PKHeX/PKHeX.Core/Saves/Substructures/Mail/Mail3.cs

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using System;
namespace PKHeX.Core
{
public sealed class Mail3 : Mail
{
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
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public const int SIZE = 0x24;
private readonly bool JP;
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 Mail3() : base(new byte[SIZE], -1) => ResetData();
public Mail3(byte[] data, int ofs, bool japanese) : base(data, ofs) => JP = japanese;
private void ResetData()
{
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 3; x++)
SetMessage(y, x, 0xFFFF);
}
AuthorName = string.Empty;
AuthorTID = 0;
AuthorTID = 0;
AppearPKM = 1;
MailType = 0;
}
public override ushort GetMessage(int index1, int index2) => BitConverter.ToUInt16(Data, ((index1 * 3) + index2) * 2);
public override void SetMessage(int index1, int index2, ushort value) => BitConverter.GetBytes(value).CopyTo(Data, ((index1 * 3) + index2) * 2);
public override void CopyTo(SaveFile sav) => sav.SetData(((SAV3)sav).Large, DataOffset);
public override string AuthorName
{
get => StringConverter3.GetString3(Data, 0x12, 7, JP);
set
{
if (value.Length == 0)
{
for (int i = 0; i < 8; i++)
Data[0x12 + i] = 0xFF;
}
else
{
Data[0x18] = Data[0x19] = 0xFF;
StringConverter3.SetString3(value, 7, JP, 6).CopyTo(Data, 0x12);
}
}
}
public override ushort AuthorTID { get => BitConverter.ToUInt16(Data, 0x1A); set => BitConverter.GetBytes(value).CopyTo(Data, 0x1A); }
public override ushort AuthorSID { get => BitConverter.ToUInt16(Data, 0x1C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x1C); }
public override int AppearPKM { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes((ushort)(value == 0 ? 1 : value)).CopyTo(Data, 0x1E); }
public override int MailType { get => BitConverter.ToUInt16(Data, 0x20); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x20); }
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public override bool? IsEmpty => MailType switch
{
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0 => true,
>= 0x79 and <= 0x84 => false,
_ => null
};
public override void SetBlank() => (new Mail3()).Data.CopyTo(Data, 0);
}
}