mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-30 15:59:13 +00:00
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
57 lines
1.6 KiB
C#
57 lines
1.6 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace PKHeX.Core
|
|
{
|
|
public sealed class RibbonInfo
|
|
{
|
|
public readonly string Name;
|
|
public bool HasRibbon { get; set; }
|
|
public int RibbonCount { get; set; }
|
|
|
|
private RibbonInfo(string name, bool hasRibbon)
|
|
{
|
|
Name = name;
|
|
HasRibbon = hasRibbon;
|
|
RibbonCount = -1;
|
|
}
|
|
|
|
private RibbonInfo(string name, int count)
|
|
{
|
|
Name = name;
|
|
HasRibbon = false;
|
|
RibbonCount = count;
|
|
}
|
|
|
|
public int MaxCount
|
|
{
|
|
get
|
|
{
|
|
if (RibbonCount < 0)
|
|
return -1;
|
|
return Name switch
|
|
{
|
|
nameof(IRibbonSetCommon6.RibbonCountMemoryContest) => 40,
|
|
nameof(IRibbonSetCommon6.RibbonCountMemoryBattle) => 8,
|
|
_ => 4
|
|
};
|
|
}
|
|
}
|
|
|
|
public static IReadOnlyList<RibbonInfo> GetRibbonInfo(PKM pkm)
|
|
{
|
|
// Get a list of all Ribbon Attributes in the PKM
|
|
var riblist = new List<RibbonInfo>();
|
|
var names = ReflectUtil.GetPropertiesStartWithPrefix(pkm.GetType(), "Ribbon");
|
|
foreach (var name in names)
|
|
{
|
|
object? RibbonValue = ReflectUtil.GetValue(pkm, name);
|
|
if (RibbonValue is int x)
|
|
riblist.Add(new RibbonInfo(name, x));
|
|
if (RibbonValue is bool b)
|
|
riblist.Add(new RibbonInfo(name, b));
|
|
}
|
|
|
|
return riblist;
|
|
}
|
|
}
|
|
}
|