PKHeX/PKHeX.Core/Saves/Substructures/Gen7/FashionBlock7.cs

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using System;
namespace PKHeX.Core
{
public sealed class FashionBlock7 : SaveBlock<SAV7>
{
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 FashionBlock7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public FashionBlock7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
private const int FashionLength = 0x1A08;
public FashionItem7[] Wardrobe
{
get
{
var data = SAV.GetData(Offset, 0x5A8);
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return Array.ConvertAll(data, b => new FashionItem7(b));
}
set
{
if (value.Length != 0x5A8)
throw new ArgumentOutOfRangeException($"Unexpected size: 0x{value.Length:X}");
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var arr = Array.ConvertAll(value, z => z.Value);
SAV.SetData(arr, Offset);
}
}
public void Clear() => Array.Clear(Data, Offset, FashionLength);
/// <summary>
/// Resets the fashion unlocks to default values.
/// </summary>
public void Reset()
{
var offsetList = SAV is SAV7USUM
? (SAV.Gender == 0
? new[] { 0x03A, 0x109, 0x1DA, 0x305, 0x3D9, 0x4B1, 0x584 } // M
: new[] { 0x05E, 0x208, 0x264, 0x395, 0x3B4, 0x4F9, 0x5A8 }) // F
: (SAV.Gender == 0
? new[] { 0x000, 0x0FB, 0x124, 0x28F, 0x3B4, 0x452, 0x517 } // M
: new[] { 0x000, 0x100, 0x223, 0x288, 0x3B4, 0x452, 0x517 }); // F
foreach (var ofs in offsetList)
SAV.Data[Offset + ofs] = 3; // owned | new
}
}
// Every fashion item is 2 bits, New Flag (high) & Owned Flag (low)
public sealed class FashionItem7
{
public bool IsOwned { get; set; }
public bool IsNew { get; set; }
public FashionItem7(byte b)
{
IsOwned = (b & 1) != 0;
IsNew = (b & 2) != 0;
}
public byte Value => (byte)((IsOwned ? 1 : 0) | (IsNew ? 2 : 0));
}
}