PKHeX/PKHeX.Core/Saves/Substructures/Gen3/ShadowInfo.cs
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

91 lines
No EOL
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
public sealed class ShadowInfoTableXD
{
private readonly List<ShadowInfoEntryXD> Entries;
private readonly int MaxLength;
private const int SIZE_ENTRY = ShadowInfoEntryXD.SIZE_ENTRY;
public ShadowInfoTableXD(byte[] data)
{
MaxLength = data.Length;
int eCount = data.Length/SIZE_ENTRY;
Entries = new List<ShadowInfoEntryXD>(eCount);
for (int i = 0; i < eCount; i++)
{
var entry = GetEntry(data, i);
//if (entry.Species != 0)
Entries.Add(entry);
}
}
public ShadowInfoTableXD() : this(new byte[SIZE_ENTRY * 200]) { }
private static ShadowInfoEntryXD GetEntry(byte[] data, int i)
{
var d = new byte[SIZE_ENTRY];
Array.Copy(data, i * SIZE_ENTRY, d, 0, SIZE_ENTRY);
var entry = new ShadowInfoEntryXD(d);
return entry;
}
public byte[] FinalData => Entries.SelectMany(entry => entry.Data).Take(MaxLength).ToArray();
public ShadowInfoEntryXD GetEntry(int Species, uint PID)
{
return Entries.Find(entry => entry.PID == PID && entry.Species == Species) ?? new ShadowInfoEntryXD();
}
public void SetEntry(ShadowInfoEntryXD Entry)
{
var entry = GetEntry(Entry.Species, Entry.PID);
if (entry.IsEmpty)
return;
int index = Entries.FindIndex(ent => ent.Species == entry.Species);
if (index >= 0)
Entries[index] = entry;
else
Entries.Add(entry);
}
public ShadowInfoEntryXD this[int index] { get => Entries[index]; set => Entries[index] = value; }
public int Count => Entries.Count;
}
public sealed class ShadowInfoEntryXD
{
public readonly byte[] Data;
internal const int SIZE_ENTRY = 72;
public ShadowInfoEntryXD() => Data = new byte[SIZE_ENTRY];
public ShadowInfoEntryXD(byte[] data) => Data = data;
public bool IsSnagged => Data[0] >> 6 != 0;
public bool IsPurified { get => Data[0] >> 7 == 1; set { Data[0] &= 0x7F; if (value) Data[0] |= 0x80; } }
public int Species { get => BigEndian.ToUInt16(Data, 0x1A); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 0x1A); }
public uint PID { get => BigEndian.ToUInt32(Data, 0x1C); set => BigEndian.GetBytes(value).CopyTo(Data, 0x1C); }
public int Purification { get => BigEndian.ToInt32(Data, 0x24); set => BigEndian.GetBytes(value).CopyTo(Data, 0x24); }
public uint EXP { get => BigEndian.ToUInt32(Data, 0x04) >> 12; set => BigEndian.GetBytes((BigEndian.ToUInt32(Data, 0x04) & 0xFFF) | (value << 12)).CopyTo(Data, 0x04); }
public bool IsEmpty => Species == 0;
}
public sealed class ShadowInfoEntryColo
{
public readonly byte[] Data;
private const int SIZE_ENTRY = 12;
public ShadowInfoEntryColo() => Data = new byte[SIZE_ENTRY];
public ShadowInfoEntryColo(byte[] data) => Data = data;
public uint PID { get => BigEndian.ToUInt32(Data, 0x00); set => BigEndian.GetBytes(value).CopyTo(Data, 0x00); }
public int Met_Location { get => BigEndian.ToUInt16(Data, 0x06); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 0x06); }
public uint _0x08 { get => BigEndian.ToUInt32(Data, 0x08); set => BigEndian.GetBytes(value).CopyTo(Data, 0x08); }
}
}