PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionSets/EvolutionSet4.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

70 lines
No EOL
2.2 KiB
C#

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Generation 4 Evolution Branch Entries
/// </summary>
public static class EvolutionSet4
{
private static EvolutionMethod GetMethod(byte[] data, int offset)
{
var method = data[offset]; // other byte unnecessary
int arg = BitConverter.ToUInt16(data, offset + 2);
int species = BitConverter.ToUInt16(data, offset + 4);
if (method == 0)
throw new ArgumentException(nameof(data));
// To have the same structure as gen 6
// Gen 4 Method 6 is Gen 6 Method 7, G4 7 = G6 8, and so on
if (method > 6)
method++;
var evo = new EvolutionMethod
{
Method = method,
Argument = arg,
Species = species,
Level = arg,
};
if (EvolutionSet6.EvosWithArg.Contains(method))
evo.Level = 0;
return evo;
}
public static IReadOnlyList<EvolutionMethod[]> GetArray(byte[] data)
{
const int bpe = 6; // bytes per evolution entry
const int entries = 7; // amount of entries per species
const int size = (entries * bpe) + 2; // bytes per species entry, + 2 alignment bytes
var evos = new EvolutionMethod[data.Length / size][];
for (int i = 0; i < evos.Length; i++)
{
int offset = i * size;
int count = 0;
for (; count < entries; count++)
{
var methodOffset = offset + (count * bpe);
var method = data[methodOffset];
if (method == 0)
break;
}
if (count == 0)
{
evos[i] = Array.Empty<EvolutionMethod>();
continue;
}
var set = new EvolutionMethod[count];
for (int j = 0; j < set.Length; j++)
set[j] = GetMethod(data, offset + (j * bpe));
evos[i] = set;
}
return evos;
}
}
}