PKHeX/PKHeX.Core/Saves/Substructures/Gen7/FieldMenu7.cs

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C#
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using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class FieldMenu7 : SaveBlock
{
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 FieldMenu7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public FieldMenu7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
// USUM ONLY
public ushort RotomAffection
{
get => ReadUInt16LittleEndian(SAV.Data.AsSpan(Offset + 0x1A));
set => WriteUInt16LittleEndian(SAV.Data.AsSpan(Offset + 0x1A), Math.Min((ushort)1000, value));
}
public bool RotomLoto1 { get => (SAV.Data[Offset + 0x2A] & 1) == 1; set => SAV.Data[Offset + 0x2A] = (byte)((SAV.Data[Offset + 0x2A] & ~1) | (value ? 1 : 0)); }
public bool RotomLoto2 { get => (SAV.Data[Offset + 0x2A] & 2) == 2; set => SAV.Data[Offset + 0x2A] = (byte)((SAV.Data[Offset + 0x2A] & ~2) | (value ? 2 : 0)); }
public string RotomOT
{
get => SAV.GetString(Offset + 0x30, 0x1A);
set => SAV.SetString(Data.AsSpan(Offset + 0x30, 0x1A), value.AsSpan(), SAV.OTLength, StringConverterOption.ClearZero);
}
}
}