PKHeX/PKHeX.Core/Saves/Substructures/Misc/FestaFacility.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

64 lines
3.1 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class FestaFacility
{
private const int SIZE = 0x48;
private readonly byte[] Data;
private readonly int Language;
private readonly int ofs;
public FestaFacility(SAV7 sav, int index)
{
ofs = (index * SIZE) + sav.Festa.Offset + 0x310;
Data = sav.GetData(ofs, SIZE);
Language = sav.Language;
}
public void CopyTo(SAV7 sav) => sav.SetData(Data, ofs);
public int Type { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public int Color { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public bool IsIntroduced { get => Data[0x02] != 0; set => Data[0x02] = (byte)(value ? 1 : 0); }
public int Gender { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public string OT_Name { get => StringConverter.GetString7(Data, 0x04, 0x1A); set => StringConverter.SetString7(value, 12, Language).CopyTo(Data, 0x04); }
private int MessageMeet { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1E); }
private int MessagePart { get => BitConverter.ToUInt16(Data, 0x20); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x20); }
private int MessageMoved { get => BitConverter.ToUInt16(Data, 0x22); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x22); }
private int MessageDisappointed { get => BitConverter.ToUInt16(Data, 0x24); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x24); }
public int UsedLuckyRank { get => Data[0x26]; set => Data[0x26] = (byte)value; } // 1:a bit, 2:a whole lot, 3:a whole ton
public int UsedLuckyPlace { get => Data[0x27]; set => Data[0x27] = (byte)value; } // 1:GTS, ... 7:haunted house
public uint UsedFlags { get => BitConverter.ToUInt32(Data, 0x28); set => BitConverter.GetBytes(value).CopyTo(Data, 0x28); }
public uint UsedRandStat { get => BitConverter.ToUInt32(Data, 0x2C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x2C); }
public int NPC { get => Math.Max(0, BitConverter.ToInt32(Data, 0x30)); set => BitConverter.GetBytes(Math.Max(0, value)).CopyTo(Data, 0x30); }
public byte[] TrainerFesID { get => Data.Slice(0x34, 0xC); set => value.CopyTo(Data, 0x34); }
public int ExchangeLeftCount { get => Data[0x40]; set => Data[0x40] = (byte)value; } // used when Type=Exchange
public int GetMessage(int index)
{
return index switch
{
0 => MessageMeet,
1 => MessagePart,
2 => MessageMoved,
3 => MessageDisappointed,
_ => 0
};
}
public void SetMessage(int index, ushort value)
{
switch (index)
{
case 0: MessageMeet = value; break;
case 1: MessagePart = value; break;
case 2: MessageMoved = value; break;
case 3: MessageDisappointed = value; break;
default: return;
}
}
}
}