PKHeX/PKHeX.Core/Saves/Substructures/Gen5/Daycare5.cs

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using System;
namespace PKHeX.Core
{
public sealed class Daycare5 : SaveBlock
{
// struct daycareSlot
// bool32 occupied
// pk5party pkm
// u32 expGained
private const int SlotSize = 4 + PokeCrypto.SIZE_5PARTY + 4; // occupied u32 flag, pk5, exp
// struct daycare
// daycareSlot[2]
// ???->end ???
public const int DaycareSeedSize = 16; // 8 bytes, b2w2 only
public Daycare5(SaveFile sav, int offset) : base(sav) => Offset = offset;
public ulong? GetSeed()
{
if (!(SAV is SAV5B2W2))
return null;
return BitConverter.ToUInt64(Data, Offset + 0x1CC);
}
public void SetSeed(string value)
{
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 (!(SAV is SAV5B2W2))
return;
var data = Util.GetBytesFromHexString(value);
SAV.SetData(data, Offset + 0x1CC);
}
private int GetDaycareSlotOffset(int slot) => Offset + (SlotSize * slot);
public int GetPKMOffset(int slot) => GetDaycareSlotOffset(slot) + 4;
private int GetDaycareEXPOffset(int slot) => GetDaycareSlotOffset(slot) + 4 + PokeCrypto.SIZE_5PARTY;
public bool? IsOccupied(int slot) => BitConverter.ToUInt32(Data, GetDaycareSlotOffset(slot)) == 1;
public void SetOccupied(int slot, bool occupied) => SAV.SetData(BitConverter.GetBytes((uint)(occupied ? 1 : 0)), GetDaycareSlotOffset(slot));
public uint? GetEXP(int slot) => BitConverter.ToUInt32(Data, GetDaycareEXPOffset(slot));
public void SetEXP(int slot, uint EXP) => SAV.SetData(BitConverter.GetBytes(EXP), GetDaycareEXPOffset(slot));
}
}