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
|
|
|
|
using System.Collections.Generic;
|
2020-04-16 21:50:41 +00:00
|
|
|
|
// ReSharper disable UnusedMember.Local
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|
|
|
|
#pragma warning disable IDE0051 // Remove unused private members
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|
|
|
|
#pragma warning disable RCS1213 // Remove unused member declaration.
|
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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namespace PKHeX.Core
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{
|
2020-01-24 07:22:54 +00:00
|
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public class SaveBlockAccessor8SWSH : SCBlockAccessor, ISaveBlock8Main
|
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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|
{
|
2020-01-24 07:16:09 +00:00
|
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public override IReadOnlyList<SCBlock> BlockInfo { get; }
|
2019-11-16 01:34:18 +00:00
|
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public Box8 BoxInfo { get; }
|
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public Party8 PartyInfo { get; }
|
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 MyItem Items { get; }
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public MyStatus8 MyStatus { get; }
|
2019-10-19 03:42:03 +00:00
|
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|
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public Misc8 Misc { get; }
|
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 Zukan8 Zukan { get; }
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public BoxLayout8 BoxLayout { get; }
|
2019-11-16 01:34:18 +00:00
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public PlayTime8 Played { get; }
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public Fused8 Fused { get; }
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public Daycare8 Daycare { get; }
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public Record8 Records { get; }
|
2019-11-19 01:57:33 +00:00
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public TrainerCard8 TrainerCard{ get; }
|
2019-11-22 06:26:24 +00:00
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public FashionUnlock8 Fashion { get; }
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public RaidSpawnList8 Raid { get; }
|
2020-06-19 23:51:15 +00:00
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public RaidSpawnList8 RaidArmor { get; }
|
2020-01-22 07:23:27 +00:00
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public TitleScreen8 TitleScreen { get; }
|
2020-02-02 02:56:23 +00:00
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public TeamIndexes8 TeamIndexes { get; }
|
2020-02-07 23:59:36 +00:00
|
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public HallOfFameTime8 FameTime { get; }
|
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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|
2020-01-24 07:22:54 +00:00
|
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public SaveBlockAccessor8SWSH(SAV8SWSH sav)
|
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
|
|
|
|
{
|
2019-11-16 01:34:18 +00:00
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BlockInfo = sav.AllBlocks;
|
2020-01-09 16:59:26 +00:00
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BoxInfo = new Box8(sav, GetBlock(KBox));
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PartyInfo = new Party8(sav, GetBlock(KParty));
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Items = new MyItem8(sav, GetBlock(KItem));
|
2020-06-19 23:51:15 +00:00
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Zukan = new Zukan8(sav, GetBlock(KZukan), GetBlockSafe(KZukanR1), GetBlockSafe(KZukanR2));
|
2020-01-09 16:59:26 +00:00
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MyStatus = new MyStatus8(sav, GetBlock(KMyStatus));
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Misc = new Misc8(sav, GetBlock(KMisc));
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BoxLayout = new BoxLayout8(sav, GetBlock(KBoxLayout));
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TrainerCard = new TrainerCard8(sav, GetBlock(KTrainerCard));
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Played = new PlayTime8(sav, GetBlock(KPlayTime));
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Fused = new Fused8(sav, GetBlock(KFused));
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Daycare = new Daycare8(sav, GetBlock(KDaycare));
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Records = new Record8(sav, GetBlock(KRecord), Core.Records.MaxType_SWSH);
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Fashion = new FashionUnlock8(sav, GetBlock(KFashionUnlock));
|
2020-06-19 23:51:15 +00:00
|
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Raid = new RaidSpawnList8(sav, GetBlock(KRaidSpawnList), RaidSpawnList8.RaidCountLegal_O0);
|
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RaidArmor = new RaidSpawnList8(sav, GetBlockSafe(KRaidSpawnListR1), RaidSpawnList8.RaidCountLegal_R1);
|
2020-01-22 07:23:27 +00:00
|
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TitleScreen = new TitleScreen8(sav, GetBlock(KTitleScreenTeam));
|
2020-02-02 02:56:23 +00:00
|
|
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TeamIndexes = new TeamIndexes8(sav, GetBlock(KTeamIndexes));
|
2020-02-07 23:59:36 +00:00
|
|
|
|
FameTime = new HallOfFameTime8(sav, GetBlock(KEnteredHallOfFame));
|
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
|
|
|
|
}
|
|
|
|
|
|
2020-01-09 16:59:26 +00:00
|
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|
/* To dump key list of current format, use the following in the immediate window, and update Meta8
|
|
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|
var blocks = BlockInfo.Where(z => z.Data.Length != 0).Select(z => new KeyValuePair<uint, int>(z.Key, z.Data.Length)).Select(z => $"{z.Key:X8}, {z.Value:X5},");
|
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System.IO.File.WriteAllLines("blank.txt", blocks.ToArray());
|
|
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|
*/
|
2020-01-18 05:53:51 +00:00
|
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|
2020-01-29 00:21:11 +00:00
|
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|
// Arrays (Blocks)
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private const uint KTeamNames = 0x1920C1E4; // Team 1, 2...6 ((10 + terminator)*6 char16 strings)
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private const uint KBoxLayout = 0x19722c89; // Box Names
|
2020-04-16 21:50:41 +00:00
|
|
|
|
public const uint KBoxWallpapers = 0x2EB1B190; // Box Wallpapers
|
2020-04-16 21:21:11 +00:00
|
|
|
|
private const uint KMenuButtons = 0xB1DDDCA8; // X Menu Button Order
|
2020-01-29 00:21:11 +00:00
|
|
|
|
|
2020-01-18 05:53:51 +00:00
|
|
|
|
// Objects (Blocks)
|
2020-01-09 16:59:26 +00:00
|
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private const uint KBox = 0x0d66012c; // Box Data
|
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|
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|
private const uint KMysteryGift = 0x112d5141; // Mystery Gift Data
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|
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|
private const uint KItem = 0x1177c2c4; // Items
|
|
|
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|
private const uint KCoordinates = 0x16aaa7fa; // Coordinates?
|
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|
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|
private const uint KMisc = 0x1b882b09; // Money
|
|
|
|
|
private const uint KParty = 0x2985fe5d; // Party Data
|
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|
|
|
private const uint KDaycare = 0x2d6fba6a; // Daycare slots (2 daycares)
|
2020-02-02 02:56:23 +00:00
|
|
|
|
private const uint KTeamIndexes = 0x33F39467; // Team Indexes for competition
|
2020-01-09 16:59:26 +00:00
|
|
|
|
private const uint KRecord = 0x37da95a3;
|
2020-06-19 23:51:15 +00:00
|
|
|
|
private const uint KZukan = 0x4716c404; // ZukanData_Pokemon
|
|
|
|
|
private const uint KZukanR1 = 0x3F936BA9; // ZukanData_PokemonR1 (Armor)
|
|
|
|
|
private const uint KZukanR2 = 0x3C9366F0; // ZukanData_PokemonR2 (Crown)
|
2020-02-04 02:56:35 +00:00
|
|
|
|
private const uint KCurryDex = 0x6EB72940; // Curry Dex
|
2020-01-09 16:59:26 +00:00
|
|
|
|
private const uint KTrainerCard = 0x874da6fa; // Trainer Card
|
|
|
|
|
private const uint KPlayTime = 0x8cbbfd90; // Time Played
|
|
|
|
|
private const uint KRaidSpawnList = 0x9033eb7b; // Nest current values (hash, seed, meta)
|
2020-06-19 23:51:15 +00:00
|
|
|
|
private const uint KRaidSpawnListR1 = 0x158DA896; // Raid Data for DLC1
|
2020-01-09 16:59:26 +00:00
|
|
|
|
private const uint KFused = 0xc0de5c5f; // Fused PKM (*3)
|
|
|
|
|
private const uint KFashionUnlock = 0xd224f9ac; // Fashion unlock bool array (owned for (each apparel type) * 0x80, then another array for "new")
|
2020-01-22 07:23:27 +00:00
|
|
|
|
private const uint KTitleScreenTeam = 0xE9BE28BF; // Title Screen Team details
|
2020-02-04 02:56:35 +00:00
|
|
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public const uint KEnteredHallOfFame = 0xE2F6E456; // U64 Unix Timestamp
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2020-01-09 16:59:26 +00:00
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private const uint KMyStatus = 0xf25c070e; // Trainer Details
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2020-03-01 08:47:56 +00:00
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private const uint KFriendLeagueCards = 0x28e707f5; // League Cards received from other players
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private const uint KNPCLeagueCards = 0xb1c26fb0; // League Cards received from NPCs
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2020-04-12 23:07:59 +00:00
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2020-02-07 23:33:53 +00:00
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// Rental Teams - Objects (Blocks) (Incrementing internal names?)
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private const uint KRentalTeam1 = 0x149A1DD0;
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//private const uint KRentalTeam2 = 0x159A1F63; // does not exist
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private const uint KRentalTeam3 = 0x169A20F6;
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private const uint KRentalTeam4 = 0x179A2289;
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private const uint KRentalTeam5 = 0x189A241C;
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private const uint KRentalTeam6 = 0x199A25AF;
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2020-02-08 00:32:05 +00:00
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// Download Rules
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private const uint KDownloadRules1 = 0xEEF1B186;
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private const uint KDownloadRules2 = 0xEFF1B319;
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private const uint KDownloadRules3 = 0xF0F1B4AC;
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private const uint KDownloadRules4 = 0xF1F1B63F;
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private const uint KDownloadRules5 = 0xF2F1B7D2;
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private const uint KDownloadRules6 = 0xF3F1B965;
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//private const uint KDownloadRulesX = 0xF4F1BAF8; // does not exist
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//private const uint KDownloadRulesX = 0xF5F1BC8B; // does not exist
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//private const uint KDownloadRulesX = 0xF6F1BE1E; // does not exist
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//private const uint KDownloadRulesX = 0xF7F1BFB1; // does not exist
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//private const uint KDownloadRulesX = 0xF8F1C144; // does not exist
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//private const uint KDownloadRulesX = 0xF9F1C2D7; // does not exist
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private const uint KDownloadRulesU1 = 0xFAF1C46A;
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private const uint KDownloadRulesU2 = 0xFBF1C5FD;
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private const uint KOfficialCompetition = 0xEEE5A3F8;
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2020-01-29 00:21:11 +00:00
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// Raid DLC Flatbuffer Storage Objects (Blocks)
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private const uint KDropRewards = 0x680EEB85; // drop_rewards
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private const uint KDaiEncount = 0xAD3920F5; // dai_encount
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private const uint KNormalEncount = 0xAD9DFA6A; // normal_encount
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private const uint KBonusRewards = 0xEFCAE04E; // bonus_rewards
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2020-01-18 05:53:51 +00:00
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// Values
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2020-03-11 06:18:51 +00:00
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public const uint KCurrentBox = 0x017C3CBB; // U32 Box Index
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2020-01-18 05:53:51 +00:00
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public const uint KGameLanguage = 0x0BFDEBA1; // U32 Game Language
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public const uint KRepel = 0x9ec079da; // U16 Repel Steps remaining
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public const uint KRotoRally = 0x38548020; // U32 Roto Rally Score (99,999 cap)
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2020-01-23 01:06:23 +00:00
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public const uint KBattleTowerSinglesVictory = 0x436CAF2B; // U32 Singles victories (9,999,999 cap)
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public const uint KBattleTowerDoublesVictory = 0x0D477836; // U32 Doubles victories (9,999,999 cap)
|
2020-01-24 02:31:10 +00:00
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public const uint KBattleTowerSinglesStreak = 0x6226F5AD; // U16 Singles Streak (300 cap)
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public const uint KBattleTowerDoublesStreak = 0x5F74FCEE; // U16 Doubles Streak (300 cap)
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public const uint KStarterChoice = 0x3677602D; // U32 Grookey=0, Scorbunny=1, Sobble=2
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public const uint KDiggingDuoStreakSkill = 0xA0F49CFB; // U32
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public const uint KDiggingDuoStreakStamina = 0x066F38F5; // U32
|
2020-02-11 02:14:20 +00:00
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public const uint KBirthMonth = 0x0D987D50; // U32
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public const uint KBirthDay = 0x355C8314; // U32
|
2020-06-21 01:00:35 +00:00
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public const uint KCurrentDexEntry = 0x62743428; // U16 Species ID of last Pokedex entry viewed in Galar Dex
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public const uint KCurrentDexEntryR1 = 0x789FF72D; // U16 Species ID of last Pokedex entry viewed in Armor Dex
|
2020-04-16 20:37:48 +00:00
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public const uint KVolumeBackgroundMusic = 0xF8154AC9; // U32 0-10
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public const uint KVolumeSoundEffects = 0x62F05895; // U32 0-10
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public const uint KVolumePokémonCries = 0x1D482A63; // U32 0-10
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public const uint KOptionTextSpeed = 0x92EB0306; // U32 TextSpeedOption
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public const uint KOptionBattleEffects = 0xCCC153CD; // U32 OptOut (Show effects by default)
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public const uint KOptionBattleStyle = 0x765468C3; // U32 OptOut (Allow Switch by default)
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public const uint KOptionSendToBoxes = 0xB1C7C436; // U32 OptIn
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public const uint KOptionGiveNicknames = 0x26A1BEDE; // U32 OptOut
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public const uint KOptionUseGyroscope = 0x79C56A5C; // U32 OptOut
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public const uint KOptionCameraVertical = 0x2846B7DB; // U32 OptOut Invert=1
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public const uint KOptionCameraHorizontal = 0x7D249649; // U32 OptOut Invert=1
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public const uint KOptionCasualControls = 0x3B23B1E2; // U32 OptOut Casual=0
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public const uint KOptionAutoSave = 0xB027F396; // U32 OptOut AutoSave=0
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public const uint KOptionShowNicknames = 0xCA8A8CEE; // U32 OptOut Show=0
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public const uint KOptionShowMoves = 0x9C781AE2; // U32 OptOut Show=0
|
2020-06-21 02:50:50 +00:00
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|
public const uint KDojoWattDonationTotal = 0xC7161487; // U32 Amount of Watts donated to Master Dojo
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|
public const uint KDiggingPaWattStreak = 0x68BBA8B1; // U32 Most Watts dug up by the Digging Pa
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|
public const uint KAlolanDiglettFound = 0x4AEA5A7E; // U32 Amount of Alolan Diglett found on Isle of Armor
|
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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|
}
|
2020-02-04 02:56:35 +00:00
|
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|
}
|
2020-04-16 21:50:41 +00:00
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|
#pragma warning restore IDE0051 // Remove unused private members
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|
#pragma warning restore RCS1213 // Remove unused member declaration.
|