2019-06-09 02:56:11 +00:00
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using System;
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using System.Linq;
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namespace PKHeX.Core
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{
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2019-10-04 02:09:02 +00:00
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public sealed class MyStatus7 : SaveBlock
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2019-06-09 02:56:11 +00:00
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{
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public const int GameSyncIDSize = 16; // 64 bits
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public const int NexUniqueIDSize = 32; // 128 bits
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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 MyStatus7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public MyStatus7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
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2019-06-09 02:56:11 +00:00
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public int TID
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{
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get => BitConverter.ToUInt16(Data, Offset + 0);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0);
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}
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public int SID
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{
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get => BitConverter.ToUInt16(Data, Offset + 2);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 2);
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}
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public int Game
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{
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get => Data[Offset + 4];
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set => Data[Offset + 4] = (byte)value;
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}
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public int Gender
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{
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get => Data[Offset + 5];
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set => Data[Offset + 5] = (byte)value;
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}
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public string GameSyncID
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{
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get => Util.GetHexStringFromBytes(Data, Offset + 0x10, GameSyncIDSize / 2);
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set
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{
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if (value.Length != GameSyncIDSize)
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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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throw new ArgumentException(nameof(value));
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2019-06-09 02:56:11 +00:00
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var data = Util.GetBytesFromHexString(value);
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SAV.SetData(data, Offset + 0x10);
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}
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}
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public string NexUniqueID
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{
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get => Util.GetHexStringFromBytes(Data, Offset + 0x18, NexUniqueIDSize / 2);
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set
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{
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if (value.Length != NexUniqueIDSize)
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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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throw new ArgumentException(nameof(value));
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2019-06-09 02:56:11 +00:00
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var data = Util.GetBytesFromHexString(value);
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SAV.SetData(data, Offset + 0x18);
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}
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}
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public byte[] FestaID // 12byte
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{
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get => Data.Skip(Offset + 0x28).Take(4).Concat(Data.Skip(Offset + 0x18).Take(8)).ToArray();
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set
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{
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if (value?.Length != 12)
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return;
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Array.Copy(value, 0, Data, Offset + 0x28, 4);
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Array.Copy(value, 4, Data, Offset + 0x18, 8);
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}
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}
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public int SubRegion
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{
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get => Data[Offset + 0x2E];
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set => Data[Offset + 0x2E] = (byte)value;
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}
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public int Country
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{
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get => Data[Offset + 0x2F];
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set => Data[Offset + 0x2F] = (byte)value;
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}
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public int ConsoleRegion
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{
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get => Data[Offset + 0x34];
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set => Data[Offset + 0x34] = (byte)value;
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}
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public int Language
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{
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get => Data[Offset + 0x35];
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set => Data[Offset + 0x35] = (byte)value;
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}
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public string OT
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{
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get => SAV.GetString(Offset + 0x38, 0x1A);
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set => SAV.SetString(value, SAV.OTLength).CopyTo(Data, Offset + 0x38);
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}
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public int DressUpSkinColor
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{
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get => (Data[Offset + 0x54] >> 2) & 7;
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set => Data[Offset + 0x54] = (byte)((Data[Offset + 0x54] & ~(7 << 2)) | (value << 2));
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}
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public int MultiplayerSpriteID
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{
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get => Data[Offset + 0x58];
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set => Data[Offset + 0x58] = (byte)value;
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}
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public bool MegaUnlocked
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{
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get => (Data[Offset + 0x78] & 0x01) != 0;
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set => Data[Offset + 0x78] = (byte)((Data[Offset + 0x78] & 0xFE) | (value ? 1 : 0)); // in battle
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}
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public bool ZMoveUnlocked
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{
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get => (Data[Offset + 0x78] & 2) != 0;
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set => Data[Offset + 0x78] = (byte)((Data[Offset + 0x78] & ~2) | (value ? 2 : 0)); // in battle
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}
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public int BallThrowType
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{
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get => Data[Offset + 0x7A];
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set => Data[Offset + 0x7A] = (byte)(value > 8 ? 0 : value);
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}
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}
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}
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