2019-06-09 02:56:11 +00:00
|
|
|
|
using System;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2019-10-04 02:09:02 +00:00
|
|
|
|
public sealed class MysteryBlock6 : SaveBlock
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
private const int FlagStart = 0;
|
|
|
|
|
private const int MaxReceivedFlag = 2048;
|
|
|
|
|
private const int MaxCardsPresent = 24;
|
|
|
|
|
// private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
|
|
|
|
|
private const int CardStart = FlagStart + (MaxReceivedFlag / 8);
|
|
|
|
|
|
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 MysteryBlock6(SAV6XY sav, int offset) : base(sav) => Offset = offset;
|
|
|
|
|
public MysteryBlock6(SAV6AO sav, int offset) : base(sav) => Offset = offset;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
public bool[] GetReceivedFlags() => ArrayUtil.GitBitFlagArray(Data.AsSpan(Offset + FlagStart), MaxReceivedFlag);
|
2020-11-12 05:01:41 +00:00
|
|
|
|
|
|
|
|
|
public void SetReceivedFlags(bool[] value)
|
|
|
|
|
{
|
|
|
|
|
if (value.Length != MaxReceivedFlag)
|
|
|
|
|
return;
|
2022-01-03 05:35:59 +00:00
|
|
|
|
ArrayUtil.SetBitFlagArray(Data.AsSpan(Offset + FlagStart), value);
|
2020-12-05 13:36:23 +00:00
|
|
|
|
SAV.State.Edited = true;
|
2020-11-12 05:01:41 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public DataMysteryGift[] GetGifts()
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2020-11-12 05:01:41 +00:00
|
|
|
|
var cards = new DataMysteryGift[MaxCardsPresent];
|
|
|
|
|
for (int i = 0; i < cards.Length; i++)
|
|
|
|
|
cards[i] = GetGift(i);
|
|
|
|
|
return cards;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
2020-11-12 05:01:41 +00:00
|
|
|
|
public void SetGifts(DataMysteryGift[] value)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2020-11-12 05:01:41 +00:00
|
|
|
|
int count = Math.Min(MaxCardsPresent, value.Length);
|
|
|
|
|
for (int i = 0; i < count; i++)
|
|
|
|
|
SetGift(value[i], i);
|
|
|
|
|
for (int i = value.Length; i < MaxCardsPresent; i++)
|
|
|
|
|
SetGift(new WC6(), i);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
|
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 DataMysteryGift GetGift(int index)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
if ((uint)index > MaxCardsPresent)
|
|
|
|
|
throw new ArgumentOutOfRangeException(nameof(index));
|
|
|
|
|
|
|
|
|
|
var offset = GetGiftOffset(index);
|
|
|
|
|
var data = SAV.GetData(offset, WC6.Size);
|
|
|
|
|
return new WC6(data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private int GetGiftOffset(int index) => Offset + CardStart + (index * WC6.Size);
|
|
|
|
|
|
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 void SetGift(DataMysteryGift wc6, int index)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
if ((uint)index > MaxCardsPresent)
|
|
|
|
|
throw new ArgumentOutOfRangeException(nameof(index));
|
|
|
|
|
if (wc6.Data.Length != WC6.Size)
|
|
|
|
|
throw new InvalidCastException(nameof(wc6));
|
|
|
|
|
|
|
|
|
|
if (wc6.CardID == 2048 && wc6.ItemID == 726) // Eon Ticket (OR/AS)
|
|
|
|
|
{
|
2020-12-22 01:12:39 +00:00
|
|
|
|
if (SAV is not SAV6AO ao)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
return;
|
|
|
|
|
// Set the special received data
|
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
|
|
|
|
var info = ao.Blocks.Sango;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
info.ReceiveEon();
|
|
|
|
|
info.EnableSendEon();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SAV.SetData(wc6.Data, GetGiftOffset(index));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|