PKHeX/PKHeX.Core/Ribbons/IRibbonSetOnly3.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

45 lines
1.6 KiB
C#

namespace PKHeX.Core
{
/// <summary> Ribbons that originated in Generation 3 and were only present within that Generation. </summary>
public interface IRibbonSetOnly3
{
int RibbonCountG3Cool { get; set; }
int RibbonCountG3Beauty { get; set; }
int RibbonCountG3Cute { get; set; }
int RibbonCountG3Smart { get; set; }
int RibbonCountG3Tough { get; set; }
bool RibbonWorld { get; set; }
bool Unused1 { get; set; }
bool Unused2 { get; set; }
bool Unused3 { get; set; }
bool Unused4 { get; set; }
}
internal static partial class RibbonExtensions
{
private static readonly string[] RibbonSetNamesOnly3 =
{
nameof(IRibbonSetOnly3.RibbonCountG3Cool), nameof(IRibbonSetOnly3.RibbonCountG3Beauty), nameof(IRibbonSetOnly3.RibbonCountG3Cute),
nameof(IRibbonSetOnly3.RibbonCountG3Smart), nameof(IRibbonSetOnly3.RibbonCountG3Tough),
nameof(IRibbonSetOnly3.RibbonWorld),
nameof(IRibbonSetOnly3.Unused1), nameof(IRibbonSetOnly3.Unused2),
nameof(IRibbonSetOnly3.Unused3), nameof(IRibbonSetOnly3.Unused4),
};
internal static int[] RibbonCounts(this IRibbonSetOnly3 set)
{
return new[]
{
set.RibbonCountG3Cool,
set.RibbonCountG3Beauty,
set.RibbonCountG3Cute,
set.RibbonCountG3Smart,
set.RibbonCountG3Tough,
};
}
internal static string[] RibbonNames(this IRibbonSetOnly3 _) => RibbonSetNamesOnly3;
}
}