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
54 lines
No EOL
2.2 KiB
C#
54 lines
No EOL
2.2 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 8 <see cref="SaveFile"/> object for <see cref="GameVersion.SWSH"/> games.
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/// </summary>
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public sealed class SAV8SWSH : SAV8, ISaveBlock8SWSH
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{
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public SAV8SWSH(byte[] data) : base(data, SaveBlockAccessorSWSH.boGG)
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{
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Blocks = new SaveBlockAccessorSWSH(this);
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Initialize();
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}
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public SAV8SWSH() : base(SaveUtil.SIZE_G8SWSH, SaveBlockAccessorSWSH.boGG)
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{
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Blocks = new SaveBlockAccessorSWSH(this);
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Initialize();
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}
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public override PersonalTable Personal => PersonalTable.SWSH;
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SWSH;
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#region Blocks
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public SaveBlockAccessorSWSH Blocks { get; }
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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public override MyItem Items => Blocks.Items;
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public override Record8 Records => Blocks.Records;
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public override PlayTime8 Played => Blocks.Played;
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public override MyStatus8 MyStatus => Blocks.MyStatus;
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public override ConfigSave8 Config => Blocks.Config;
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public override GameTime8 GameTime => Blocks.GameTime;
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public override Misc8 MiscBlock => Blocks.MiscBlock;
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public override Zukan8 Zukan => Blocks.Zukan;
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public override EventWork8 EventWork => Blocks.EventWork;
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public override BoxLayout8 BoxLayout => Blocks.BoxLayout;
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public override Situation8 Situation => Blocks.Situation;
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public override FieldMoveModelSave8 OverworldBlock => Blocks.OverworldBlock;
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#endregion
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public override SaveFile Clone() => new SAV8SWSH((byte[])Data.Clone());
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public override int MaxMoveID => Legal.MaxMoveID_8;
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public override int MaxSpeciesID => Legal.MaxSpeciesID_8;
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public override int MaxItemID => Legal.MaxItemID_8;
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public override int MaxBallID => Legal.MaxBallID_8;
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public override int MaxGameID => Legal.MaxGameID_8;
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public override int MaxAbilityID => Legal.MaxAbilityID_8;
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private void Initialize()
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{
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}
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}
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} |