2016-06-20 04:22:43 +00:00
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using System;
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2019-02-02 07:08:03 +00:00
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using System.Collections.Generic;
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2016-06-20 04:22:43 +00:00
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-06-20 04:22:43 +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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/// Generation 5 <see cref="SaveFile"/> object.
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/// </summary>
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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 abstract class SAV5 : SaveFile, ISaveBlock5BW
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2016-06-20 04:22:43 +00:00
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{
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2019-06-09 02:56:11 +00:00
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protected override PKM GetPKM(byte[] data) => new PK5(data);
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2020-01-04 22:48:39 +00:00
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protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray45(data);
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2019-06-09 02:56:11 +00:00
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2018-07-30 04:51:45 +00:00
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protected override string BAKText => $"{OT} ({(GameVersion)Game}) - {PlayTimeString}";
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2019-02-08 05:40:20 +00:00
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public override string Filter => (Footer.Length != 0 ? "DeSmuME DSV|*.dsv|" : string.Empty) + "SAV File|*.sav|All Files|*.*";
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2016-06-20 05:11:53 +00:00
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public override string Extension => ".sav";
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2018-09-15 05:37:47 +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 override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_BW;
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2020-01-04 22:48:39 +00:00
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public override int SIZE_STORED => PokeCrypto.SIZE_5STORED;
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protected override int SIZE_PARTY => PokeCrypto.SIZE_5PARTY;
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2016-06-20 04:22:43 +00:00
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public override PKM BlankPKM => new PK5();
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2016-09-26 23:14:11 +00:00
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public override Type PKMType => typeof(PK5);
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2016-06-20 04:22:43 +00:00
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public override int BoxCount => 24;
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public override int MaxEV => 255;
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public override int Generation => 5;
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2017-04-10 04:53:53 +00:00
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public override int OTLength => 7;
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2016-06-20 04:22:43 +00:00
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public override int NickLength => 10;
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protected override int GiftCountMax => 12;
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2017-01-27 03:18:20 +00:00
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public override int MaxMoveID => Legal.MaxMoveID_5;
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2016-10-24 04:59:27 +00:00
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public override int MaxSpeciesID => Legal.MaxSpeciesID_5;
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2017-01-27 03:18:20 +00:00
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public override int MaxAbilityID => Legal.MaxAbilityID_5;
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public override int MaxBallID => Legal.MaxBallID_5;
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public override int MaxGameID => Legal.MaxGameID_5; // B2
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2016-06-21 01:58:06 +00:00
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2019-06-09 02:56:11 +00:00
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protected SAV5(int size) : base(size)
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2016-06-20 04:22:43 +00:00
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{
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2019-06-09 02:56:11 +00:00
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Initialize();
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ClearBoxes();
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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protected SAV5(byte[] data) : base(data)
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2016-06-20 04:22:43 +00:00
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{
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2019-06-09 02:56:11 +00:00
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Initialize();
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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public override GameVersion Version
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2016-06-20 04:22:43 +00:00
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{
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2019-06-09 02:56:11 +00:00
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get => (GameVersion)Game;
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protected set => Game = (int)value;
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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private void Initialize()
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2016-06-20 04:22:43 +00:00
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{
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2019-06-09 02:56:11 +00:00
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Box = 0x400;
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Party = 0x18E00;
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AdventureInfo = 0x1D900;
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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// Blocks & Offsets
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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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protected override void SetChecksums() => AllBlocks.SetChecksums(Data);
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public override bool ChecksumsValid => AllBlocks.GetChecksumsValid(Data);
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public override string ChecksumInfo => AllBlocks.GetChecksumInfo(Data);
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2019-06-09 02:56:11 +00:00
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protected int CGearInfoOffset;
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protected int CGearDataOffset;
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protected int EntreeForestOffset;
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private int AdventureInfo;
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2019-09-03 02:30:58 +00:00
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public int GTS { get; protected set; } = int.MinValue;
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public int Fused { get; protected set; } = int.MinValue;
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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// Daycare
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public override int DaycareSeedSize => Daycare5.DaycareSeedSize;
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2019-10-19 03:42:03 +00:00
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public override bool? IsDaycareOccupied(int loc, int slot) => Daycare.IsOccupied(slot);
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public override int GetDaycareSlotOffset(int loc, int slot) => Daycare.GetPKMOffset(slot);
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public override uint? GetDaycareEXP(int loc, int slot) => Daycare.GetEXP(slot);
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public override string GetDaycareRNGSeed(int loc) => Daycare.GetSeed()?.ToString("X16") ?? string.Empty;
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public override void SetDaycareEXP(int loc, int slot, uint EXP) => Daycare.SetEXP(slot, EXP);
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public override void SetDaycareOccupied(int loc, int slot, bool occupied) => Daycare.SetOccupied(slot, occupied);
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public override void SetDaycareRNGSeed(int loc, string seed) => Daycare.SetSeed(seed);
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2016-06-20 04:22:43 +00:00
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// Storage
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public override int PartyCount
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{
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2017-05-13 03:32:36 +00:00
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get => Data[Party + 4];
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protected set => Data[Party + 4] = (byte)value;
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2019-06-09 02:56:11 +00:00
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public override int GetBoxOffset(int box) => Box + (SIZE_STORED * box * 30) + (box * 0x10);
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public override int GetPartyOffset(int slot) => Party + 8 + (SIZE_PARTY * slot);
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2019-04-30 00:21:19 +00:00
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2019-06-09 02:56:11 +00:00
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protected override int GetBoxWallpaperOffset(int box) => BoxLayout.GetBoxWallpaperOffset(box);
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public override int GetBoxWallpaper(int box) => BoxLayout.GetBoxWallpaper(box);
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public override void SetBoxWallpaper(int box, int value) => BoxLayout.SetBoxWallpaper(box, value);
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public override string GetBoxName(int box) => BoxLayout[box];
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public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
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public override int CurrentBox { get => BoxLayout.CurrentBox; set => BoxLayout.CurrentBox = value; }
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2018-09-15 05:37:47 +00:00
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2019-11-16 01:34:18 +00:00
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protected int BattleBoxOffset;
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2019-11-26 18:45:36 +00:00
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2019-11-16 01:34:18 +00:00
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public bool BattleBoxLocked
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2016-06-20 04:22:43 +00:00
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{
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2019-10-19 03:42:03 +00:00
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get => Data[BattleBoxOffset + 0x358] != 0; // wifi/live
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set => Data[BattleBoxOffset + 0x358] = (byte)(value ? 1 : 0);
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2016-06-20 04:22:43 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2018-03-22 04:10:23 +00:00
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protected override void SetPKM(PKM pkm)
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{
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var pk5 = (PK5)pkm;
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// Apply to this Save File
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DateTime Date = DateTime.Now;
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if (pk5.Trade(OT, TID, SID, Gender, Date.Day, Date.Month, Date.Year))
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pkm.RefreshChecksum();
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}
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2018-05-12 15:13:39 +00:00
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2019-06-09 02:56:11 +00:00
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// Player Data
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public override string OT { get => PlayerData.OT; set => PlayerData.OT = value; }
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public override int TID { get => PlayerData.TID; set => PlayerData.TID = value; }
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public override int SID { get => PlayerData.SID; set => PlayerData.SID = value; }
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public override int Language { get => PlayerData.Language; set => PlayerData.Language = value; }
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public override int Game { get => PlayerData.Game; set => PlayerData.Game = value; }
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public override int Gender { get => PlayerData.Gender; set => PlayerData.Gender = value; }
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public override int PlayedHours { get => PlayerData.PlayedHours; set => PlayerData.PlayedHours = value; }
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public override int PlayedMinutes { get => PlayerData.PlayedMinutes; set => PlayerData.PlayedMinutes = value; }
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public override int PlayedSeconds { get => PlayerData.PlayedSeconds; set => PlayerData.PlayedSeconds = value; }
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2019-10-19 03:42:03 +00:00
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public override uint Money { get => Misc.Money; set => Misc.Money = value; }
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2019-03-05 23:55:26 +00:00
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public override uint SecondsToStart { get => BitConverter.ToUInt32(Data, AdventureInfo + 0x34); set => BitConverter.GetBytes(value).CopyTo(Data, AdventureInfo + 0x34); }
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public override uint SecondsToFame { get => BitConverter.ToUInt32(Data, AdventureInfo + 0x3C); set => BitConverter.GetBytes(value).CopyTo(Data, AdventureInfo + 0x3C); }
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2019-10-19 03:42:03 +00:00
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public override MysteryGiftAlbum GiftAlbum { get => Mystery.GiftAlbum; set => Mystery.GiftAlbum = (EncryptedMysteryGiftAlbum)value; }
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2019-06-09 02:56:11 +00:00
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public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
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2016-07-04 18:56:30 +00:00
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2019-06-09 02:56:11 +00:00
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protected override void SetDex(PKM pkm) => Zukan.SetDex(pkm);
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public override bool GetCaught(int species) => Zukan.GetCaught(species);
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public override bool GetSeen(int species) => Zukan.GetSeen(species);
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2017-04-09 21:06:50 +00:00
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2018-12-05 06:00:57 +00:00
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public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString5(data, offset, length);
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2018-09-15 05:37:47 +00:00
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2017-06-18 01:37:19 +00:00
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
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2017-04-09 21:06:50 +00:00
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{
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if (PadToSize == 0)
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PadToSize = maxLength + 1;
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2017-08-01 06:03:51 +00:00
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return StringConverter.SetString5(value, maxLength, PadToSize, PadWith);
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2017-04-09 21:06:50 +00:00
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}
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2018-01-14 00:32:57 +00:00
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// DLC
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2019-07-14 22:06:45 +00:00
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private int CGearSkinInfoOffset => CGearInfoOffset + (this is SAV5B2W2 ? 0x10 : 0) + 0x24;
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2018-09-15 05:37:47 +00:00
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2018-01-14 00:32:57 +00:00
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private bool CGearSkinPresent
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{
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get => Data[CGearSkinInfoOffset + 2] == 1;
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2019-11-28 02:33:30 +00:00
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set => Data[CGearSkinInfoOffset + 2] = Data[PlayerData.Offset + (this is SAV5B2W2 ? 0x6C : 0x54)] = (byte) (value ? 1 : 0);
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2018-01-14 00:32:57 +00:00
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}
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2018-09-15 05:37:47 +00:00
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2018-01-14 00:32:57 +00:00
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public byte[] CGearSkinData
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{
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get
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{
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2019-06-09 02:56:11 +00:00
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byte[] data = new byte[CGearBackground.SIZE_CGB];
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2018-01-14 00:32:57 +00:00
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if (CGearSkinPresent)
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Array.Copy(Data, CGearDataOffset, data, 0, data.Length);
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return data;
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}
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set
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{
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byte[] dlcfooter = { 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x14, 0x27, 0x00, 0x00, 0x27, 0x35, 0x05, 0x31, 0x00, 0x00 };
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byte[] bgdata = value;
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SetData(bgdata, CGearDataOffset);
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2019-03-16 19:01:21 +00:00
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ushort chk = Checksums.CRC16_CCITT(bgdata);
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2018-01-14 00:32:57 +00:00
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var chkbytes = BitConverter.GetBytes(chk);
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int footer = CGearDataOffset + bgdata.Length;
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BitConverter.GetBytes((ushort)1).CopyTo(Data, footer); // block updated once
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chkbytes.CopyTo(Data, footer + 2); // checksum
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chkbytes.CopyTo(Data, footer + 0x100); // second checksum
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dlcfooter.CopyTo(Data, footer + 0x102);
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2019-03-16 19:01:21 +00:00
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ushort skinchkval = Checksums.CRC16_CCITT(Data, footer + 0x100, 4);
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2018-01-14 00:32:57 +00:00
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BitConverter.GetBytes(skinchkval).CopyTo(Data, footer + 0x112);
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// Indicate in the save file that data is present
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BitConverter.GetBytes((ushort)0xC21E).CopyTo(Data, 0x19438);
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chkbytes.CopyTo(Data, CGearSkinInfoOffset);
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CGearSkinPresent = true;
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Edited = true;
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}
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}
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2018-05-28 15:26:52 +00:00
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public EntreeForest EntreeData
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{
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get => new EntreeForest(GetData(EntreeForestOffset, 0x850));
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set => SetData(value.Write(), EntreeForestOffset);
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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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|
public abstract IReadOnlyList<BlockInfo> AllBlocks { get; }
|
|
|
|
|
public abstract MyItem Items { get; }
|
|
|
|
|
public abstract Zukan5 Zukan { get; }
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public abstract Misc5 Misc { get; }
|
|
|
|
|
public abstract MysteryBlock5 Mystery { get; }
|
|
|
|
|
public abstract Daycare5 Daycare { 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
|
|
|
|
public abstract BoxLayout5 BoxLayout { get; }
|
|
|
|
|
public abstract PlayerData5 PlayerData { get; }
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public abstract BattleSubway5 BattleSubway { 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
|
|
|
|
|
2019-10-26 19:58:55 +00:00
|
|
|
|
public static int GetMailOffset(int index) => (index * Mail5.SIZE) + 0x1DD00;
|
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
|
|
|
|
public byte[] GetMailData(int offset) => GetData(offset, Mail5.SIZE);
|
2019-11-16 01:34:18 +00:00
|
|
|
|
public int GetBattleBoxSlot(int slot) => BattleBoxOffset + (slot * SIZE_STORED);
|
2016-06-20 04:22:43 +00:00
|
|
|
|
}
|
|
|
|
|
}
|