PKHeX/PKHeX.Core/Saves/Substructures/Gen7/Misc7.cs

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using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class Misc7 : SaveBlock<SAV7>
{
public Misc7(SAV7 sav, int offset) : base(sav) => Offset = offset;
public uint Money
{
get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x4));
set
{
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
if (value > 9_999_999)
value = 9_999_999;
WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x4), value);
}
}
public uint Stamps
{
get => (ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x08)) << 13) >> 17; // 15 stamps; discard top13, lowest4
set
{
uint flags = ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x08)) & 0xFFF8000F;
flags |= (value & 0x7FFF) << 4;
WriteUInt32LittleEndian(SAV.Data.AsSpan(Offset + 0x08), flags);
}
}
public uint BP
{
get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x11C));
set
{
if (value > 9999)
value = 9999;
WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x11C), value);
}
}
public int Vivillon
{
get => Data[Offset + 0x130] & 0x1F;
set => Data[Offset + 0x130] = (byte)((Data[Offset + 0x130] & ~0x1F) | (value & 0x1F));
}
public uint StarterEncryptionConstant
{
get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x148));
set => WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x148), value);
}
public int DaysFromRefreshed
{
get => Data[Offset + 0x123];
set => Data[Offset + 0x123] = (byte)value;
}
public int GetSurfScore(int recordID)
{
if ((uint)recordID >= 4)
recordID = 0;
return ReadInt32LittleEndian(Data.AsSpan(Offset + 0x138 + (4 * recordID)));
}
public void SetSurfScore(int recordID, int score)
{
if ((uint)recordID >= 4)
recordID = 0;
WriteInt32LittleEndian(Data.AsSpan(Offset + 0x138 + (4 * recordID)), score);
}
}
}