PKHeX/PKHeX.Core/Saves/Substructures/Gen7/Situation8.cs

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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
using System;
namespace PKHeX.Core
{
public sealed class Situation8 : SaveBlock
{
public Situation8(SAV8SWSH sav, int offset) : base(sav) => Offset = offset;
// "StartLocation"
public int M { get => BitConverter.ToUInt16(Data, Offset + 0x00); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x00); }
public float X { get => BitConverter.ToSingle(Data, Offset + 0x08); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x08); }
public float Z { get => BitConverter.ToSingle(Data, Offset + 0x10); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x10); }
public float Y { get => (int)BitConverter.ToSingle(Data, Offset + 0x18); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x18); }
public float R { get => (int)BitConverter.ToSingle(Data, Offset + 0x20); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x20); }
public void UpdateOverworldCoordinates()
{
var o = ((SAV8)SAV).OverworldBlock;
o.M = M;
o.X = X;
o.Z = Z;
o.Y = Y;
o.R = R;
}
public int SpecialLocation
{
get => Data[Offset + 0x24];
set => Data[Offset + 0x24] = (byte)value;
}
public int WarpContinueRequest
{
get => Data[Offset + 0x6E];
set => Data[Offset + 0x6E] = (byte)value;
}
public int StepCountEgg
{
get => BitConverter.ToInt32(Data, Offset + 0x70);
set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x70);
}
public int LastZoneID
{
get => BitConverter.ToUInt16(Data, Offset + 0x74);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x74);
}
public int StepCountFriendship
{
get => BitConverter.ToUInt16(Data, Offset + 0x76);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x76);
}
public int StepCountAffection // Kawaigari
{
get => BitConverter.ToUInt16(Data, Offset + 0x78);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x78);
}
}
}