PKHeX/PKHeX.Core/Saves/Substructures/Gen7/MyItem7b.cs

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using System.Collections.Generic;
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namespace PKHeX.Core
{
public sealed class MyItem7b : MyItem
{
private const int Medicine = 0x0000; // 0
private const int TM = 0x00F0; // 1
private const int Candy = 0x02A0; // 2
private const int PowerUp = 0x05C0; // 3
private const int Catching = 0x0818; // 4
private const int Battle = 0x08E0; // 5
private const int Key = 0x0B38; // 6
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 MyItem7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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public override IReadOnlyList<InventoryPouch> Inventory
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{
get
{
var pouch = new[]
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{
new InventoryPouch7b(InventoryType.Medicine, Legal.Pouch_Medicine_GG, 999, Medicine, PouchSize7b.Medicine),
new InventoryPouch7b(InventoryType.TMHMs, Legal.Pouch_TM_GG, 1, TM, PouchSize7b.TM),
new InventoryPouch7b(InventoryType.Balls, Legal.Pouch_Catching_GG, 999, Catching, PouchSize7b.Catching),
new InventoryPouch7b(InventoryType.Items, Legal.Pouch_Regular_GG, 999, Key, PouchSize7b.Items),
new InventoryPouch7b(InventoryType.BattleItems, Legal.Pouch_Battle_GG, 999, Battle, PouchSize7b.Battle),
new InventoryPouch7b(InventoryType.ZCrystals, Legal.Pouch_PowerUp_GG, 999, PowerUp, PouchSize7b.PowerUp),
new InventoryPouch7b(InventoryType.Candy, Legal.Pouch_Candy_GG, 999, Candy, PouchSize7b.Candy),
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};
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return pouch.LoadAll(Data);
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}
set
{
foreach (var p in value)
((InventoryPouch7b)p).SanitizeCounts();
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value.SaveAll(Data);
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}
}
}
}