2023-01-22 04:02:33 +00:00
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using System;
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2021-10-10 23:11:46 +00:00
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using System.Collections.Generic;
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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
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.B2W2"/>.
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/// </summary>
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/// <inheritdoc cref="SAV5" />
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public sealed class SAV5B2W2 : SAV5, ISaveBlock5B2W2
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public SAV5B2W2() : base(SaveUtil.SIZE_G5RAW)
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Blocks = new SaveBlockAccessor5B2W2(this);
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Initialize();
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}
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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
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2022-06-18 18:04:24 +00:00
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public SAV5B2W2(byte[] data) : base(data)
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{
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Blocks = new SaveBlockAccessor5B2W2(this);
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Initialize();
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}
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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
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2023-01-22 04:02:33 +00:00
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public override PersonalTable5B2W2 Personal => PersonalTable.B2W2;
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2022-06-18 18:04:24 +00:00
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public SaveBlockAccessor5B2W2 Blocks { get; }
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2023-01-22 04:02:33 +00:00
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protected override SAV5B2W2 CloneInternal() => new((byte[]) Data.Clone());
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2022-06-18 18:04:24 +00:00
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public override int EventWorkCount => 0x1AF; // this doesn't seem right?
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public override int EventFlagCount => 0xBF8;
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protected override int EventWorkOffset => 0x1FF00;
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protected override int EventFlagOffset => EventWorkOffset + 0x35E;
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public override int MaxItemID => Legal.MaxItemID_5_B2W2;
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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private void Initialize()
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{
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BattleBoxOffset = 0x20900;
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CGearInfoOffset = 0x1C000;
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CGearDataOffset = 0x52800;
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EntreeForestOffset = 0x22A00;
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PokeDex = Blocks.Zukan.PokeDex;
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WondercardData = Blocks.Mystery.Offset;
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DaycareOffset = Blocks.Daycare.Offset;
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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public override MyItem Items => Blocks.Items;
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public override Zukan5 Zukan => Blocks.Zukan;
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public override Misc5 Misc => Blocks.Misc;
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public override MysteryBlock5 Mystery => Blocks.Mystery;
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public override Daycare5 Daycare => Blocks.Daycare;
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public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
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public override PlayerData5 PlayerData => Blocks.PlayerData;
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public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
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public override Entralink5 Entralink => Blocks.Entralink;
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public override Musical5 Musical => Blocks.Musical;
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public override Encount5 Encount => Blocks.Encount;
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public FestaBlock5 Festa => Blocks.Festa;
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public PWTBlock5 PWT => Blocks.PWT;
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public override int Fused => 0x1FA00 + sizeof(uint);
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public override int GTS => 0x20400;
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2021-10-10 23:11:46 +00:00
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2022-06-18 18:04:24 +00:00
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public string Rival
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{
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get => GetString(Rival_Trash);
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2023-01-22 04:02:33 +00:00
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set => SetString(Rival_Trash, value, MaxStringLengthOT, StringConverterOption.ClearZero);
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2022-06-18 18:04:24 +00:00
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}
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2021-10-10 23:11:46 +00:00
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2022-06-18 18:04:24 +00:00
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public Span<byte> Rival_Trash
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{
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2022-11-25 01:42:17 +00:00
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get => Data.AsSpan(0x23BA4, MaxStringLengthOT * 2);
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set { if (value.Length == MaxStringLengthOT * 2) value.CopyTo(Data.AsSpan(0x23BA4)); }
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2019-06-09 02:56:11 +00:00
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}
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2022-06-18 18:04:24 +00:00
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public override string GetDaycareRNGSeed(int loc) => $"{Daycare.GetSeed()!:X16}";
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2021-07-25 00:23:58 +00:00
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}
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