PKHeX/PKHeX.Core/Saves/Substructures/Gen6/IPokePuff.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

50 lines
No EOL
1.3 KiB
C#

using System;
namespace PKHeX.Core
{
public interface IPokePuff
{
Puff6 PuffBlock { get; }
}
public interface IOPower
{
OPower6 OPowerBlock { get; }
}
public interface ILink
{
Link6 LinkBlock { get; }
}
public sealed class Link6 : SaveBlock
{
public Link6(SAV6XY sav, int offset) : base(sav) => Offset = offset;
public Link6(SAV6AO sav, int offset) : base(sav) => Offset = offset;
public byte[] GetLinkInfoData() => Data.Slice(Offset + 0x1FF, PL6.Size);
public PL6 GetLinkInfo() => new PL6(GetLinkInfoData());
public void SetLinkInfoData(byte[] data)
{
data.CopyTo(Data, Offset);
Checksum = GetCalculatedChecksum(); // [app,chk)
}
public void SetLinkInfo(PL6 pl6)
{
pl6.Data.CopyTo(Data, Offset + 0x1FF);
Checksum = GetCalculatedChecksum(); // [app,chk)
}
private ushort GetCalculatedChecksum() => Checksums.CRC16_CCITT(Data, Offset + 0x200, 0xC48 - 4 - 0x200); // [app,chk)
private int GetChecksumOffset() => Offset + 0xC48 - 4;
public ushort Checksum
{
get => BitConverter.ToUInt16(Data, GetChecksumOffset());
set => BitConverter.GetBytes(value).CopyTo(Data, GetChecksumOffset());
}
}
}