PKHeX/PKHeX.Core/Saves/Substructures/Gen7/MyStatus7b.cs

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using System;
using System.Linq;
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namespace PKHeX.Core
{
public sealed class MyStatus7b : 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 MyStatus7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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// Player Information
// idb uint8 offset: 0x58
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] = OverworldGender = (byte)value;
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}
public const int GameSyncIDSize = 16; // 8 bytes
public string GameSyncID
{
get
{
var data = Data.Skip(Offset + 0x10).Take(GameSyncIDSize / 2).Reverse().ToArray();
return BitConverter.ToString(data).Replace("-", string.Empty);
}
set
{
if (value.Length > 16)
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));
Enumerable.Range(0, value.Length)
.Where(x => x % 2 == 0)
.Reverse()
.Select(x => Convert.ToByte(value.Substring(x, 2), 16))
.ToArray().CopyTo(Data, Offset + 0x10);
}
}
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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 byte StarterGender
{
get => Data[Offset + 0x0B9];
set => Data[Offset + 0x0B9] = value;
}
public byte OverworldGender // Model
{
get => Data[Offset + 0x108];
set => Data[Offset + 0x108] = value;
}
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}
}