PKHeX/PKHeX.Core/Legality/Encounters/LegalInfo.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

88 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Calculated Information storage with properties useful for parsing the legality of the input <see cref="PKM"/>.
/// </summary>
public sealed class LegalInfo
{
/// <summary>The <see cref="PKM"/> object used for comparisons.</summary>
private readonly PKM pkm;
/// <summary>The generation of games the <see cref="PKM"/> originated from.</summary>
public int Generation { get; internal set; }
/// <summary>The Game the <see cref="PKM"/> originated from.</summary>
public GameVersion Game { get; internal set; }
/// <summary>The matched Encounter details for the <see cref="PKM"/>. </summary>
public IEncounterable EncounterMatch
{
get => _match;
set
{
if (_match != EncounterInvalid.Default && (value.LevelMin != _match.LevelMin || value.Species != _match.Species))
_evochains = null; // clear if evo chain has the potential to be different
_match = value;
Parse.Clear();
}
}
private IEncounterable _match = EncounterInvalid.Default;
/// <summary>Base Relearn Moves for the <see cref="EncounterMatch"/>.</summary>
public IReadOnlyList<int> RelearnBase { get; internal set; } = Array.Empty<int>();
/// <summary>Top level Legality Check result list for the <see cref="EncounterMatch"/>.</summary>
public readonly List<CheckResult> Parse = new List<CheckResult>();
public CheckResult[] Relearn { get; internal set; } = new CheckResult[4];
public CheckMoveResult[] Moves { get; internal set; } = new CheckMoveResult[4];
private static readonly ValidEncounterMoves NONE = new ValidEncounterMoves();
public ValidEncounterMoves EncounterMoves { get; internal set; } = NONE;
public IReadOnlyList<EvoCriteria>[] EvoChainsAllGens => _evochains ??= EvolutionChain.GetEvolutionChainsAllGens(pkm, EncounterMatch);
private IReadOnlyList<EvoCriteria>[]? _evochains;
/// <summary><see cref="RNG"/> related information that generated the <see cref="PKM.PID"/>/<see cref="PKM.IVs"/> value(s).</summary>
public PIDIV PIDIV
{
get => _pidiv;
internal set
{
_pidiv = value;
PIDParsed = true;
}
}
public bool PIDParsed { get; private set; }
private PIDIV _pidiv = PIDIV.None;
/// <summary>Indicates whether or not the <see cref="PIDIV"/> can originate from the <see cref="EncounterMatch"/>.</summary>
/// <remarks>This boolean is true until all valid <see cref="PIDIV"/> encounters are tested, after which it is false.</remarks>
public bool PIDIVMatches { get; internal set; } = true;
/// <summary>Indicates whether or not the <see cref="PIDIV"/> can originate from the <see cref="EncounterMatch"/> with explicit <see cref="RNG"/> <see cref="Frame"/> matching.</summary>
/// <remarks>This boolean is true until all valid <see cref="Frame"/> entries are tested for all possible <see cref="EncounterSlot"/> matches, after which it is false.</remarks>
public bool FrameMatches { get; internal set; } = true;
public LegalInfo(PKM pk)
{
pkm = pk;
// Store repeatedly accessed values
Game = (GameVersion)pkm.Version;
Generation = pkm.GenNumber;
}
/// <summary>List of all near-matches that were rejected for a given reason.</summary>
public List<EncounterRejected>? InvalidMatches;
internal void Reject(CheckResult c)
{
(InvalidMatches ??= new List<EncounterRejected>()).Add(new EncounterRejected(EncounterMatch, c));
}
}
}