PKHeX/PKHeX.Core/Editing/Saves/BoxManipUtil.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

64 lines
2.2 KiB
C#

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