PKHeX/PKHeX.Core/Saves/SAV5B2W2.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

48 lines
No EOL
1.8 KiB
C#

using System.Collections.Generic;
namespace PKHeX.Core
{
public sealed class SAV5B2W2 : SAV5, ISaveBlock5B2W2
{
public SAV5B2W2() : base(SaveUtil.SIZE_G5RAW)
{
Blocks = new SaveBlockAccessor5B2W2(this);
Initialize();
}
public SAV5B2W2(byte[] data) : base(data)
{
Blocks = new SaveBlockAccessor5B2W2(this);
Initialize();
}
public override PersonalTable Personal => PersonalTable.B2W2;
public SaveBlockAccessor5B2W2 Blocks { get; }
public override SaveFile Clone() => new SAV5B2W2((byte[])Data.Clone()) { Footer = (byte[])Footer.Clone() };
protected override int EventConstMax => 0x1AF; // this doesn't seem right?
protected override int EventFlagMax => 0xBF8;
public override int MaxItemID => Legal.MaxItemID_5_B2W2;
private void Initialize()
{
BattleBox = 0x20900;
EventConst = 0x1FF00;
EventFlag = EventConst + 0x35E;
CGearInfoOffset = 0x1C000;
CGearDataOffset = 0x52800;
EntreeForestOffset = 0x22A00;
PokeDex = Blocks.Zukan.PokeDex;
}
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
public override MyItem Items => Blocks.Items;
public override Zukan5 Zukan => Blocks.Zukan;
public override Misc5 MiscBlock => Blocks.MiscBlock;
public override MysteryBlock5 MysteryBlock => Blocks.MysteryBlock;
public override Daycare5 DaycareBlock => Blocks.DaycareBlock;
public override BoxLayout5 BoxLayout => Blocks.BoxLayout;
public override PlayerData5 PlayerData => Blocks.PlayerData;
public override BattleSubway5 BattleSubwayBlock => Blocks.BattleSubwayBlock;
public PWTBlock5 PWTBlock => Blocks.PWTBlock;
}
}