2020-09-06 17:53:13 +00:00
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using System;
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using System.Collections.Generic;
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namespace PKHeX.Core
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2016-09-02 21:20:39 +00:00
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{
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2017-10-24 06:12:58 +00:00
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/// <summary>
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/// <see cref="PersonalInfo"/> class with values from Generation 2 games.
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/// </summary>
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2019-10-04 02:09:02 +00:00
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public sealed class PersonalInfoG2 : PersonalInfo
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2016-09-02 21:20:39 +00:00
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{
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public const int SIZE = 0x20;
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2018-07-27 02:34:27 +00:00
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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 PersonalInfoG2(byte[] data) : base(data)
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2016-09-02 21:20:39 +00:00
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{
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2018-02-17 03:34:42 +00:00
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TMHM = GetBits(Data, 0x18, 0x8);
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2016-09-02 21:20:39 +00:00
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}
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2018-07-27 02:34:27 +00:00
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2016-09-02 21:20:39 +00:00
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public override byte[] Write()
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{
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2017-06-18 01:37:19 +00:00
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SetBits(TMHM).CopyTo(Data, 0x18);
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2016-09-02 21:20:39 +00:00
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return Data;
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}
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2017-05-13 03:32:36 +00:00
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public int DEX_ID { get => Data[0x00]; set => Data[0x00] = (byte)value; }
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public override int HP { get => Data[0x01]; set => Data[0x01] = (byte)value; }
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public override int ATK { get => Data[0x02]; set => Data[0x02] = (byte)value; }
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public override int DEF { get => Data[0x03]; set => Data[0x03] = (byte)value; }
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public override int SPE { get => Data[0x04]; set => Data[0x04] = (byte)value; }
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public override int SPA { get => Data[0x05]; set => Data[0x05] = (byte)value; }
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public override int SPD { get => Data[0x06]; set => Data[0x06] = (byte)value; }
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2018-03-18 18:22:20 +00:00
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public override int Type1 { get => Data[0x07]; set => Data[0x07] = (byte)value; }
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public override int Type2 { get => Data[0x08]; set => Data[0x08] = (byte)value; }
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2017-05-13 03:32:36 +00:00
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public override int CatchRate { get => Data[0x09]; set => Data[0x09] = (byte)value; }
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public override int BaseEXP { get => Data[0x0A]; set => Data[0x0A] = (byte)value; }
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2017-12-27 02:54:03 +00:00
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public int Item1 { get => Data[0xB]; set => Data[0xB] = (byte)value; }
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public int Item2 { get => Data[0xC]; set => Data[0xC] = (byte)value; }
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2017-05-13 03:32:36 +00:00
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public override int Gender { get => Data[0xD]; set => Data[0xD] = (byte)value; }
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public override int HatchCycles { get => Data[0xF]; set => Data[0xF] = (byte)value; }
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public override int EXPGrowth { get => Data[0x16]; set => Data[0x16] = (byte)value; }
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2018-07-27 02:34:27 +00:00
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public override int EggGroup1 { get => Data[0x17] & 0xF; set => Data[0x17] = (byte)((Data[0x17] & 0xF0) | value); }
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public override int EggGroup2 { get => Data[0x17] >> 4; set => Data[0x17] = (byte)((Data[0x17] & 0x0F) | value << 4); }
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2017-12-27 02:54:03 +00:00
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2020-09-06 17:53:13 +00:00
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public override IReadOnlyList<int> Items
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2016-09-02 21:20:39 +00:00
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{
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2017-12-27 02:54:03 +00:00
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get => new[] { Item1, Item2 };
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2016-09-02 21:20:39 +00:00
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set
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{
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2020-09-06 17:53:13 +00:00
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if (value.Count != 2) return;
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2017-12-27 02:54:03 +00:00
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Item1 = value[0];
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Item2 = value[1];
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2016-09-02 21:20:39 +00:00
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}
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}
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// EV Yields are just aliases for base stats in Gen I
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2017-05-13 03:32:36 +00:00
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public override int EV_HP { get => HP; set { } }
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public override int EV_ATK { get => ATK; set { } }
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public override int EV_DEF { get => DEF; set { } }
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public override int EV_SPE { get => SPE; set { } }
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public override int EV_SPA { get => SPA; set { } }
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public override int EV_SPD { get => SPD; set { } }
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2016-09-02 21:20:39 +00:00
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// Future game values, unused
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2020-09-06 17:53:13 +00:00
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public override IReadOnlyList<int> Abilities { get => Array.Empty<int>(); set { } }
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public override int GetAbilityIndex(int abilityID) => -1;
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2017-05-13 03:32:36 +00:00
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public override int BaseFriendship { get => 70; set { } }
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public override int EscapeRate { get => 0; set { } }
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public override int Color { get => 0; set { } }
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2016-09-02 21:20:39 +00:00
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}
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}
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