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PKHeX/PKHeX.Core/Saves/Access/SaveBlockAccessor8SWSH.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
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using System.Collections.Generic;
namespace PKHeX.Core
{
public class SaveBlockAccessor8SWSH : SCBlockAccessor, ISaveBlock8Main
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 override IReadOnlyList<SCBlock> BlockInfo { get; }
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public Box8 BoxInfo { get; }
public Party8 PartyInfo { get; }
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 MyItem Items { get; }
public MyStatus8 MyStatus { get; }
public Misc8 Misc { get; }
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 Zukan8 Zukan { get; }
public BoxLayout8 BoxLayout { get; }
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public PlayTime8 Played { get; }
public Fused8 Fused { get; }
public Daycare8 Daycare { get; }
public Record8 Records { get; }
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public TrainerCard8 TrainerCard{ get; }
public FashionUnlock8 Fashion { get; }
public RaidSpawnList8 Raid { get; }
public TitleScreen8 TitleScreen { get; }
public TeamIndexes8 TeamIndexes { get; }
public HallOfFameTime8 FameTime { get; }
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 SaveBlockAccessor8SWSH(SAV8SWSH sav)
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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{
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BlockInfo = sav.AllBlocks;
BoxInfo = new Box8(sav, GetBlock(KBox));
PartyInfo = new Party8(sav, GetBlock(KParty));
Items = new MyItem8(sav, GetBlock(KItem));
Zukan = new Zukan8(sav, GetBlock(KZukan));
MyStatus = new MyStatus8(sav, GetBlock(KMyStatus));
Misc = new Misc8(sav, GetBlock(KMisc));
BoxLayout = new BoxLayout8(sav, GetBlock(KBoxLayout));
TrainerCard = new TrainerCard8(sav, GetBlock(KTrainerCard));
Played = new PlayTime8(sav, GetBlock(KPlayTime));
Fused = new Fused8(sav, GetBlock(KFused));
Daycare = new Daycare8(sav, GetBlock(KDaycare));
Records = new Record8(sav, GetBlock(KRecord), Core.Records.MaxType_SWSH);
Fashion = new FashionUnlock8(sav, GetBlock(KFashionUnlock));
Raid = new RaidSpawnList8(sav, GetBlock(KRaidSpawnList));
TitleScreen = new TitleScreen8(sav, GetBlock(KTitleScreenTeam));
TeamIndexes = new TeamIndexes8(sav, GetBlock(KTeamIndexes));
FameTime = new HallOfFameTime8(sav, GetBlock(KEnteredHallOfFame));
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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}
/* To dump key list of current format, use the following in the immediate window, and update Meta8
var blocks = BlockInfo.Where(z => z.Data.Length != 0).Select(z => new KeyValuePair<uint, int>(z.Key, z.Data.Length)).Select(z => $"{z.Key:X8}, {z.Value:X5},");
System.IO.File.WriteAllLines("blank.txt", blocks.ToArray());
*/
// Arrays (Blocks)
private const uint KTeamNames = 0x1920C1E4; // Team 1, 2...6 ((10 + terminator)*6 char16 strings)
private const uint KBoxLayout = 0x19722c89; // Box Names
// Objects (Blocks)
private const uint KBox = 0x0d66012c; // Box Data
private const uint KMysteryGift = 0x112d5141; // Mystery Gift Data
private const uint KItem = 0x1177c2c4; // Items
private const uint KCoordinates = 0x16aaa7fa; // Coordinates?
private const uint KMisc = 0x1b882b09; // Money
private const uint KParty = 0x2985fe5d; // Party Data
private const uint KDaycare = 0x2d6fba6a; // Daycare slots (2 daycares)
private const uint KTeamIndexes = 0x33F39467; // Team Indexes for competition
private const uint KRecord = 0x37da95a3;
private const uint KZukan = 0x4716c404; // PokeDex
private const uint KCurryDex = 0x6EB72940; // Curry Dex
private const uint KTrainerCard = 0x874da6fa; // Trainer Card
private const uint KPlayTime = 0x8cbbfd90; // Time Played
private const uint KRaidSpawnList = 0x9033eb7b; // Nest current values (hash, seed, meta)
private const uint KFused = 0xc0de5c5f; // Fused PKM (*3)
private const uint KFashionUnlock = 0xd224f9ac; // Fashion unlock bool array (owned for (each apparel type) * 0x80, then another array for "new")
private const uint KTitleScreenTeam = 0xE9BE28BF; // Title Screen Team details
public const uint KEnteredHallOfFame = 0xE2F6E456; // U64 Unix Timestamp
private const uint KMyStatus = 0xf25c070e; // Trainer Details
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// Rental Teams - Objects (Blocks) (Incrementing internal names?)
private const uint KRentalTeam1 = 0x149A1DD0;
//private const uint KRentalTeam2 = 0x159A1F63; // does not exist
private const uint KRentalTeam3 = 0x169A20F6;
private const uint KRentalTeam4 = 0x179A2289;
private const uint KRentalTeam5 = 0x189A241C;
private const uint KRentalTeam6 = 0x199A25AF;
// Download Rules
private const uint KDownloadRules1 = 0xEEF1B186;
private const uint KDownloadRules2 = 0xEFF1B319;
private const uint KDownloadRules3 = 0xF0F1B4AC;
private const uint KDownloadRules4 = 0xF1F1B63F;
private const uint KDownloadRules5 = 0xF2F1B7D2;
private const uint KDownloadRules6 = 0xF3F1B965;
//private const uint KDownloadRulesX = 0xF4F1BAF8; // does not exist
//private const uint KDownloadRulesX = 0xF5F1BC8B; // does not exist
//private const uint KDownloadRulesX = 0xF6F1BE1E; // does not exist
//private const uint KDownloadRulesX = 0xF7F1BFB1; // does not exist
//private const uint KDownloadRulesX = 0xF8F1C144; // does not exist
//private const uint KDownloadRulesX = 0xF9F1C2D7; // does not exist
private const uint KDownloadRulesU1 = 0xFAF1C46A;
private const uint KDownloadRulesU2 = 0xFBF1C5FD;
private const uint KOfficialCompetition = 0xEEE5A3F8;
// Raid DLC Flatbuffer Storage Objects (Blocks)
private const uint KDropRewards = 0x680EEB85; // drop_rewards
private const uint KDaiEncount = 0xAD3920F5; // dai_encount
private const uint KNormalEncount = 0xAD9DFA6A; // normal_encount
private const uint KBonusRewards = 0xEFCAE04E; // bonus_rewards
// Values
public const uint KGameLanguage = 0x0BFDEBA1; // U32 Game Language
public const uint KRepel = 0x9ec079da; // U16 Repel Steps remaining
public const uint KRotoRally = 0x38548020; // U32 Roto Rally Score (99,999 cap)
public const uint KBattleTowerSinglesVictory = 0x436CAF2B; // U32 Singles victories (9,999,999 cap)
public const uint KBattleTowerDoublesVictory = 0x0D477836; // U32 Doubles victories (9,999,999 cap)
public const uint KBattleTowerSinglesStreak = 0x6226F5AD; // U16 Singles Streak (300 cap)
public const uint KBattleTowerDoublesStreak = 0x5F74FCEE; // U16 Doubles Streak (300 cap)
public const uint KStarterChoice = 0x3677602D; // U32 Grookey=0, Scorbunny=1, Sobble=2
public const uint KDiggingDuoStreakSkill = 0xA0F49CFB; // U32
public const uint KDiggingDuoStreakStamina = 0x066F38F5; // U32
public const uint KBirthMonth = 0x0D987D50; // U32
public const uint KBirthDay = 0x355C8314; // U32
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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}
}