2018-11-14 03:18:29 +00:00
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using System;
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namespace PKHeX.Core
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{
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public sealed class PlayTime7b : SaveBlock
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{
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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
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public PlayTime7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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2018-11-14 03:18:29 +00:00
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public int PlayedHours
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{
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get => BitConverter.ToUInt16(Data, Offset);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset);
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}
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public int PlayedMinutes
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{
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get => Data[Offset + 2];
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set => Data[Offset + 2] = (byte)value;
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}
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public int PlayedSeconds
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{
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get => Data[Offset + 3];
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set => Data[Offset + 3] = (byte)value;
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}
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private uint LastSaved { get => BitConverter.ToUInt32(Data, Offset + 0x4); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x4); }
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2019-11-27 03:15:05 +00:00
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private int LastSavedYear { get => (int)(LastSaved & 0xFFF) + 1900; set => LastSaved = (LastSaved & 0xFFFFF000) | (uint)(value - 1900); }
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private int LastSavedMonth { get => (int)(LastSaved >> 12 & 0xF) + 1; set => LastSaved = (LastSaved & 0xFFFF0FFF) | ((uint)(value - 1) & 0xF) << 12; }
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2018-11-14 03:18:29 +00:00
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private int LastSavedDay { get => (int)(LastSaved >> 16 & 0x1F); set => LastSaved = (LastSaved & 0xFFE0FFFF) | ((uint)value & 0x1F) << 16; }
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private int LastSavedHour { get => (int)(LastSaved >> 21 & 0x1F); set => LastSaved = (LastSaved & 0xFC1FFFFF) | ((uint)value & 0x1F) << 21; }
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private int LastSavedMinute { get => (int)(LastSaved >> 26 & 0x3F); set => LastSaved = (LastSaved & 0x03FFFFFF) | ((uint)value & 0x3F) << 26; }
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2019-11-27 07:10:28 +00:00
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public string LastSavedTime => $"{LastSavedYear:0000}-{LastSavedMonth:00}-{LastSavedDay:00} {LastSavedHour:00}ː{LastSavedMinute:00}"; // not :
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2018-11-14 03:18:29 +00:00
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public DateTime? LastSavedDate
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{
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get => !Util.IsDateValid(LastSavedYear, LastSavedMonth, LastSavedDay)
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? (DateTime?)null
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: new DateTime(LastSavedYear, LastSavedMonth, LastSavedDay, LastSavedHour, LastSavedMinute, 0);
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set
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{
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// Only update the properties if a value is provided.
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if (value.HasValue)
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{
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var dt = value.Value;
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LastSavedYear = dt.Year;
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LastSavedMonth = dt.Month;
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LastSavedDay = dt.Day;
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LastSavedHour = dt.Hour;
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LastSavedMinute = dt.Minute;
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}
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else // Clear the date.
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{
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// If code tries to access MetDate again, null will be returned.
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LastSavedYear = 0;
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LastSavedMonth = 0;
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LastSavedDay = 0;
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LastSavedHour = 0;
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LastSavedMinute = 0;
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}
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}
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}
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}
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}
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