PKHeX/PKHeX.Core/PersonalInfo/PersonalInfoG3.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

73 lines
4 KiB
C#

using System;
namespace PKHeX.Core
{
/// <summary>
/// <see cref="PersonalInfo"/> class with values from Generation 3 games.
/// </summary>
public class PersonalInfoG3 : PersonalInfo
{
public const int SIZE = 0x1C;
public PersonalInfoG3(byte[] data) : base(data)
{
}
public override byte[] Write() => Data;
public override int HP { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public override int ATK { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public override int DEF { get => Data[0x02]; set => Data[0x02] = (byte)value; }
public override int SPE { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public override int SPA { get => Data[0x04]; set => Data[0x04] = (byte)value; }
public override int SPD { get => Data[0x05]; set => Data[0x05] = (byte)value; }
public override int Type1 { get => Data[0x06]; set => Data[0x06] = (byte)value; }
public override int Type2 { get => Data[0x07]; set => Data[0x07] = (byte)value; }
public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; }
public override int BaseEXP { get => Data[0x09]; set => Data[0x09] = (byte)value; }
private int EVYield { get => BitConverter.ToUInt16(Data, 0x0A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x0A); }
public override int EV_HP { get => EVYield >> 0 & 0x3; set => EVYield = (EVYield & ~(0x3 << 0)) | (value & 0x3) << 0; }
public override int EV_ATK { get => EVYield >> 2 & 0x3; set => EVYield = (EVYield & ~(0x3 << 2)) | (value & 0x3) << 2; }
public override int EV_DEF { get => EVYield >> 4 & 0x3; set => EVYield = (EVYield & ~(0x3 << 4)) | (value & 0x3) << 4; }
public override int EV_SPE { get => EVYield >> 6 & 0x3; set => EVYield = (EVYield & ~(0x3 << 6)) | (value & 0x3) << 6; }
public override int EV_SPA { get => EVYield >> 8 & 0x3; set => EVYield = (EVYield & ~(0x3 << 8)) | (value & 0x3) << 8; }
public override int EV_SPD { get => EVYield >> 10 & 0x3; set => EVYield = (EVYield & ~(0x3 << 10)) | (value & 0x3) << 10; }
public int Item1 { get => BitConverter.ToInt16(Data, 0xC); set => BitConverter.GetBytes((short)value).CopyTo(Data, 0xC); }
public int Item2 { get => BitConverter.ToInt16(Data, 0xE); set => BitConverter.GetBytes((short)value).CopyTo(Data, 0xE); }
public override int Gender { get => Data[0x10]; set => Data[0x10] = (byte)value; }
public override int HatchCycles { get => Data[0x11]; set => Data[0x11] = (byte)value; }
public override int BaseFriendship { get => Data[0x12]; set => Data[0x12] = (byte)value; }
public override int EXPGrowth { get => Data[0x13]; set => Data[0x13] = (byte)value; }
public override int EggGroup1 { get => Data[0x14]; set => Data[0x14] = (byte)value; }
public override int EggGroup2 { get => Data[0x15]; set => Data[0x15] = (byte)value; }
public int Ability1 { get => Data[0x16]; set => Data[0x16] = (byte)value; }
public int Ability2 { get => Data[0x17]; set => Data[0x17] = (byte)value; }
public override int EscapeRate { get => Data[0x18]; set => Data[0x18] = (byte)value; }
public override int Color { get => Data[0x19] & 0x7F; set => Data[0x19] = (byte)((Data[0x19] & 0x80) | value); }
public bool NoFlip { get => Data[0x19] >> 7 == 1; set => Data[0x19] = (byte)(Color | (value ? 0x80 : 0)); }
public override int[] Items
{
get => new[] { Item1, Item2 };
set
{
if (value?.Length != 2) return;
Item1 = value[0];
Item2 = value[1];
}
}
public override int[] Abilities
{
get => new[] { Ability1, Ability2 };
set
{
if (value?.Length != 2) return;
Ability1 = (byte)value[0];
Ability2 = (byte)value[1];
}
}
public bool HasSecondAbility => Ability1 != Ability2;
}
}