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
28 lines
No EOL
1.3 KiB
C#
28 lines
No EOL
1.3 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 4 <see cref="SaveFile"/> object that reads Generation 4 PokeStock .stk dumps.
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/// </summary>
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public sealed class Bank4 : BulkStorage
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{
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public Bank4(byte[] data) : base(data, typeof(PK4), 0) => Version = GameVersion.HGSS;
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public override PersonalTable Personal => PersonalTable.HGSS;
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_HGSS;
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public override SaveFile Clone() => new Bank4((byte[])Data.Clone());
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public override string PlayTimeString => Checksums.CRC16(Data, 0, Data.Length).ToString("X4");
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protected override string BAKText => PlayTimeString;
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public override string Extension => ".stk";
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public override string Filter { get; } = "PokeStock G4 Storage|*.stk*";
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public override int BoxCount => 64;
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private const int BoxNameSize = 0x18;
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private int BoxDataSize => SlotsPerBox * SIZE_STORED;
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public override int GetBoxOffset(int box) => Box + (BoxDataSize * box);
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public override string GetBoxName(int box) => GetString(GetBoxNameOffset(box), BoxNameSize / 2);
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private static int GetBoxNameOffset(int box) => 0x3FC00 + (0x19 * box);
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}
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} |