mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-17 16:03:10 +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
64 lines
2.2 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|