PKHeX/PKHeX.Core/Saves/Substructures/Mail/Mail2.cs

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C#
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using System.Linq;
namespace PKHeX.Core
{
public sealed class Mail2 : Mail
{
private readonly bool US;
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 Mail2(SAV2 sav, int index) : base(sav.GetData(GetMailOffset(index), 0x2F), GetMailOffset(index))
{
US = !sav.Japanese && !sav.Korean;
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
}
private static int GetMailOffset(int index)
{
return index < 6 ? (index * 0x2F) + 0x600 : ((index - 6) * 0x2F) + 0x835;
}
public override string GetMessage(bool isLastLine) => US ? StringConverter12.GetString1(Data, isLastLine ? 0x11 : 0, 0x10, false) : string.Empty;
public override void SetMessage(string line1, string line2)
{
if (US)
{
StringConverter12.SetString1(line2, 0x10, false, 0x10, 0x50).CopyTo(Data, 0x11);
StringConverter12.SetString1(line1, 0x10, false, 0x10, Data.Skip(0x11).Take(0x10).All(v => v == 0x50) ? (byte)0x50 : (byte)0x7F).CopyTo(Data, 0);
Data[0x10] = 0x4E;
}
}
public override string AuthorName
{
get => US ? StringConverter12.GetString1(Data, 0x21, 7, false) : string.Empty;
set
{
if (US)
{
StringConverter12.SetString1(value, 7, false, 8, 0x50).CopyTo(Data, 0x21);
Data[0x29] = Data[0x2A] = 0;
}
}
}
public override ushort AuthorTID
{
get => (ushort)(Data[0x2B] << 8 | Data[0x2C]);
set
{
Data[0x2B] = (byte)(value >> 8);
Data[0x2C] = (byte)(value & 0xFF);
}
}
public override int AppearPKM { get => Data[0x2D]; set => Data[0x2D] = (byte)value; }
public override int MailType { get => Data[0x2E]; set => Data[0x2E] = (byte)value; }
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public override bool? IsEmpty => MailType switch
{
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0 => true,
0x9E => false,
>= 0xB5 and <= 0xBD => false,
_ => null
};
public override void SetBlank() => (new byte[0x2F]).CopyTo(Data, 0);
}
}