PKHeX/PKHeX.Core/Saves/SAV5BW.cs

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using System;
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
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namespace PKHeX.Core;
/// <summary>
/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.BW"/>.
/// </summary>
/// <inheritdoc cref="SAV5" />
public sealed class SAV5BW : SAV5
{
public SAV5BW() : base(SaveUtil.SIZE_G5RAW)
{
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
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public SAV5BW(byte[] data) : base(data)
{
Blocks = new SaveBlockAccessor5BW(this);
Initialize();
}
public override PersonalTable5BW Personal => PersonalTable.BW;
public SaveBlockAccessor5BW Blocks { get; }
protected override SAV5BW CloneInternal() => new((byte[])Data.Clone());
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
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public override bool HasPokeDex => true;
private void Initialize()
{
CGearInfoOffset = 0x1C000;
CGearDataOffset = 0x52000;
}
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
public override MyItem5BW Items => Blocks.Items;
public override Zukan5 Zukan => Blocks.Zukan;
public override Misc5BW Misc => Blocks.Misc;
public override MysteryBlock5 Mystery => Blocks.Mystery;
public override Chatter5 Chatter => Blocks.Chatter;
public override Daycare5 Daycare => Blocks.Daycare;
public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
public override PlayerData5 PlayerData => Blocks.PlayerData;
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public override PlayerPosition5 PlayerPosition => Blocks.PlayerPosition;
public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
public override Entralink5BW Entralink => Blocks.Entralink;
public override Musical5 Musical => Blocks.Musical;
public override Encount5BW Encount => Blocks.Encount;
public override UnityTower5 UnityTower => Blocks.UnityTower;
public override EventWork5BW EventWork => Blocks.EventWork;
public override BattleBox5 BattleBox => Blocks.BattleBox;
public override EntreeForest EntreeForest => Blocks.EntreeForest;
public override GlobalLink5 GlobalLink => Blocks.GlobalLink;
public override GTS5 GTS => Blocks.GTS;
public override WhiteBlack5BW Forest => Blocks.Forest;
public override AdventureInfo5 AdventureInfo => Blocks.AdventureInfo;
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public override Memory<byte> BattleVideoNative => Data.AsMemory(0x4A000, BattleVideo5.SIZE_USED);
public override Memory<byte> BattleVideoDownload1 => Data.AsMemory(0x4C000, BattleVideo5.SIZE_USED);
public override Memory<byte> BattleVideoDownload2 => Data.AsMemory(0x4E000, BattleVideo5.SIZE_USED);
public override Memory<byte> BattleVideoDownload3 => Data.AsMemory(0x50000, BattleVideo5.SIZE_USED);
}