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
70 lines
No EOL
2.2 KiB
C#
70 lines
No EOL
2.2 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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/// Generation 4 Evolution Branch Entries
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/// </summary>
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public static class EvolutionSet4
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{
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private static EvolutionMethod GetMethod(byte[] data, int offset)
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{
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var method = data[offset]; // other byte unnecessary
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int arg = BitConverter.ToUInt16(data, offset + 2);
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int species = BitConverter.ToUInt16(data, offset + 4);
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if (method == 0)
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throw new ArgumentException(nameof(data));
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// To have the same structure as gen 6
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// Gen 4 Method 6 is Gen 6 Method 7, G4 7 = G6 8, and so on
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if (method > 6)
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method++;
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var evo = new EvolutionMethod
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{
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Method = method,
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Argument = arg,
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Species = species,
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Level = arg,
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};
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if (EvolutionSet6.EvosWithArg.Contains(method))
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evo.Level = 0;
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return evo;
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}
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public static IReadOnlyList<EvolutionMethod[]> GetArray(byte[] data)
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{
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const int bpe = 6; // bytes per evolution entry
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const int entries = 7; // amount of entries per species
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const int size = (entries * bpe) + 2; // bytes per species entry, + 2 alignment bytes
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var evos = new EvolutionMethod[data.Length / size][];
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for (int i = 0; i < evos.Length; i++)
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{
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int offset = i * size;
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int count = 0;
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for (; count < entries; count++)
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{
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var methodOffset = offset + (count * bpe);
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var method = data[methodOffset];
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if (method == 0)
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break;
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}
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if (count == 0)
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{
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evos[i] = Array.Empty<EvolutionMethod>();
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continue;
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}
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var set = new EvolutionMethod[count];
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for (int j = 0; j < set.Length; j++)
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set[j] = GetMethod(data, offset + (j * bpe));
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evos[i] = set;
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}
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return evos;
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}
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}
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} |