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

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C#
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using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class FestaFacility
{
private const int SIZE = 0x48;
private readonly byte[] Data;
private readonly int Language;
private readonly int ofs;
public FestaFacility(SAV7 sav, int index)
{
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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ofs = (index * SIZE) + sav.Festa.Offset + 0x310;
Data = sav.GetData(ofs, SIZE);
Language = sav.Language;
}
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public void CopyTo(SAV7 sav) => sav.SetData(Data, ofs);
public int Type { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public int Color { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public bool IsIntroduced { get => Data[0x02] != 0; set => Data[0x02] = value ? (byte)1 : (byte)0; }
public int Gender { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public string OT_Name { get => StringConverter7.GetString(Data.AsSpan(0x04, 0x1A)); set => StringConverter7.SetString(Data.AsSpan(0x04, 0x1A), value.AsSpan(), 12, Language, StringConverterOption.ClearZero); }
private int MessageMeet { get => ReadUInt16LittleEndian(Data.AsSpan(0x1E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1E), (ushort)value); }
private int MessagePart { get => ReadUInt16LittleEndian(Data.AsSpan(0x20)); set => WriteUInt16LittleEndian(Data.AsSpan(0x20), (ushort)value); }
private int MessageMoved { get => ReadUInt16LittleEndian(Data.AsSpan(0x22)); set => WriteUInt16LittleEndian(Data.AsSpan(0x22), (ushort)value); }
private int MessageDisappointed { get => ReadUInt16LittleEndian(Data.AsSpan(0x24)); set => WriteUInt16LittleEndian(Data.AsSpan(0x24), (ushort)value); }
public int UsedLuckyRank { get => Data[0x26]; set => Data[0x26] = (byte)value; } // 1:a bit, 2:a whole lot, 3:a whole ton
public int UsedLuckyPlace { get => Data[0x27]; set => Data[0x27] = (byte)value; } // 1:GTS, ... 7:haunted house
public uint UsedFlags { get => ReadUInt32LittleEndian(Data.AsSpan(0x28)); set => WriteUInt32LittleEndian(Data.AsSpan(0x28), value); }
public uint UsedRandStat { get => ReadUInt32LittleEndian(Data.AsSpan(0x2C)); set => WriteUInt32LittleEndian(Data.AsSpan(0x2C), value); }
public int NPC { get => Math.Max(0, ReadInt32LittleEndian(Data.AsSpan(0x30))); set => WriteInt32LittleEndian(Data.AsSpan(0x30), Math.Max(0, value)); }
public byte[] TrainerFesID { get => Data.Slice(0x34, 0xC); set => value.CopyTo(Data, 0x34); }
public void ClearTrainerFesID() => Data.AsSpan(0x34, 0xC).Clear();
public int ExchangeLeftCount { get => Data[0x40]; set => Data[0x40] = (byte)value; } // used when Type=Exchange
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public int GetMessage(int index) => index switch
{
0 => MessageMeet,
1 => MessagePart,
2 => MessageMoved,
3 => MessageDisappointed,
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_ => 0,
};
public int SetMessage(int index, ushort value) => index switch
{
0 => MessageMeet = value,
1 => MessagePart = value,
2 => MessageMoved = value,
3 => MessageDisappointed = value,
_ => -1,
};
}
}