2017-12-02 19:12:04 -08:00
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using System;
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2022-01-02 21:35:59 -08:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2017-12-02 19:12:04 -08:00
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namespace PKHeX.Core
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{
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2019-10-03 19:09:02 -07:00
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public sealed class Mail3 : Mail
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2017-12-02 19:12:04 -08:00
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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
2019-10-16 18:47:31 -07:00
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public const int SIZE = 0x24;
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2019-07-05 13:48:18 +09:00
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private readonly bool JP;
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2019-10-26 12:33:58 -07:00
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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
2019-10-16 18:47:31 -07:00
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public Mail3() : base(new byte[SIZE], -1) => ResetData();
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public Mail3(byte[] data, int ofs, bool japanese) : base(data, ofs) => JP = japanese;
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2018-08-09 21:53:39 -07:00
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2017-12-04 16:26:26 -08:00
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private void ResetData()
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{
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2017-12-02 19:12:04 -08:00
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for (int y = 0; y < 3; y++)
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2018-08-09 21:53:39 -07:00
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{
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for (int x = 0; x < 3; x++)
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SetMessage(y, x, 0xFFFF);
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}
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2019-02-07 21:40:20 -08:00
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AuthorName = string.Empty;
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2017-12-02 19:12:04 -08:00
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AuthorTID = 0;
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AuthorTID = 0;
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AppearPKM = 1;
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MailType = 0;
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}
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2018-08-09 21:53:39 -07:00
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2022-01-02 21:35:59 -08:00
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public override ushort GetMessage(int index1, int index2) => ReadUInt16LittleEndian(Data.AsSpan(((index1 * 3) + index2) * 2));
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public override void SetMessage(int index1, int index2, ushort value) => WriteUInt16LittleEndian(Data.AsSpan(((index1 * 3) + index2) * 2), value);
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2021-03-07 23:22:07 -08:00
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public override void CopyTo(SaveFile sav) => sav.SetData(((SAV3)sav).Large, DataOffset);
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2018-08-09 21:53:39 -07:00
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2017-12-02 19:12:04 -08:00
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public override string AuthorName
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{
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2022-01-02 21:35:59 -08:00
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get => StringConverter3.GetString(Data.AsSpan(0x12, 7), JP);
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2017-12-02 19:12:04 -08:00
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set
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{
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2022-01-02 21:35:59 -08:00
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var span = Data.AsSpan(0x12, 8);
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StringConverter3.SetString(span, value.AsSpan(), 7, JP, StringConverterOption.ClearFF);
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2017-12-02 19:12:04 -08:00
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}
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}
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2018-08-09 21:53:39 -07:00
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2022-01-02 21:35:59 -08:00
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public override ushort AuthorTID { get => ReadUInt16LittleEndian(Data.AsSpan(0x1A)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1A), value); }
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public override ushort AuthorSID { get => ReadUInt16LittleEndian(Data.AsSpan(0x1C)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1C), value); }
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public override int AppearPKM { get => ReadUInt16LittleEndian(Data.AsSpan(0x1E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1E), (ushort)(value == 0 ? 1 : value)); }
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public override int MailType { get => ReadUInt16LittleEndian(Data.AsSpan(0x20)); set => WriteUInt16LittleEndian(Data.AsSpan(0x20), (ushort)value); }
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2018-08-09 21:53:39 -07:00
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2021-01-04 17:31:43 -08:00
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public override bool? IsEmpty => MailType switch
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2017-12-02 19:12:04 -08:00
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{
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2021-01-04 17:31:43 -08:00
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0 => true,
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>= 0x79 and <= 0x84 => false,
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2021-08-20 13:49:20 -07:00
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_ => null,
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2021-01-04 17:31:43 -08:00
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};
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2018-08-09 21:53:39 -07:00
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2017-12-02 19:12:04 -08:00
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public override void SetBlank() => (new Mail3()).Data.CopyTo(Data, 0);
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}
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}
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