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
64 lines
2.2 KiB
C#
64 lines
2.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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public static class BoxManipUtil
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{
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/// <summary>
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/// Grouped categories of different <see cref="IBoxManip"/>.
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/// </summary>
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public static readonly IReadOnlyList<IBoxManip>[] ManipCategories =
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{
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BoxManipBase.ClearCommon,
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BoxManipBase.SortCommon,
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BoxManipBase.SortAdvanced,
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BoxManipBase.ModifyCommon,
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};
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public static readonly string[] ManipCategoryNames =
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{
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"Delete",
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"Sort",
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"SortAdvanced",
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"Modify",
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};
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/// <summary>
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/// Gets a <see cref="IBoxManip"/> reference that carries out the action of the requested <see cref="type"/>.
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/// </summary>
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/// <param name="type">Manipulation type.</param>
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/// <returns>Reference to <see cref="IBoxManip"/>.</returns>
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public static IBoxManip GetManip(this BoxManipType type) => ManipCategories.SelectMany(c => c).FirstOrDefault(m => m.Type == type);
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/// <summary>
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/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="type"/>.
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/// </summary>
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/// <param name="type">Manipulation type.</param>
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/// <returns>Category Name</returns>
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public static string? GetManipCategoryName(this BoxManipType type)
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{
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for (int i = 0; i < ManipCategories.Length; i++)
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{
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if (ManipCategories[i].Any(z => z.Type == type))
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return ManipCategoryNames[i];
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}
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return null;
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}
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/// <summary>
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/// Gets the corresponding name from <see cref="ManipCategoryNames"/> for the requested <see cref="manip"/>.
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/// </summary>
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/// <param name="manip">Manipulation type.</param>
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/// <returns>Category Name</returns>
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public static string? GetManipCategoryName(this IBoxManip manip)
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{
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for (int i = 0; i < ManipCategories.Length; i++)
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{
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if (ManipCategories[i].Any(z => z == manip))
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return ManipCategoryNames[i];
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}
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return null;
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}
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}
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}
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