PKHeX/PKHeX.Core/Legality/Moves/MoveEgg.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

110 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using static PKHeX.Core.Legal;
namespace PKHeX.Core
{
internal static class MoveEgg
{
internal static int[] GetEggMoves(PKM pkm, int species, int formnum, GameVersion version)
{
int gen = pkm.Format <= 2 || pkm.VC ? 2 : pkm.GenNumber;
if (!pkm.InhabitedGeneration(gen, species) || (pkm.PersonalInfo.Gender == 255 && !FixedGenderFromBiGender.Contains(species)))
return Array.Empty<int>();
if (pkm.Version == 15 || pkm.GG)
return Array.Empty<int>();
if (version == GameVersion.Any)
version = (GameVersion)pkm.Version;
return GetEggMoves(gen, species, formnum, version);
}
private static int[] GetEggMoves(int gen, int species, int formnum, GameVersion version)
{
switch (gen)
{
case 1:
case 2:
return (version == GameVersion.C ? EggMovesC : EggMovesGS)[species].Moves;
case 3:
return EggMovesRS[species].Moves;
case 4:
return version switch
{
GameVersion.HG => EggMovesHGSS[species].Moves,
GameVersion.SS => EggMovesHGSS[species].Moves,
_ => EggMovesDPPt[species].Moves
};
case 5:
return EggMovesBW[species].Moves;
case 6: // entries per species
return version switch
{
GameVersion.OR => EggMovesAO[species].Moves,
GameVersion.AS => EggMovesAO[species].Moves,
_ => EggMovesXY[species].Moves
};
case 7: // entries per form if required
return version switch
{
GameVersion.US => GetFormEggMoves(species, formnum, EggMovesUSUM),
GameVersion.UM => GetFormEggMoves(species, formnum, EggMovesUSUM),
_ => GetFormEggMoves(species, formnum, EggMovesSM)
};
case 8:
return version switch
{
_ => GetFormEggMoves(species, formnum, EggMovesSWSH)
};
default:
return Array.Empty<int>();
}
}
private static int[] GetFormEggMoves(int species, int formnum, IReadOnlyList<EggMoves7> table)
{
var entry = table[species];
if (formnum > 0 && AlolanOriginForms.Contains(species))
entry = table[entry.FormTableIndex + formnum - 1];
return entry.Moves;
}
internal static int[] GetRelearnLVLMoves(PKM pkm, int species, int lvl, int formnum, GameVersion version = GameVersion.Any)
{
if (version == GameVersion.Any)
version = (GameVersion)pkm.Version;
// A pkm can only have levelup relearn moves from the game it originated on
// eg Plusle/Minun have Charm/Fake Tears (respectively) only in OR/AS, not X/Y
switch (version)
{
case GameVersion.X:
case GameVersion.Y:
return getMoves(LevelUpXY, PersonalTable.XY);
case GameVersion.AS:
case GameVersion.OR:
return getMoves(LevelUpAO, PersonalTable.AO);
case GameVersion.SN:
case GameVersion.MN:
if (species > MaxSpeciesID_7)
break;
return getMoves(LevelUpSM, PersonalTable.SM);
case GameVersion.US:
case GameVersion.UM:
return getMoves(LevelUpUSUM, PersonalTable.USUM);
case GameVersion.SW:
case GameVersion.SH:
return getMoves(LevelUpSWSH, PersonalTable.SWSH);
}
return Array.Empty<int>();
int[] getMoves(IReadOnlyList<Learnset> moves, PersonalTable table) => moves[table.GetFormeIndex(species, formnum)].GetMoves(lvl);
}
}
}