PKHeX/PKHeX.Core/Saves/Substructures/Gen7/ConfigSave7.cs

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using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class ConfigSave7 : SaveBlock
{
/* ===32 bits===
* talkSpeed:2 0,1
* battleAnim:1 2
* battleStyle:1 3
* unknown:9 4..12
* buttonMode:2 13,14
* boxStatus:1 15
* everything else: unknown
*/
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 ConfigSave7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public ConfigSave7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public int ConfigValue
{
get => ReadInt32LittleEndian(Data.AsSpan(Offset));
set => WriteInt32LittleEndian(Data.AsSpan(Offset), value);
}
public int TalkingSpeed
{
get => ConfigValue & 3;
set => ConfigValue = (ConfigValue & ~3) | (value & 3);
}
public BattleAnimationSetting BattleAnimation
{
// Effects OFF = 1, Effects ON = 0
get => (BattleAnimationSetting)((ConfigValue >> 2) & 1);
set => ConfigValue = (ConfigValue & ~(1 << 2)) | ((byte)value << 2);
}
public BattleStyleSetting BattleStyle
{
// SET = 1, SWITCH = 0
get => (BattleStyleSetting)((ConfigValue >> 3) & 1);
set => ConfigValue = (ConfigValue & ~(1 << 3)) | ((byte)value << 3);
}
// UNKNOWN?
public int ButtonMode
{
get => (ConfigValue >> 13) & 3;
set => ConfigValue = (ConfigValue & ~(1 << 13)) | (value << 13);
}
public int BoxStatus
{
// MANUAL = 1, AUTOMATIC = 0
get => (ConfigValue >> 15) & 1;
set => ConfigValue = (ConfigValue & ~(1 << 15)) | (value << 15);
}
// NOTE: BELOW COMES FROM LGPE. MAYBE THIS IS WHAT THEY USE THE FLAGS FOR?
/// <summary>
/// <see cref="LanguageID"/> for messages, stored with <see cref="LanguageID.UNUSED_6"/> skipped in the enumeration.
/// </summary>
public int Language
{
get => GetLanguageID((ConfigValue >> 4) & 0xF);
set => ConfigValue = ((ConfigValue & ~0xF0) | SetLanguageID(value) << 4);
}
private static int GetLanguageID(int rawValue) => rawValue >= (int)LanguageID.UNUSED_6 ? rawValue + 1 : rawValue; // sets langBank to LanguageID
private static int SetLanguageID(int rawValue) => rawValue > (int)LanguageID.UNUSED_6 ? rawValue - 1 : rawValue; // sets LanguageID to langBank
public enum BattleAnimationSetting
{
EffectsON,
EffectsOFF,
}
public enum BattleStyleSetting
{
SWITCH,
SET,
}
}
}