mirror of
https://github.com/kwsch/PKHeX
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02420d3e93
* 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
65 lines
No EOL
2.5 KiB
C#
65 lines
No EOL
2.5 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Generation 6 <see cref="SaveFile"/> object for <see cref="GameVersion.ORASDEMO"/>.
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/// </summary>
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/// <inheritdoc cref="SAV6" />
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public sealed class SAV6AODemo : SAV6
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{
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public SAV6AODemo(byte[] data) : base(data, SaveBlockAccessorAODemo.boAOdemo)
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{
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Blocks = new SaveBlockAccessorAODemo(this);
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Initialize();
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}
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public SAV6AODemo() : base(SaveUtil.SIZE_G6ORASDEMO, SaveBlockAccessorAODemo.boAOdemo)
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{
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Blocks = new SaveBlockAccessorAODemo(this);
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Initialize();
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}
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public override PersonalTable Personal => PersonalTable.AO;
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItem_AO;
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public override SaveFile Clone() => new SAV6AODemo((byte[])Data.Clone());
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public override int MaxMoveID => Legal.MaxMoveID_6_AO;
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public override int MaxItemID => Legal.MaxItemID_6_AO;
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public override int MaxAbilityID => Legal.MaxAbilityID_6_AO;
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public SaveBlockAccessorAODemo Blocks { get; }
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private void Initialize()
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{
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Party = 0x03E00;
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EventConst = 0x04600;
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EventFlag = EventConst + 0x2FC;
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}
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public override GameVersion Version
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{
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get
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{
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switch (Game)
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{
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case (int)GameVersion.AS: return GameVersion.AS;
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case (int)GameVersion.OR: return GameVersion.OR;
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}
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return GameVersion.Invalid;
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}
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}
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public override uint Money { get => Blocks.Misc.Money; set => Blocks.Misc.Money = value; }
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public override int Vivillon { get => Blocks.Misc.Vivillon; set => Blocks.Misc.Vivillon = value; } // unused
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public override int Badges { get => Blocks.Misc.Badges; set => Blocks.Misc.Badges = value; } // unused
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public override int BP { get => Blocks.Misc.BP; set => Blocks.Misc.BP = value; } // unused
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public override MyItem Items => Blocks.Items;
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public override ItemInfo6 ItemInfo => Blocks.ItemInfo;
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public override GameTime6 GameTime => Blocks.GameTime;
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public override Situation6 Situation => Blocks.Situation;
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public override PlayTime6 Played => Blocks.Played;
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public override MyStatus6 Status => Blocks.Status;
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public override Record6 Records => Blocks.Records;
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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}
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} |