2023-04-30 16:01:08 +00:00
|
|
|
using System.Collections.Generic;
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Information for Accessing individual blocks within a <see cref="SAV7b"/>.
|
|
|
|
/// </summary>
|
|
|
|
public sealed class SaveBlockAccessor7b : ISaveBlockAccessor<BlockInfo7b>, ISaveBlock7b
|
|
|
|
{
|
|
|
|
private const int boGG = 0xB8800 - 0x200; // nowhere near 1MB (savedata.bin size)
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private static readonly BlockInfo7b[] BlockInfoGG =
|
|
|
|
{
|
|
|
|
new(boGG, 00, 0x00000, 0x00D90),
|
|
|
|
new(boGG, 01, 0x00E00, 0x00200),
|
|
|
|
new(boGG, 02, 0x01000, 0x00168),
|
|
|
|
new(boGG, 03, 0x01200, 0x01800),
|
|
|
|
new(boGG, 04, 0x02A00, 0x020E8),
|
|
|
|
new(boGG, 05, 0x04C00, 0x00930),
|
|
|
|
new(boGG, 06, 0x05600, 0x00004),
|
|
|
|
new(boGG, 07, 0x05800, 0x00130),
|
|
|
|
new(boGG, 08, 0x05A00, 0x00012),
|
|
|
|
new(boGG, 09, 0x05C00, 0x3F7A0),
|
|
|
|
new(boGG, 10, 0x45400, 0x00008),
|
|
|
|
new(boGG, 11, 0x45600, 0x00E90),
|
|
|
|
new(boGG, 12, 0x46600, 0x010A4),
|
|
|
|
new(boGG, 13, 0x47800, 0x000F0),
|
|
|
|
new(boGG, 14, 0x47A00, 0x06010),
|
|
|
|
new(boGG, 15, 0x4DC00, 0x00200),
|
|
|
|
new(boGG, 16, 0x4DE00, 0x00098),
|
|
|
|
new(boGG, 17, 0x4E000, 0x00068),
|
|
|
|
new(boGG, 18, 0x4E200, 0x69780),
|
|
|
|
new(boGG, 19, 0xB7A00, 0x000B0),
|
|
|
|
new(boGG, 20, 0xB7C00, 0x00940),
|
|
|
|
};
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public IReadOnlyList<BlockInfo7b> BlockInfo => BlockInfoGG;
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public SaveBlockAccessor7b(SAV7b sav)
|
|
|
|
{
|
|
|
|
Zukan = new Zukan7b(sav, GetBlockOffset(BelugaBlockIndex.Zukan), 0x550);
|
|
|
|
Config = new ConfigSave7b(sav, GetBlockOffset(BelugaBlockIndex.ConfigSave));
|
|
|
|
Items = new MyItem7b(sav, GetBlockOffset(BelugaBlockIndex.MyItem));
|
|
|
|
Storage = new PokeListHeader(sav, GetBlockOffset(BelugaBlockIndex.PokeListHeader));
|
|
|
|
Status = new MyStatus7b(sav, GetBlockOffset(BelugaBlockIndex.MyStatus));
|
|
|
|
Played = new PlayTime7b(sav, GetBlockOffset(BelugaBlockIndex.PlayTime));
|
|
|
|
Misc = new Misc7b(sav, GetBlockOffset(BelugaBlockIndex.Misc));
|
|
|
|
EventWork = new EventWork7b(sav, GetBlockOffset(BelugaBlockIndex.EventWork));
|
|
|
|
GiftRecords = new WB7Records(sav, GetBlockOffset(BelugaBlockIndex.WB7Record));
|
|
|
|
Captured = new CaptureRecords(sav, GetBlockOffset(BelugaBlockIndex.CaptureRecord));
|
2023-04-30 16:01:08 +00:00
|
|
|
FashionPlayer = new Fashion7b(sav, GetBlockOffset(BelugaBlockIndex.FashionPlayer));
|
|
|
|
FashionStarter = new Fashion7b(sav, GetBlockOffset(BelugaBlockIndex.FashionStarter));
|
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
2019-10-17 01:47:31 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
|
|
|
|
public MyItem Items { get; }
|
|
|
|
public Misc7b Misc { get; }
|
|
|
|
public Zukan7b Zukan { get; }
|
|
|
|
public MyStatus7b Status { get; }
|
|
|
|
public PlayTime7b Played { get; }
|
|
|
|
public ConfigSave7b Config { get; }
|
|
|
|
public EventWork7b EventWork { get; }
|
|
|
|
public PokeListHeader Storage { get; }
|
|
|
|
public WB7Records GiftRecords { get; }
|
|
|
|
public CaptureRecords Captured { get; }
|
2023-04-30 16:01:08 +00:00
|
|
|
public Fashion7b FashionPlayer { get; }
|
|
|
|
public Fashion7b FashionStarter { get; }
|
2022-06-18 18:04:24 +00:00
|
|
|
public BlockInfo GetBlock(BelugaBlockIndex index) => BlockInfo[(int)index];
|
|
|
|
public int GetBlockOffset(BelugaBlockIndex index) => GetBlock(index).Offset;
|
2021-01-07 07:30:30 +00:00
|
|
|
}
|