PKHeX/PKHeX.Core/Saves/Substructures/Gen7/PlayTime7b.cs

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using System;
using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core
{
public sealed class PlayTime7b : SaveBlock
{
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
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public PlayTime7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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public int PlayedHours
{
get => ReadUInt16LittleEndian(Data.AsSpan(Offset));
set => WriteUInt16LittleEndian(Data.AsSpan(Offset), (ushort)value);
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}
public int PlayedMinutes
{
get => Data[Offset + 2];
set => Data[Offset + 2] = (byte)value;
}
public int PlayedSeconds
{
get => Data[Offset + 3];
set => Data[Offset + 3] = (byte)value;
}
private uint LastSaved { get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x4)); set => WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x4), value); }
private int LastSavedYear { get => (int)(LastSaved & 0xFFF) + 1900; set => LastSaved = (LastSaved & 0xFFFFF000) | (uint)(value - 1900); }
private int LastSavedMonth { get => (int)(LastSaved >> 12 & 0xF) + 1; set => LastSaved = (LastSaved & 0xFFFF0FFF) | ((uint)(value - 1) & 0xF) << 12; }
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private int LastSavedDay { get => (int)(LastSaved >> 16 & 0x1F); set => LastSaved = (LastSaved & 0xFFE0FFFF) | ((uint)value & 0x1F) << 16; }
private int LastSavedHour { get => (int)(LastSaved >> 21 & 0x1F); set => LastSaved = (LastSaved & 0xFC1FFFFF) | ((uint)value & 0x1F) << 21; }
private int LastSavedMinute { get => (int)(LastSaved >> 26 & 0x3F); set => LastSaved = (LastSaved & 0x03FFFFFF) | ((uint)value & 0x3F) << 26; }
public string LastSavedTime => $"{LastSavedYear:0000}-{LastSavedMonth:00}-{LastSavedDay:00} {LastSavedHour:00}ː{LastSavedMinute:00}"; // not :
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public DateTime? LastSavedDate
{
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get => !DateUtil.IsDateValid(LastSavedYear, LastSavedMonth, LastSavedDay)
? null
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: new DateTime(LastSavedYear, LastSavedMonth, LastSavedDay, LastSavedHour, LastSavedMinute, 0);
set
{
// Only update the properties if a value is provided.
if (value.HasValue)
{
var dt = value.Value;
LastSavedYear = dt.Year;
LastSavedMonth = dt.Month;
LastSavedDay = dt.Day;
LastSavedHour = dt.Hour;
LastSavedMinute = dt.Minute;
}
else // Clear the date.
{
// If code tries to access MetDate again, null will be returned.
LastSavedYear = 0;
LastSavedMonth = 0;
LastSavedDay = 0;
LastSavedHour = 0;
LastSavedMinute = 0;
}
}
}
}
}