PKHeX/PKHeX.Core/Game/GameStrings/GameInfo.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

83 lines
4.1 KiB
C#

using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Shared instance for fetching <see cref="GameStrings"/> data
/// </summary>
public static class GameInfo
{
private static readonly GameStrings[] Languages = new GameStrings[GameLanguage.LanguageCount];
public static string CurrentLanguage { get; set; } = GameLanguage.DefaultLanguage;
public static readonly IReadOnlyList<string> GenderSymbolUnicode = new[] {"♂", "♀", "-"};
public static readonly IReadOnlyList<string> GenderSymbolASCII = new[] {"M", "F", "-"};
private static GameStrings _strings = GetStrings(CurrentLanguage);
public static GameStrings GetStrings(string lang)
{
int index = GameLanguage.GetLanguageIndex(lang);
return GetStrings(index);
}
public static GameStrings GetStrings(int index)
{
return Languages[index] ??= new GameStrings(GameLanguage.Language2Char(index));
}
public static GameStrings Strings
{
get => _strings;
set => Sources = new GameDataSource(_strings = value);
}
public static GameDataSource Sources { get; private set; } = new GameDataSource(_strings);
public static FilteredGameDataSource FilteredSources { get; set; } = new FilteredGameDataSource(FakeSaveFile.Default, Sources, false);
public static string GetVersionName(GameVersion version)
{
var list = (List<ComboItem>) VersionDataSource;
var first = list.Find(z => z.Value == (int) version);
return first.Equals(default(ComboItem)) ? version.ToString() : first.Text;
}
// DataSource providing
public static IReadOnlyList<ComboItem> ItemDataSource => FilteredSources.Items;
public static IReadOnlyList<ComboItem> SpeciesDataSource => Sources.SpeciesDataSource;
public static IReadOnlyList<ComboItem> BallDataSource => Sources.BallDataSource;
public static IReadOnlyList<ComboItem> NatureDataSource => Sources.NatureDataSource;
public static IReadOnlyList<ComboItem> AbilityDataSource => Sources.AbilityDataSource;
public static IReadOnlyList<ComboItem> VersionDataSource => Sources.VersionDataSource;
public static IReadOnlyList<ComboItem> MoveDataSource => Sources.HaXMoveDataSource;
public static IReadOnlyList<ComboItem> EncounterTypeDataSource => Sources.EncounterTypeDataSource;
public static IReadOnlyList<ComboItem> Regions => GameDataSource.Regions;
public static IReadOnlyList<ComboItem> LanguageDataSource(int gen) => GameDataSource.LanguageDataSource(gen);
/// <summary>
/// Gets the location name for the specified parameters.
/// </summary>
/// <param name="eggmet">Location is from the <see cref="PKM.Egg_Location"/></param>
/// <param name="locval">Location value</param>
/// <param name="format">Current <see cref="PKM.Format"/></param>
/// <param name="generation"><see cref="PKM.GenNumber"/> of origin</param>
/// <param name="version">Current GameVersion (only applicable for <see cref="GameVersion.GG"/> differentiation)</param>
/// <returns>Location name</returns>
public static string GetLocationName(bool eggmet, int locval, int format, int generation, GameVersion version)
{
return Strings.GetLocationName(eggmet, locval, format, generation, version);
}
/// <summary>
/// Gets the location list for a specific version, which can retrieve either met locations or egg locations.
/// </summary>
/// <param name="version">Version to retrieve for</param>
/// <param name="pkmFormat">Generation to retrieve for</param>
/// <param name="egg">Egg Locations are to be retrieved instead of regular Met Locations</param>
/// <returns>Consumable list of met locations</returns>
public static IReadOnlyList<ComboItem> GetLocationList(GameVersion version, int pkmFormat, bool egg = false)
{
return Sources.GetLocationList(version, pkmFormat, egg);
}
}
}