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* 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
45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
namespace PKHeX.Core
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{
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/// <summary> Ribbons introduced in Generation 4 for Special Events </summary>
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public interface IRibbonSetEvent4
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{
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bool RibbonClassic { get; set; }
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bool RibbonWishing { get; set; }
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bool RibbonPremier { get; set; }
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bool RibbonEvent { get; set; }
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bool RibbonBirthday { get; set; }
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bool RibbonSpecial { get; set; }
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bool RibbonWorld { get; set; }
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bool RibbonChampionWorld { get; set; }
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bool RibbonSouvenir { get; set; }
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}
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internal static partial class RibbonExtensions
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{
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private static readonly string[] RibbonSetNamesEvent4 =
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{
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nameof(IRibbonSetEvent4.RibbonClassic), nameof(IRibbonSetEvent4.RibbonWishing), nameof(IRibbonSetEvent4.RibbonPremier),
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nameof(IRibbonSetEvent4.RibbonEvent), nameof(IRibbonSetEvent4.RibbonBirthday), nameof(IRibbonSetEvent4.RibbonSpecial),
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nameof(IRibbonSetEvent4.RibbonWorld), nameof(IRibbonSetEvent4.RibbonChampionWorld), nameof(IRibbonSetEvent4.RibbonSouvenir)
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};
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internal static bool[] RibbonBits(this IRibbonSetEvent4 set)
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{
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return new[]
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{
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set.RibbonClassic,
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set.RibbonWishing,
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set.RibbonPremier,
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set.RibbonEvent,
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set.RibbonBirthday,
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set.RibbonSpecial,
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set.RibbonWorld,
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set.RibbonChampionWorld,
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set.RibbonSouvenir,
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};
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}
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internal static string[] RibbonNames(this IRibbonSetEvent4 _) => RibbonSetNamesEvent4;
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}
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}
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