PKHeX/PKHeX.Core/Saves/Substructures/Gen7/MyItem7SM.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

32 lines
No EOL
1.5 KiB
C#

namespace PKHeX.Core
{
public sealed class MyItem7SM : MyItem
{
private const int HeldItem = 0; // 430 (Case 0)
private const int KeyItem = HeldItem + (4 * 430); // 184 (Case 4)
private const int TMHM = KeyItem + (4 * 184); // 108 (Case 2)
private const int Medicine = TMHM + (4 * 108); // 64 (Case 1)
private const int Berry = Medicine + (4 * 64); // 72 (Case 3)
private const int ZCrystals = Berry + (4 * 72); // 30 (Case 5)
public MyItem7SM(SAV7SM SAV, int offset) : base(SAV) => Offset = offset;
public override InventoryPouch[] Inventory
{
get
{
InventoryPouch[] pouch =
{
new InventoryPouch7(InventoryType.Medicine, Legal.Pouch_Medicine_SM, 999, Offset + Medicine),
new InventoryPouch7(InventoryType.Items, Legal.Pouch_Items_SM, 999, Offset + HeldItem),
new InventoryPouch7(InventoryType.TMHMs, Legal.Pouch_TMHM_SM, 1, Offset + TMHM),
new InventoryPouch7(InventoryType.Berries, Legal.Pouch_Berries_SM, 999, Offset + Berry),
new InventoryPouch7(InventoryType.KeyItems, Legal.Pouch_Key_SM, 1, Offset + KeyItem),
new InventoryPouch7(InventoryType.ZCrystals, Legal.Pouch_ZCrystal_SM, 1, Offset + ZCrystals),
};
return pouch.LoadAll(Data);
}
set => value.SaveAll(Data);
}
}
}