mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-24 04:53:08 +00:00
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
47 lines
No EOL
1.4 KiB
C#
47 lines
No EOL
1.4 KiB
C#
namespace PKHeX.Core
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{
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public sealed class BoxLayout5 : SaveBlock
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{
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public BoxLayout5(SAV5BW sav, int offset) : base(sav) => Offset = offset;
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public BoxLayout5(SAV5B2W2 sav, int offset) : base(sav) => Offset = offset;
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public int CurrentBox { get => Data[Offset]; set => Data[Offset] = (byte)value; }
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public int GetBoxNameOffset(int box) => Offset + (0x28 * box) + 4;
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public int GetBoxWallpaperOffset(int box) => Offset + 0x3C4 + box;
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public int GetBoxWallpaper(int box)
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{
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if ((uint)box > SAV.BoxCount)
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return 0;
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return Data[GetBoxWallpaperOffset(box)];
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}
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public void SetBoxWallpaper(int box, int value)
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{
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if ((uint)box > SAV.BoxCount)
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return;
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Data[GetBoxWallpaperOffset(box)] = (byte)value;
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}
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public string GetBoxName(int box)
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{
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if (box >= SAV.BoxCount)
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return string.Empty;
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return SAV.GetString(GetBoxNameOffset(box), 0x14);
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}
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public void SetBoxName(int box, string value)
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{
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if (value.Length > 0x26 / 2)
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return;
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var data = SAV.SetString(value + '\uFFFF', 0x14, 0x14, 0);
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SAV.SetData(data, GetBoxNameOffset(box));
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}
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public string this[int i]
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{
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get => GetBoxName(i);
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set => SetBoxName(i, value);
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}
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}
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} |