2023-01-22 04:02:33 +00:00
|
|
|
using System.Collections.Generic;
|
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
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.BW"/>.
|
|
|
|
/// </summary>
|
|
|
|
/// <inheritdoc cref="SAV5" />
|
|
|
|
public sealed class SAV5BW : SAV5
|
2019-06-09 02:56:11 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
public SAV5BW() : base(SaveUtil.SIZE_G5RAW)
|
2019-06-09 02:56:11 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
Blocks = new SaveBlockAccessor5BW(this);
|
|
|
|
Initialize();
|
|
|
|
}
|
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
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public SAV5BW(byte[] data) : base(data)
|
|
|
|
{
|
|
|
|
Blocks = new SaveBlockAccessor5BW(this);
|
|
|
|
Initialize();
|
|
|
|
}
|
2019-06-09 02:56:11 +00:00
|
|
|
|
2023-01-22 04:02:33 +00:00
|
|
|
public override PersonalTable5BW Personal => PersonalTable.BW;
|
2022-06-18 18:04:24 +00:00
|
|
|
public SaveBlockAccessor5BW Blocks { get; }
|
2023-01-22 04:02:33 +00:00
|
|
|
protected override SAV5BW CloneInternal() => new((byte[])Data.Clone());
|
2022-06-18 18:04:24 +00:00
|
|
|
public override int EventWorkCount => 0x13E;
|
|
|
|
public override int EventFlagCount => 0xB60;
|
|
|
|
protected override int EventWorkOffset => 0x20100;
|
|
|
|
protected override int EventFlagOffset => EventWorkOffset + 0x27C;
|
|
|
|
public override int MaxItemID => Legal.MaxItemID_5_BW;
|
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
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private void Initialize()
|
|
|
|
{
|
|
|
|
BattleBoxOffset = 0x20A00;
|
|
|
|
CGearInfoOffset = 0x1C000;
|
|
|
|
CGearDataOffset = 0x52000;
|
|
|
|
EntreeForestOffset = 0x22C00;
|
|
|
|
PokeDex = Blocks.Zukan.PokeDex;
|
|
|
|
WondercardData = Blocks.Mystery.Offset;
|
|
|
|
DaycareOffset = Blocks.Daycare.Offset;
|
2019-06-09 02:56:11 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
|
|
|
|
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
|
|
|
|
public override MyItem Items => Blocks.Items;
|
|
|
|
public override Zukan5 Zukan => Blocks.Zukan;
|
|
|
|
public override Misc5 Misc => Blocks.Misc;
|
|
|
|
public override MysteryBlock5 Mystery => Blocks.Mystery;
|
|
|
|
public override Daycare5 Daycare => Blocks.Daycare;
|
|
|
|
public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
|
|
|
|
public override PlayerData5 PlayerData => Blocks.PlayerData;
|
|
|
|
public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
|
|
|
|
public override Entralink5 Entralink => Blocks.Entralink;
|
|
|
|
public override Musical5 Musical => Blocks.Musical;
|
|
|
|
public override Encount5 Encount => Blocks.Encount;
|
|
|
|
public override int Fused => int.MinValue;
|
|
|
|
public override int GTS => 0x20500;
|
2021-07-25 00:23:58 +00:00
|
|
|
}
|