PKHeX/PKHeX.Core/Saves/SAV8SWSH.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

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2.2 KiB
C#

using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Generation 8 <see cref="SaveFile"/> object for <see cref="GameVersion.SWSH"/> games.
/// </summary>
public sealed class SAV8SWSH : SAV8, ISaveBlock8SWSH
{
public SAV8SWSH(byte[] data) : base(data, SaveBlockAccessorSWSH.boGG)
{
Blocks = new SaveBlockAccessorSWSH(this);
Initialize();
}
public SAV8SWSH() : base(SaveUtil.SIZE_G8SWSH, SaveBlockAccessorSWSH.boGG)
{
Blocks = new SaveBlockAccessorSWSH(this);
Initialize();
}
public override PersonalTable Personal => PersonalTable.SWSH;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SWSH;
#region Blocks
public SaveBlockAccessorSWSH Blocks { get; }
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
public override MyItem Items => Blocks.Items;
public override Record8 Records => Blocks.Records;
public override PlayTime8 Played => Blocks.Played;
public override MyStatus8 MyStatus => Blocks.MyStatus;
public override ConfigSave8 Config => Blocks.Config;
public override GameTime8 GameTime => Blocks.GameTime;
public override Misc8 MiscBlock => Blocks.MiscBlock;
public override Zukan8 Zukan => Blocks.Zukan;
public override EventWork8 EventWork => Blocks.EventWork;
public override BoxLayout8 BoxLayout => Blocks.BoxLayout;
public override Situation8 Situation => Blocks.Situation;
public override FieldMoveModelSave8 OverworldBlock => Blocks.OverworldBlock;
#endregion
public override SaveFile Clone() => new SAV8SWSH((byte[])Data.Clone());
public override int MaxMoveID => Legal.MaxMoveID_8;
public override int MaxSpeciesID => Legal.MaxSpeciesID_8;
public override int MaxItemID => Legal.MaxItemID_8;
public override int MaxBallID => Legal.MaxBallID_8;
public override int MaxGameID => Legal.MaxGameID_8;
public override int MaxAbilityID => Legal.MaxAbilityID_8;
private void Initialize()
{
}
}
}