2020-12-05 14:09:33 +00:00
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using System.Collections.Generic;
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2018-11-14 03:18:29 +00:00
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namespace PKHeX.Core
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{
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public sealed class MyItem7b : MyItem
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{
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private const int Medicine = 0x0000; // 0
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private const int TM = 0x00F0; // 1
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private const int Candy = 0x02A0; // 2
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private const int PowerUp = 0x05C0; // 3
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private const int Catching = 0x0818; // 4
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private const int Battle = 0x08E0; // 5
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private const int Key = 0x0B38; // 6
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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 MyItem7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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2018-11-14 03:18:29 +00:00
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2020-12-05 14:09:33 +00:00
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public override IReadOnlyList<InventoryPouch> Inventory
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2018-11-14 03:18:29 +00:00
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{
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get
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{
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var pouch = new InventoryPouch[]
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{
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new InventoryPouch7b(InventoryType.Medicine, Legal.Pouch_Medicine_GG, 999, Medicine, PouchSize7b.Medicine),
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new InventoryPouch7b(InventoryType.TMHMs, Legal.Pouch_TM_GG, 1, TM, PouchSize7b.TM),
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new InventoryPouch7b(InventoryType.Balls, Legal.Pouch_Catching_GG, 999, Catching, PouchSize7b.Catching),
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new InventoryPouch7b(InventoryType.Items, Legal.Pouch_Regular_GG, 999, Key, PouchSize7b.Items),
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new InventoryPouch7b(InventoryType.BattleItems, Legal.Pouch_Battle_GG, 999, Battle, PouchSize7b.Battle),
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new InventoryPouch7b(InventoryType.ZCrystals, Legal.Pouch_PowerUp_GG, 999, PowerUp, PouchSize7b.PowerUp),
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2018-11-14 04:46:48 +00:00
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new InventoryPouch7b(InventoryType.Candy, Legal.Pouch_Candy_GG, 999, Candy, PouchSize7b.Candy),
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2018-11-14 03:18:29 +00:00
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};
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2019-03-30 23:10:14 +00:00
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return pouch.LoadAll(Data);
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2018-11-14 03:18:29 +00:00
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}
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set
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{
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foreach (var p in value)
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((InventoryPouch7b)p).SanitizeCounts();
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2019-03-30 23:10:14 +00:00
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value.SaveAll(Data);
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2018-11-14 03:18:29 +00:00
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}
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}
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}
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}
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