PKHeX/PKHeX.Core/Saves/Substructures/Gen7/MyStatus7b.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

84 lines
No EOL
2.2 KiB
C#

using System;
using System.Linq;
namespace PKHeX.Core
{
public sealed class MyStatus7b : SaveBlock
{
public MyStatus7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
// Player Information
// idb uint8 offset: 0x58
public int TID
{
get => BitConverter.ToUInt16(Data, Offset + 0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 0);
}
public int SID
{
get => BitConverter.ToUInt16(Data, Offset + 2);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + 2);
}
public int Game
{
get => Data[Offset + 4];
set => Data[Offset + 4] = (byte)value;
}
public int Gender
{
get => Data[Offset + 5];
set => Data[Offset + 5] = OverworldGender = (byte)value;
}
public const int GameSyncIDSize = 16; // 8 bytes
public string GameSyncID
{
get
{
var data = Data.Skip(Offset + 0x10).Take(GameSyncIDSize / 2).Reverse().ToArray();
return BitConverter.ToString(data).Replace("-", string.Empty);
}
set
{
if (value.Length > 16)
throw new ArgumentException(nameof(value));
Enumerable.Range(0, value.Length)
.Where(x => x % 2 == 0)
.Reverse()
.Select(x => Convert.ToByte(value.Substring(x, 2), 16))
.ToArray().CopyTo(Data, Offset + 0x10);
}
}
public int Language
{
get => Data[Offset + 0x35];
set => Data[Offset + 0x35] = (byte)value;
}
public string OT
{
get => SAV.GetString(Offset + 0x38, 0x1A);
set => SAV.SetString(value, SAV.OTLength).CopyTo(Data, Offset + 0x38);
}
public byte StarterGender
{
get => Data[Offset + 0x0B9];
set => Data[Offset + 0x0B9] = value;
}
public byte OverworldGender // Model
{
get => Data[Offset + 0x108];
set => Data[Offset + 0x108] = value;
}
}
}