2018-11-14 03:18:29 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2019-02-10 04:24:38 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generation 7 <see cref="SaveFile"/> object for <see cref="GameVersion.GG"/> games.
|
|
|
|
|
/// </summary>
|
2020-10-31 18:43:57 +00:00
|
|
|
|
public sealed class SAV7b : SAV_BEEF, IGameSync
|
2018-11-14 03:18:29 +00:00
|
|
|
|
{
|
2020-12-05 13:36:23 +00:00
|
|
|
|
protected internal override string ShortSummary => $"{OT} ({Version}) - {Blocks.Played.LastSavedTime}";
|
2019-09-23 23:56:47 +00:00
|
|
|
|
public override string Extension => ".bin";
|
2021-05-14 22:30:55 +00:00
|
|
|
|
public override IReadOnlyList<string> PKMExtensions => PKM.Extensions.Where(f => f[1] == 'b' && f[^1] == '7').ToArray();
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
public override Type PKMType => typeof(PB7);
|
|
|
|
|
public override PKM BlankPKM => new PB7();
|
2020-08-18 17:35:59 +00:00
|
|
|
|
protected override int SIZE_STORED => PokeCrypto.SIZE_6PARTY;
|
2020-08-07 23:16:10 +00:00
|
|
|
|
protected override int SIZE_PARTY => PokeCrypto.SIZE_6PARTY;
|
2020-08-18 16:15:29 +00:00
|
|
|
|
public override int SIZE_BOXSLOT => PokeCrypto.SIZE_6PARTY;
|
2019-11-16 01:34:18 +00:00
|
|
|
|
public override byte[] GetDataForBox(PKM pkm) => pkm.EncryptedPartyData;
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
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
|
|
|
|
public override PersonalTable Personal => PersonalTable.GG;
|
|
|
|
|
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_GG;
|
|
|
|
|
|
2020-12-05 13:36:23 +00:00
|
|
|
|
protected override SaveFile CloneInternal() => new SAV7b((byte[])Data.Clone());
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
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
|
|
|
|
public SaveBlockAccessor7b Blocks { get; }
|
|
|
|
|
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
|
|
|
|
|
|
|
|
|
|
public SAV7b() : base(SaveUtil.SIZE_G7GG, 0xB8800)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
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
|
|
|
|
Blocks = new SaveBlockAccessor7b(this);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
Initialize();
|
|
|
|
|
ClearBoxes();
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
public SAV7b(byte[] data) : base(data, 0xB8800)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
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
|
|
|
|
Blocks = new SaveBlockAccessor7b(this);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
Initialize();
|
|
|
|
|
}
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
2019-06-09 02:56:11 +00:00
|
|
|
|
private void Initialize()
|
2018-11-14 03:18:29 +00:00
|
|
|
|
{
|
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
|
|
|
|
Box = Blocks.GetBlockOffset(BelugaBlockIndex.PokeListPokemon);
|
|
|
|
|
Party = Blocks.GetBlockOffset(BelugaBlockIndex.PokeListPokemon);
|
|
|
|
|
EventFlag = Blocks.GetBlockOffset(BelugaBlockIndex.EventWork);
|
|
|
|
|
PokeDex = Blocks.GetBlockOffset(BelugaBlockIndex.Zukan);
|
|
|
|
|
|
|
|
|
|
WondercardData = Blocks.GiftRecords.Offset;
|
2018-11-14 03:18:29 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Save Block accessors
|
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
|
|
|
|
|
2020-12-05 14:09:33 +00:00
|
|
|
|
public override IReadOnlyList<InventoryPouch> Inventory { get => Blocks.Items.Inventory; set => Blocks.Items.Inventory = value; }
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
// Feature Overrides
|
|
|
|
|
public override int Generation => 7;
|
|
|
|
|
public override int MaxMoveID => Legal.MaxMoveID_7b;
|
|
|
|
|
public override int MaxSpeciesID => Legal.MaxSpeciesID_7b;
|
|
|
|
|
public override int MaxItemID => Legal.MaxItemID_7b;
|
|
|
|
|
public override int MaxBallID => Legal.MaxBallID_7b;
|
|
|
|
|
public override int MaxGameID => Legal.MaxGameID_7b;
|
|
|
|
|
public override int MaxAbilityID => Legal.MaxAbilityID_7b;
|
|
|
|
|
|
|
|
|
|
public override int MaxIV => 31;
|
|
|
|
|
public override int MaxEV => 252;
|
|
|
|
|
public override int OTLength => 12;
|
|
|
|
|
public override int NickLength => 12;
|
|
|
|
|
protected override int GiftCountMax => 48;
|
|
|
|
|
protected override int GiftFlagMax => 0x100 * 8;
|
|
|
|
|
protected override int EventFlagMax => 4160; // 0xDC0 (true max may be up to 0x7F less. 23A8 starts u64 hashvals)
|
|
|
|
|
protected override int EventConstMax => 1000;
|
|
|
|
|
|
|
|
|
|
public override bool HasParty => false; // handled via team slots
|
|
|
|
|
public override bool HasEvents => true; // advanced!
|
|
|
|
|
|
|
|
|
|
// BoxSlotCount => 1000 -- why couldn't this be a multiple of 30...
|
|
|
|
|
public override int BoxSlotCount => 25;
|
|
|
|
|
public override int BoxCount => 40; // 1000/25
|
|
|
|
|
|
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
|
|
|
|
public bool FixPreWrite() => Blocks.Storage.CompressStorage();
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
2021-02-09 04:26:53 +00:00
|
|
|
|
protected override void SetPKM(PKM pkm, bool isParty = false)
|
2018-11-14 03:18:29 +00:00
|
|
|
|
{
|
|
|
|
|
var pk = (PB7)pkm;
|
|
|
|
|
// Apply to this Save File
|
|
|
|
|
var Date = DateTime.Now;
|
2019-03-31 05:05:28 +00:00
|
|
|
|
pk.Trade(this, Date.Day, Date.Month, Date.Year);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
pk.RefreshChecksum();
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
protected override void SetDex(PKM pkm) => Blocks.Zukan.SetDex(pkm);
|
|
|
|
|
public override bool GetCaught(int species) => Blocks.Zukan.GetCaught(species);
|
|
|
|
|
public override bool GetSeen(int species) => Blocks.Zukan.GetSeen(species);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
2019-03-30 02:43:33 +00:00
|
|
|
|
protected override PKM GetPKM(byte[] data) => new PB7(data);
|
2020-01-04 22:48:39 +00:00
|
|
|
|
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray6(data);
|
2020-08-18 16:15:29 +00:00
|
|
|
|
public override int GetBoxOffset(int box) => Box + (box * BoxSlotCount * SIZE_BOXSLOT);
|
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
|
|
|
|
protected override IList<int>[] SlotPointers => new[] { Blocks.Storage.PokeListInfo };
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
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
|
|
|
|
public override int GetPartyOffset(int slot) => Blocks.Storage.GetPartyOffset(slot);
|
|
|
|
|
public override int PartyCount { get => Blocks.Storage.PartyCount; protected set => Blocks.Storage.PartyCount = value; }
|
2018-11-18 03:42:48 +00:00
|
|
|
|
protected override void SetPartyValues(PKM pkm, bool isParty) => base.SetPartyValues(pkm, true);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
2018-12-05 06:59:28 +00:00
|
|
|
|
public override StorageSlotFlag GetSlotFlags(int index)
|
|
|
|
|
{
|
|
|
|
|
var val = StorageSlotFlag.None;
|
2021-07-27 06:33:56 +00:00
|
|
|
|
var header = Blocks.Storage.PokeListInfo;
|
|
|
|
|
int position = Array.IndexOf(header, index, 0, 6);
|
|
|
|
|
if (position >= 0)
|
|
|
|
|
val = (StorageSlotFlag)((int)StorageSlotFlag.Party1 << position);
|
|
|
|
|
if (header[PokeListHeader.STARTER] == index)
|
2018-12-05 06:59:28 +00:00
|
|
|
|
val |= StorageSlotFlag.Starter;
|
|
|
|
|
return val;
|
|
|
|
|
}
|
|
|
|
|
|
2018-11-14 03:18:29 +00:00
|
|
|
|
public override string GetBoxName(int box) => $"Box {box + 1}";
|
|
|
|
|
public override void SetBoxName(int box, string value) { }
|
|
|
|
|
|
2021-04-19 01:29:02 +00:00
|
|
|
|
public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString7b(data, offset, length);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
|
|
|
|
|
{
|
|
|
|
|
if (PadToSize == 0)
|
|
|
|
|
PadToSize = maxLength + 1;
|
2021-04-19 01:29:02 +00:00
|
|
|
|
return StringConverter.SetString7b(value, maxLength, PadToSize, PadWith);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
}
|
|
|
|
|
|
2021-01-02 01:08:49 +00:00
|
|
|
|
public override GameVersion Version => Game switch
|
2018-11-14 03:18:29 +00:00
|
|
|
|
{
|
2021-01-02 01:08:49 +00:00
|
|
|
|
(int)GameVersion.GP => GameVersion.GP,
|
|
|
|
|
(int)GameVersion.GE => GameVersion.GE,
|
|
|
|
|
_ => GameVersion.Invalid
|
|
|
|
|
};
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
// Player Information
|
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
|
|
|
|
public override int TID { get => Blocks.Status.TID; set => Blocks.Status.TID = value; }
|
|
|
|
|
public override int SID { get => Blocks.Status.SID; set => Blocks.Status.SID = value; }
|
|
|
|
|
public override int Game { get => Blocks.Status.Game; set => Blocks.Status.Game = value; }
|
|
|
|
|
public override int Gender { get => Blocks.Status.Gender; set => Blocks.Status.Gender = value; }
|
|
|
|
|
public override int Language { get => Blocks.Status.Language; set => Blocks.Config.Language = Blocks.Status.Language = value; } // stored in multiple places
|
|
|
|
|
public override string OT { get => Blocks.Status.OT; set => Blocks.Status.OT = value; }
|
|
|
|
|
public override uint Money { get => Blocks.Misc.Money; set => Blocks.Misc.Money = value; }
|
|
|
|
|
|
|
|
|
|
public override int PlayedHours { get => Blocks.Played.PlayedHours; set => Blocks.Played.PlayedHours = value; }
|
|
|
|
|
public override int PlayedMinutes { get => Blocks.Played.PlayedMinutes; set => Blocks.Played.PlayedMinutes = value; }
|
|
|
|
|
public override int PlayedSeconds { get => Blocks.Played.PlayedSeconds; set => Blocks.Played.PlayedSeconds = value; }
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the <see cref="bool"/> status of a desired Event Flag
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="flagNumber">Event Flag to check</param>
|
|
|
|
|
/// <returns>Flag is Set (true) or not Set (false)</returns>
|
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
|
|
|
|
public override bool GetEventFlag(int flagNumber) => Blocks.EventWork.GetFlag(flagNumber);
|
2018-11-14 03:18:29 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Sets the <see cref="bool"/> status of a desired Event Flag
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="flagNumber">Event Flag to check</param>
|
|
|
|
|
/// <param name="value">Event Flag status to set</param>
|
|
|
|
|
/// <remarks>Flag is Set (true) or not Set (false)</remarks>
|
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
|
|
|
|
public override void SetEventFlag(int flagNumber, bool value) => Blocks.EventWork.SetFlag(flagNumber, value);
|
2018-12-30 06:09:59 +00:00
|
|
|
|
|
2020-11-12 05:01:41 +00:00
|
|
|
|
protected override bool[] MysteryGiftReceivedFlags { get => Blocks.GiftRecords.GetFlags(); set => Blocks.GiftRecords.SetFlags(value); }
|
|
|
|
|
protected override DataMysteryGift[] MysteryGiftCards { get => Blocks.GiftRecords.GetRecords(); set => Blocks.GiftRecords.SetRecords((WR7[])value); }
|
2019-05-17 05:26:51 +00:00
|
|
|
|
|
2020-10-31 18:43:57 +00:00
|
|
|
|
public int GameSyncIDSize => MyStatus7b.GameSyncIDSize; // 64 bits
|
|
|
|
|
public string GameSyncID { get => Blocks.Status.GameSyncID; set => Blocks.Status.GameSyncID = value; }
|
2018-11-14 03:18:29 +00:00
|
|
|
|
}
|
|
|
|
|
}
|