkm, EncounterMatch);
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private IReadOnlyList<EvoCriteria>[]? _evochains;
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/// <summary><see cref="RNG"/> related information that generated the <see cref="PKM.PID"/>/<see cref="PKM.IVs"/> value(s).</summary>
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public PIDIV PIDIV
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{
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get => _pidiv;
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internal set
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{
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_pidiv = value;
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PIDParsed = true;
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}
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}
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public bool PIDParsed { get; private set; }
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private PIDIV _pidiv = PIDIV.None;
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/// <summary>Indicates whether or not the <see cref="PIDIV"/> can originate from the <see cref="EncounterMatch"/>.</summary>
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/// <remarks>This boolean is true until all valid <see cref="PIDIV"/> encounters are tested, after which it is false.</remarks>
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public bool PIDIVMatches { get; internal set; } = true;
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/// <summary>Indicates whether or not the <see cref="PIDIV"/> can originate from the <see cref="EncounterMatch"/> with explicit <see cref="RNG"/> <see cref="Frame"/> matching.</summary>
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/// <remarks>This boolean is true until all valid <see cref="Frame"/> entries are tested for all possible <see cref="EncounterSlot"/> matches, after which it is false.</remarks>
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public bool FrameMatches { get; internal set; } = true;
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public LegalInfo(PKM pk)
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{
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pkm = pk;
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// Store repeatedly accessed values
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Game = (GameVersion)pkm.Version;
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Generation = pkm.GenNumber;
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}
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/// <summary>List of all near-matches that were rejected for a given reason.</summary>
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public List<EncounterRejected>? InvalidMatches;
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internal void Reject(CheckResult c)
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{
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(InvalidMatches ??= new List<EncounterRejected>()).Add(new EncounterRejected(EncounterMatch, c));
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}
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}
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}
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