PKHeX/PKHeX.Core/PersonalInfo/PersonalInfoG1.cs

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namespace PKHeX.Core
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{
/// <summary>
/// <see cref="PersonalInfo"/> class with values from Generation 1 games.
/// </summary>
public sealed class PersonalInfoG1 : PersonalInfo
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{
public const int SIZE = 0x1C;
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 PersonalInfoG1(byte[] data) : base(data)
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{
TMHM = GetBits(Data, 0x14, 0x8);
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}
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public override byte[] Write()
{
SetBits(TMHM).CopyTo(Data, 0x14);
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return Data;
}
public int DEX_ID { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public override int HP { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public override int ATK { get => Data[0x02]; set => Data[0x02] = (byte)value; }
public override int DEF { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public override int SPE { get => Data[0x04]; set => Data[0x04] = (byte)value; }
public int SPC { get => Data[0x05]; set => Data[0x05] = (byte)value; }
public override int SPA { get => SPC; set => SPC = value; }
public override int SPD { get => SPC; set => SPC = value; }
public override int Type1 { get => Data[0x06]; set => Data[0x06] = (byte)value; }
public override int Type2 { get => Data[0x07]; set => Data[0x07] = (byte)value; }
public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; }
public override int BaseEXP { get => Data[0x09]; set => Data[0x09] = (byte)value; }
public int Move1 { get => Data[0x0F]; set => Data[0x0F] = (byte)value; }
public int Move2 { get => Data[0x10]; set => Data[0x10] = (byte)value; }
public int Move3 { get => Data[0x11]; set => Data[0x11] = (byte)value; }
public int Move4 { get => Data[0x12]; set => Data[0x12] = (byte)value; }
public override int EXPGrowth { get => Data[0x13]; set => Data[0x13] = (byte)value; }
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// EV Yields are just aliases for base stats in Gen I
public override int EV_HP { get => HP; set { } }
public override int EV_ATK { get => ATK; set { } }
public override int EV_DEF { get => DEF; set { } }
public override int EV_SPE { get => SPE; set { } }
public int EV_SPC => SPC;
public override int EV_SPA { get => EV_SPC; set { } }
public override int EV_SPD { get => EV_SPC; set { } }
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// Future game values, unused
public override int[] Items { get => new[] { 0, 0 }; set { } }
public override int EggGroup1 { get => 0; set { } }
public override int EggGroup2 { get => 0; set { } }
public override int[] Abilities { get => new[] { 0, 0 }; set { } }
public override int Gender { get; set; }
public override int HatchCycles { get => 0; set { } }
public override int BaseFriendship { get => 0; set { } }
public override int EscapeRate { get => 0; set { } }
public override int Color { get => 0; set { } }
public int[] Moves
{
get => new[] { Move1, Move2, Move3, Move4 };
set
{
if (value.Length != 4) return;
Move1 = value[0];
Move2 = value[1];
Move3 = value[2];
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Move4 = value[3];
}
}
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}
}