2024-03-08 06:53:35 +00:00
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using System;
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2023-01-22 04:02:33 +00:00
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using System.Collections.Generic;
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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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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Generation 5 <see cref="SaveFile"/> object for <see cref="GameVersion.BW"/>.
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/// </summary>
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/// <inheritdoc cref="SAV5" />
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public sealed class SAV5BW : SAV5
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public SAV5BW() : base(SaveUtil.SIZE_G5RAW)
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Blocks = new SaveBlockAccessor5BW(this);
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Initialize();
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}
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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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2022-06-18 18:04:24 +00:00
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public SAV5BW(byte[] data) : base(data)
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{
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Blocks = new SaveBlockAccessor5BW(this);
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Initialize();
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}
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2019-06-09 02:56:11 +00:00
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2023-01-22 04:02:33 +00:00
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public override PersonalTable5BW Personal => PersonalTable.BW;
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2022-06-18 18:04:24 +00:00
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public SaveBlockAccessor5BW Blocks { get; }
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2023-01-22 04:02:33 +00:00
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protected override SAV5BW CloneInternal() => new((byte[])Data.Clone());
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2022-06-18 18:04:24 +00:00
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public override int MaxItemID => Legal.MaxItemID_5_BW;
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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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2024-03-04 05:13:16 +00:00
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public override bool HasPokeDex => true;
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2022-06-18 18:04:24 +00:00
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private void Initialize()
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{
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CGearInfoOffset = 0x1C000;
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CGearDataOffset = 0x52000;
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2019-06-09 02:56:11 +00:00
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}
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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2024-03-04 05:13:16 +00:00
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public override MyItem5BW Items => Blocks.Items;
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2022-06-18 18:04:24 +00:00
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public override Zukan5 Zukan => Blocks.Zukan;
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2024-03-04 05:13:16 +00:00
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public override Misc5BW Misc => Blocks.Misc;
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2022-06-18 18:04:24 +00:00
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public override MysteryBlock5 Mystery => Blocks.Mystery;
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2023-12-18 00:39:15 +00:00
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public override Chatter5 Chatter => Blocks.Chatter;
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2022-06-18 18:04:24 +00:00
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public override Daycare5 Daycare => Blocks.Daycare;
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public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
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public override PlayerData5 PlayerData => Blocks.PlayerData;
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2024-03-05 05:46:11 +00:00
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public override PlayerPosition5 PlayerPosition => Blocks.PlayerPosition;
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2022-06-18 18:04:24 +00:00
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public override BattleSubway5 BattleSubway => Blocks.BattleSubway;
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2024-03-04 05:13:16 +00:00
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public override Entralink5BW Entralink => Blocks.Entralink;
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2022-06-18 18:04:24 +00:00
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public override Musical5 Musical => Blocks.Musical;
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2024-03-04 05:13:16 +00:00
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public override Encount5BW Encount => Blocks.Encount;
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2023-06-11 16:38:24 +00:00
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public override UnityTower5 UnityTower => Blocks.UnityTower;
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2024-03-04 05:13:16 +00:00
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public override EventWork5BW EventWork => Blocks.EventWork;
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public override BattleBox5 BattleBox => Blocks.BattleBox;
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public override EntreeForest EntreeForest => Blocks.EntreeForest;
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public override GlobalLink5 GlobalLink => Blocks.GlobalLink;
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public override GTS5 GTS => Blocks.GTS;
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public override WhiteBlack5BW Forest => Blocks.Forest;
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public override AdventureInfo5 AdventureInfo => Blocks.AdventureInfo;
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2024-04-13 14:06:16 +00:00
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public override Record5 Records => Blocks.Records;
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2024-03-08 06:53:35 +00:00
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2024-03-09 03:31:17 +00:00
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public override Memory<byte> BattleVideoNative => Data.AsMemory(0x4A000, BattleVideo5.SIZE_USED);
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public override Memory<byte> BattleVideoDownload1 => Data.AsMemory(0x4C000, BattleVideo5.SIZE_USED);
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public override Memory<byte> BattleVideoDownload2 => Data.AsMemory(0x4E000, BattleVideo5.SIZE_USED);
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public override Memory<byte> BattleVideoDownload3 => Data.AsMemory(0x50000, BattleVideo5.SIZE_USED);
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2021-07-25 00:23:58 +00:00
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}
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