Commit graph

7 commits

Author SHA1 Message Date
Kurt
02420d3e93
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
2019-10-16 18:47:31 -07:00
Kurt
4baf745af8 Use some c#8 sugar
static local functions
switch expressions
using usings :)

nullable next?
2019-10-07 18:40:09 -07:00
Kurt
c345688f6d Fix dex lang bitflag offset write
LangFlags is expected to be less than 0x500 or whatever, zero indexed to
the start of the dex block; NOT an absolute position.
I don't feel like making every usage consistent (gen5, gui editors)
which use the absolute position, so just adjust in the zukan
constructors
2019-06-22 16:53:25 -07:00
Kurt
13a6d16cb9 Relocate checksum/dexform logic 2019-03-16 12:01:21 -07:00
Kurt
f6508bec5b Add dex size record editing via pokedex editor
Closes #2186
2018-11-29 21:40:20 -08:00
Kurt
35a85670b3 Set height/weight dex values
Closes #2167
Based off sub_71001D16A0 with shortcut modifications:
* code marks new entries for evolution processing later using the low
bit (hence the << 1); in save files I can't see any bits set, but I
can't see anywhere in the code that DOESNT set this bit. Thus the
assumption of post-processing.

As noted in gameplay, a new capture doesn't set Min and Max; it only
sets it if it is above the usual sizing values.

Megas apparently don't set until seen in battle, so don't worry about
setting the other forme based indexes.
2018-11-27 22:05:36 -08:00
Kurt
49c4043e19 Update dex abstractions, add gg dex 2018-11-13 19:14:23 -08:00