2016-10-23 03:09:22 +00:00
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using System;
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-10-20 01:19:01 +00:00
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{
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2017-10-24 06:12:58 +00:00
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/// <summary>
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2018-07-22 02:20:11 +00:00
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/// <see cref="PersonalInfo"/> class with values from the Sun & Moon games.
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2017-10-24 06:12:58 +00:00
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/// </summary>
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2016-10-20 01:19:01 +00:00
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public class PersonalInfoSM : PersonalInfoXY
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{
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public new const int SIZE = 0x54;
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2018-07-27 02:34:27 +00:00
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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 PersonalInfoSM(byte[] data) : base(data)
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2016-10-20 01:19:01 +00:00
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{
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2018-02-17 03:34:42 +00:00
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TMHM = GetBits(Data, 0x28, 0x10); // 36-39
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TypeTutors = GetBits(Data, 0x38, 0x4); // 40
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2017-10-25 02:59:46 +00:00
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SpecialTutors = new[]
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{
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2018-02-17 03:34:42 +00:00
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GetBits(Data, 0x3C, 0x0A),
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2017-10-25 02:59:46 +00:00
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};
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2016-10-20 01:19:01 +00:00
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}
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2018-07-27 02:34:27 +00:00
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2016-10-20 01:19:01 +00:00
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public override byte[] Write()
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{
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2017-10-25 02:59:46 +00:00
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SetBits(TMHM).CopyTo(Data, 0x28);
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SetBits(TypeTutors).CopyTo(Data, 0x38);
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SetBits(SpecialTutors[0]).CopyTo(Data, 0x3C);
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2016-10-20 01:19:01 +00:00
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return Data;
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}
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2016-10-23 03:09:22 +00:00
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2017-05-13 03:32:36 +00:00
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public int SpecialZ_Item { get => BitConverter.ToUInt16(Data, 0x4C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x4C); }
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public int SpecialZ_BaseMove { get => BitConverter.ToUInt16(Data, 0x4E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x4E); }
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public int SpecialZ_ZMove { get => BitConverter.ToUInt16(Data, 0x50); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x50); }
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public bool LocalVariant { get => Data[0x52] == 1; set => Data[0x52] = (byte)(value ? 1 : 0); }
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2016-10-20 01:19:01 +00:00
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}
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}
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