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
50 lines
No EOL
1.6 KiB
C#
50 lines
No EOL
1.6 KiB
C#
using System;
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namespace PKHeX.Core
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{
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public sealed class ItemInfo6 : SaveBlock
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{
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public ItemInfo6(SaveFile sav, int offset) : base(sav) => Offset = offset;
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private const int BoundItemCount = 4;
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private const int RecentItemCount = 12;
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public int[] SelectItems
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{
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// UP,RIGHT,DOWN,LEFT
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get
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{
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int[] list = new int[BoundItemCount];
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for (int i = 0; i < list.Length; i++)
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list[i] = BitConverter.ToUInt16(Data, Offset + 10 + (2 * i));
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return list;
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}
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set
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{
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if (value.Length != BoundItemCount)
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throw new ArgumentException(nameof(value));
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for (int i = 0; i < value.Length; i++)
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BitConverter.GetBytes((ushort)value[i]).CopyTo(Data, Offset + 10 + (2 * i));
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}
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}
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public int[] RecentItems
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{
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// Items recently interacted with (Give, Use)
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get
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{
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int[] list = new int[RecentItemCount];
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for (int i = 0; i < list.Length; i++)
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list[i] = BitConverter.ToUInt16(Data, Offset + 20 + (2 * i));
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return list;
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}
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set
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{
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if (value.Length != RecentItemCount)
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throw new ArgumentException(nameof(value));
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for (int i = 0; i < value.Length; i++)
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BitConverter.GetBytes((ushort)value[i]).CopyTo(Data, Offset + 20 + (2 * i));
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}
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}
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}
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} |