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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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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public class SaveBlockAccessorXY : ISaveBlockAccessor<BlockInfo6>, ISaveBlock6XY
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{
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public const int boXY = SaveUtil.SIZE_G6XY - 0x200;
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public static readonly BlockInfo6[] BlocksXY =
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{
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new BlockInfo6(boXY, 00, 0x00000, 0x002C8),
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new BlockInfo6(boXY, 01, 0x00400, 0x00B88),
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new BlockInfo6(boXY, 02, 0x01000, 0x0002C),
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new BlockInfo6(boXY, 03, 0x01200, 0x00038),
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new BlockInfo6(boXY, 04, 0x01400, 0x00150),
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new BlockInfo6(boXY, 05, 0x01600, 0x00004),
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new BlockInfo6(boXY, 06, 0x01800, 0x00008),
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new BlockInfo6(boXY, 07, 0x01A00, 0x001C0),
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new BlockInfo6(boXY, 08, 0x01C00, 0x000BE),
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new BlockInfo6(boXY, 09, 0x01E00, 0x00024),
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new BlockInfo6(boXY, 10, 0x02000, 0x02100),
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new BlockInfo6(boXY, 11, 0x04200, 0x00140),
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new BlockInfo6(boXY, 12, 0x04400, 0x00440),
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new BlockInfo6(boXY, 13, 0x04A00, 0x00574),
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new BlockInfo6(boXY, 14, 0x05000, 0x04E28),
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new BlockInfo6(boXY, 15, 0x0A000, 0x04E28),
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new BlockInfo6(boXY, 16, 0x0F000, 0x04E28),
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new BlockInfo6(boXY, 17, 0x14000, 0x00170),
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new BlockInfo6(boXY, 18, 0x14200, 0x0061C),
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new BlockInfo6(boXY, 19, 0x14A00, 0x00504),
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new BlockInfo6(boXY, 20, 0x15000, 0x006A0),
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new BlockInfo6(boXY, 21, 0x15800, 0x00644),
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new BlockInfo6(boXY, 22, 0x16000, 0x00104),
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new BlockInfo6(boXY, 23, 0x16200, 0x00004),
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new BlockInfo6(boXY, 24, 0x16400, 0x00420),
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new BlockInfo6(boXY, 25, 0x16A00, 0x00064),
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new BlockInfo6(boXY, 26, 0x16C00, 0x003F0),
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new BlockInfo6(boXY, 27, 0x17000, 0x0070C),
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new BlockInfo6(boXY, 28, 0x17800, 0x00180),
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new BlockInfo6(boXY, 29, 0x17A00, 0x00004),
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new BlockInfo6(boXY, 30, 0x17C00, 0x0000C),
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new BlockInfo6(boXY, 31, 0x17E00, 0x00048),
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new BlockInfo6(boXY, 32, 0x18000, 0x00054),
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new BlockInfo6(boXY, 33, 0x18200, 0x00644),
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new BlockInfo6(boXY, 34, 0x18A00, 0x005C8),
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new BlockInfo6(boXY, 35, 0x19000, 0x002F8),
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new BlockInfo6(boXY, 36, 0x19400, 0x01B40),
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new BlockInfo6(boXY, 37, 0x1B000, 0x001F4),
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new BlockInfo6(boXY, 38, 0x1B200, 0x001F0),
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new BlockInfo6(boXY, 39, 0x1B400, 0x00216),
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new BlockInfo6(boXY, 40, 0x1B800, 0x00390),
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new BlockInfo6(boXY, 41, 0x1BC00, 0x01A90),
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new BlockInfo6(boXY, 42, 0x1D800, 0x00308),
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new BlockInfo6(boXY, 43, 0x1DC00, 0x00618),
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new BlockInfo6(boXY, 44, 0x1E400, 0x0025C),
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new BlockInfo6(boXY, 45, 0x1E800, 0x00834),
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new BlockInfo6(boXY, 46, 0x1F200, 0x00318),
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new BlockInfo6(boXY, 47, 0x1F600, 0x007D0),
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new BlockInfo6(boXY, 48, 0x1FE00, 0x00C48),
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new BlockInfo6(boXY, 49, 0x20C00, 0x00078),
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new BlockInfo6(boXY, 50, 0x20E00, 0x00200),
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new BlockInfo6(boXY, 51, 0x21000, 0x00C84),
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new BlockInfo6(boXY, 52, 0x21E00, 0x00628),
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new BlockInfo6(boXY, 53, 0x22600, 0x34AD0),
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new BlockInfo6(boXY, 54, 0x57200, 0x0E058),
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};
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public IReadOnlyList<BlockInfo6> BlockInfo => BlocksXY;
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public MyItem Items { get; }
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public ItemInfo6 ItemInfo { get; }
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public GameTime6 GameTime { get; }
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public Situation6 Situation { get; }
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public PlayTime6 Played { get; }
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public MyStatus6 Status { get; }
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2019-10-19 03:42:03 +00:00
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public RecordBlock6 Records { get; }
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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 SaveBlockAccessorXY(SAV6XY sav)
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{
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2019-10-19 03:42:03 +00:00
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Puff = new Puff6(sav, 0x00000);
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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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Items = new MyItem6XY(sav, 0x00400);
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ItemInfo = new ItemInfo6(sav, 0x01000);
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GameTime = new GameTime6(sav, 0x01200);
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Situation = new Situation6(sav, 0x01400);
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Played = new PlayTime6(sav, 0x01800);
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2019-10-19 03:42:03 +00:00
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Fashion = new Fashion6XY(sav, 0x1A00);
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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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Misc = new Misc6XY(sav, 0x4200);
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BoxLayout = new BoxLayout6(sav, 0x4400);
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2019-10-19 03:42:03 +00:00
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BattleBox = new BattleBox6(sav, 0x04A00);
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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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Status = new MyStatus6XY(sav, 0x14000);
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Zukan = new Zukan6XY(sav, 0x15000, 0x3C8);
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2019-10-19 03:42:03 +00:00
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OPower = new OPower6(sav, 0x16A00);
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MysteryGift = new MysteryBlock6(sav, 0x1BC00);
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Records = new RecordBlock6(sav, 0x1E400);
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2019-10-18 03:13:17 +00:00
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SuperTrain = new SuperTrainBlock(sav, 0x1F200);
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2019-10-19 03:42:03 +00:00
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Link = new LinkBlock6(sav, 0x1FE00);
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Maison = new MaisonBlock(sav, 0x1B000);
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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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}
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2019-10-19 03:42:03 +00:00
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public Puff6 Puff { get; }
|
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 BoxLayout6 BoxLayout { get; }
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2019-10-19 03:42:03 +00:00
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public BattleBox6 BattleBox { get; }
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public OPower6 OPower { get; }
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public MysteryBlock6 MysteryGift { get; }
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public LinkBlock6 Link { get; }
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2019-10-18 03:13:17 +00:00
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public SuperTrainBlock SuperTrain { get; }
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2019-10-19 03:42:03 +00:00
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public MaisonBlock Maison { get; }
|
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 Misc6XY Misc { get; }
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public Zukan6XY Zukan { get; }
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2019-10-19 03:42:03 +00:00
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public Fashion6XY Fashion { get; }
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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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}
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}
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