PKHeX/PKHeX.Core/Saves/Substructures/Gen7/JoinFesta7.cs

87 lines
4 KiB
C#
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using System;
using System.Text;
namespace PKHeX.Core
{
public sealed class JoinFesta7 : SaveBlock
{
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 JoinFesta7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public JoinFesta7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public int FestaCoins
{
get => BitConverter.ToInt32(Data, Offset + 0x508);
set
{
if (value > 9999999)
value = 9999999;
BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x508);
TotalFestaCoins = ((SAV7)SAV).GetRecord(038) + value; // UsedFestaCoins
}
}
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public int TotalFestaCoins
{
get => BitConverter.ToInt32(Data, Offset + 0x50C);
set
{
if (value > 9999999)
value = 9999999;
BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x50C);
}
}
public string FestivalPlazaName
{
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, Offset + 0x510, 0x2A));
set
{
const int max = 20;
if (value.Length > max)
value = value.Substring(0, max);
Encoding.Unicode.GetBytes(value.PadRight(value.Length + 1, '\0')).CopyTo(Data, Offset + 0x510);
}
}
public ushort FestaRank { get => BitConverter.ToUInt16(Data, Offset + 0x53A); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x53A); }
public ushort GetFestaMessage(int index) => BitConverter.ToUInt16(Data, Offset + (index * 2));
public void SetFestaMessage(int index, ushort value) => BitConverter.GetBytes(value).CopyTo(Data, Offset + (index * 2));
public bool GetFestaPhraseUnlocked(int index) => Data[Offset + 0x2A50 + index] != 0; //index: 0 to 105:commonPhrases, 106:Lv100!
public void SetFestaPhraseUnlocked(int index, bool value)
{
if (GetFestaPhraseUnlocked(index) != value)
Data[Offset + 0x2A50 + index] = value ? 1 : 0;
}
public byte GetFestPrizeReceived(int index) => Data[Offset + 0x53C + index];
public void SetFestaPrizeReceived(int index, byte value) => Data[Offset + 0x53C + index] = value;
private int FestaYear { get => BitConverter.ToInt32(Data, Offset + 0x2F0); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x2F0); }
private int FestaMonth { get => BitConverter.ToInt32(Data, Offset + 0x2F4); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x2F4); }
private int FestaDay { get => BitConverter.ToInt32(Data, Offset + 0x2F8); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x2F8); }
private int FestaHour { get => BitConverter.ToInt32(Data, Offset + 0x300); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x300); }
private int FestaMinute { get => BitConverter.ToInt32(Data, Offset + 0x304); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x304); }
private int FestaSecond { get => BitConverter.ToInt32(Data, Offset + 0x308); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x308); }
public DateTime? FestaDate
{
get => FestaYear >= 0 && FestaMonth > 0 && FestaDay > 0 && FestaHour >= 0 && FestaMinute >= 0 && FestaSecond >= 0 && Util.IsDateValid(FestaYear, FestaMonth, FestaDay)
? new DateTime(FestaYear, FestaMonth, FestaDay, FestaHour, FestaMinute, FestaSecond)
: (DateTime?)null;
set
{
if (value.HasValue)
{
DateTime dt = value.Value;
FestaYear = dt.Year;
FestaMonth = dt.Month;
FestaDay = dt.Day;
FestaHour = dt.Hour;
FestaMinute = dt.Minute;
FestaSecond = dt.Second;
}
}
}
}
}