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
43 lines
No EOL
1.5 KiB
C#
43 lines
No EOL
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Footer checksum block layout <see cref="SaveFile"/>, marked with "BEEF" magic number.
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/// </summary>
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/// <remarks>Shared logic is used by Gen6 and Gen7 save files.</remarks>
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public abstract class SAV_BEEF : SaveFile, ISecureValueStorage
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{
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protected SAV_BEEF(byte[] data, int biOffset) : base(data)
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{
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BlockInfoOffset = biOffset;
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}
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protected SAV_BEEF(int size, int biOffset) : base(size)
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{
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BlockInfoOffset = biOffset;
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}
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public abstract IReadOnlyList<BlockInfo> AllBlocks { get; }
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protected override void SetChecksums() => AllBlocks.SetChecksums(Data);
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public override bool ChecksumsValid => AllBlocks.GetChecksumsValid(Data);
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public override string ChecksumInfo => AllBlocks.GetChecksumInfo(Data);
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public override string MiscSaveInfo() => string.Join(Environment.NewLine, AllBlocks.Select(b => b.Summary));
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protected readonly int BlockInfoOffset;
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public ulong TimeStampCurrent
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{
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get => BitConverter.ToUInt64(Data, BlockInfoOffset);
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set => BitConverter.GetBytes(value).CopyTo(Data, BlockInfoOffset);
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}
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public ulong TimeStampPrevious
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{
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get => BitConverter.ToUInt64(Data, BlockInfoOffset);
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set => BitConverter.GetBytes(value).CopyTo(Data, BlockInfoOffset);
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}
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}
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} |