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
70 lines
No EOL
2.3 KiB
C#
70 lines
No EOL
2.3 KiB
C#
using System;
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namespace PKHeX.Core
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{
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public sealed class MysteryBlock7 : SaveBlock
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{
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private const int FlagStart = 0;
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private const int MaxReceivedFlag = 2048;
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private const int MaxCardsPresent = 48;
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// private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
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private const int CardStart = FlagStart + (MaxReceivedFlag / 8);
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public MysteryBlock7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public MysteryBlock7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
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// Mystery Gift
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public bool[] MysteryGiftReceivedFlags
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{
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get => ArrayUtil.GitBitFlagArray(Data, Offset + FlagStart, MaxReceivedFlag);
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set
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{
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if (value?.Length != MaxReceivedFlag)
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return;
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ArrayUtil.SetBitFlagArray(Data, Offset + FlagStart, value);
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SAV.Edited = true;
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}
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}
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public DataMysteryGift[] MysteryGiftCards
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{
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get
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{
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var cards = new DataMysteryGift[MaxCardsPresent];
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for (int i = 0; i < cards.Length; i++)
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cards[i] = GetGift(i);
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return cards;
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}
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set
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{
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int count = Math.Min(MaxCardsPresent, value.Length);
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for (int i = 0; i < count; i++)
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SetGift((WC7)value[i], i);
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for (int i = value.Length; i < MaxCardsPresent; i++)
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SetGift(new WC7(), i);
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}
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}
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private WC7 GetGift(int index)
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{
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if ((uint)index > MaxCardsPresent)
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throw new ArgumentOutOfRangeException(nameof(index));
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var offset = GetGiftOffset(index);
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var data = SAV.GetData(offset, WC7.Size);
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return new WC7(data);
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}
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private int GetGiftOffset(int index) => Offset + CardStart + (index * WC7.Size);
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private void SetGift(WC7 wc7, int index)
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{
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if ((uint)index > MaxCardsPresent)
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throw new ArgumentOutOfRangeException(nameof(index));
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if (wc7.Data.Length != WC7.Size)
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throw new InvalidCastException(nameof(wc7));
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SAV.SetData(wc7.Data, GetGiftOffset(index));
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}
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}
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} |