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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using System;
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namespace PKHeX.Core
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{
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public sealed class Situation8 : SaveBlock
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{
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public Situation8(SAV8SWSH sav, int offset) : base(sav) => Offset = offset;
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// "StartLocation"
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public int M { get => BitConverter.ToUInt16(Data, Offset + 0x00); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x00); }
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public float X { get => BitConverter.ToSingle(Data, Offset + 0x08); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x08); }
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public float Z { get => BitConverter.ToSingle(Data, Offset + 0x10); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x10); }
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public float Y { get => (int)BitConverter.ToSingle(Data, Offset + 0x18); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x18); }
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public float R { get => (int)BitConverter.ToSingle(Data, Offset + 0x20); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x20); }
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public void UpdateOverworldCoordinates()
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{
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2019-10-19 03:42:03 +00:00
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var o = ((SAV8)SAV).Overworld;
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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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o.M = M;
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o.X = X;
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o.Z = Z;
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o.Y = Y;
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o.R = R;
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}
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public int SpecialLocation
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{
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get => Data[Offset + 0x24];
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set => Data[Offset + 0x24] = (byte)value;
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}
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public int WarpContinueRequest
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{
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get => Data[Offset + 0x6E];
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set => Data[Offset + 0x6E] = (byte)value;
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}
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public int StepCountEgg
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{
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get => BitConverter.ToInt32(Data, Offset + 0x70);
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set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x70);
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}
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public int LastZoneID
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{
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get => BitConverter.ToUInt16(Data, Offset + 0x74);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x74);
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}
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public int StepCountFriendship
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{
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get => BitConverter.ToUInt16(Data, Offset + 0x76);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x76);
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}
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public int StepCountAffection // Kawaigari
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{
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get => BitConverter.ToUInt16(Data, Offset + 0x78);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0x78);
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}
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}
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}
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