PKHeX/PKHeX.Core/Saves/Substructures/Gen7/MyStatus7.cs

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C#
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using System;
using System.Linq;
namespace PKHeX.Core
{
public sealed class MyStatus7 : SaveBlock
{
public const int GameSyncIDSize = 16; // 64 bits
public const int NexUniqueIDSize = 32; // 128 bits
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 MyStatus7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public MyStatus7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public int TID
{
get => BitConverter.ToUInt16(Data, Offset + 0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0);
}
public int SID
{
get => BitConverter.ToUInt16(Data, Offset + 2);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 2);
}
public int Game
{
get => Data[Offset + 4];
set => Data[Offset + 4] = (byte)value;
}
public int Gender
{
get => Data[Offset + 5];
set => Data[Offset + 5] = (byte)value;
}
public string GameSyncID
{
get => Util.GetHexStringFromBytes(Data, Offset + 0x10, GameSyncIDSize / 2);
set
{
if (value.Length != GameSyncIDSize)
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
throw new ArgumentException(nameof(value));
var data = Util.GetBytesFromHexString(value);
SAV.SetData(data, Offset + 0x10);
}
}
public string NexUniqueID
{
get => Util.GetHexStringFromBytes(Data, Offset + 0x18, NexUniqueIDSize / 2);
set
{
if (value.Length != NexUniqueIDSize)
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
throw new ArgumentException(nameof(value));
var data = Util.GetBytesFromHexString(value);
SAV.SetData(data, Offset + 0x18);
}
}
public byte[] FestaID // 12byte
{
get => Data.Skip(Offset + 0x28).Take(4).Concat(Data.Skip(Offset + 0x18).Take(8)).ToArray();
set
{
if (value?.Length != 12)
return;
Array.Copy(value, 0, Data, Offset + 0x28, 4);
Array.Copy(value, 4, Data, Offset + 0x18, 8);
}
}
public int SubRegion
{
get => Data[Offset + 0x2E];
set => Data[Offset + 0x2E] = (byte)value;
}
public int Country
{
get => Data[Offset + 0x2F];
set => Data[Offset + 0x2F] = (byte)value;
}
public int ConsoleRegion
{
get => Data[Offset + 0x34];
set => Data[Offset + 0x34] = (byte)value;
}
public int Language
{
get => Data[Offset + 0x35];
set => Data[Offset + 0x35] = (byte)value;
}
public string OT
{
get => SAV.GetString(Offset + 0x38, 0x1A);
set => SAV.SetString(value, SAV.OTLength).CopyTo(Data, Offset + 0x38);
}
public int DressUpSkinColor
{
get => (Data[Offset + 0x54] >> 2) & 7;
set => Data[Offset + 0x54] = (byte)((Data[Offset + 0x54] & ~(7 << 2)) | (value << 2));
}
public int MultiplayerSpriteID
{
get => Data[Offset + 0x58];
set => Data[Offset + 0x58] = (byte)value;
}
public bool MegaUnlocked
{
get => (Data[Offset + 0x78] & 0x01) != 0;
set => Data[Offset + 0x78] = (byte)((Data[Offset + 0x78] & 0xFE) | (value ? 1 : 0)); // in battle
}
public bool ZMoveUnlocked
{
get => (Data[Offset + 0x78] & 2) != 0;
set => Data[Offset + 0x78] = (byte)((Data[Offset + 0x78] & ~2) | (value ? 2 : 0)); // in battle
}
public int BallThrowType
{
get => Data[Offset + 0x7A];
set => Data[Offset + 0x7A] = (byte)(value > 8 ? 0 : value);
}
}
}