PKHeX/PKHeX.Core/PersonalInfo/PersonalInfoSM.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

36 lines
1.3 KiB
C#

using System;
namespace PKHeX.Core
{
/// <summary>
/// <see cref="PersonalInfo"/> class with values from the Sun &amp; Moon games.
/// </summary>
public class PersonalInfoSM : PersonalInfoXY
{
public new const int SIZE = 0x54;
public PersonalInfoSM(byte[] data) : base(data)
{
TMHM = GetBits(Data, 0x28, 0x10); // 36-39
TypeTutors = GetBits(Data, 0x38, 0x4); // 40
SpecialTutors = new[]
{
GetBits(Data, 0x3C, 0x0A),
};
}
public override byte[] Write()
{
SetBits(TMHM).CopyTo(Data, 0x28);
SetBits(TypeTutors).CopyTo(Data, 0x38);
SetBits(SpecialTutors[0]).CopyTo(Data, 0x3C);
return Data;
}
public int SpecialZ_Item { get => BitConverter.ToUInt16(Data, 0x4C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x4C); }
public int SpecialZ_BaseMove { get => BitConverter.ToUInt16(Data, 0x4E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x4E); }
public int SpecialZ_ZMove { get => BitConverter.ToUInt16(Data, 0x50); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x50); }
public bool LocalVariant { get => Data[0x52] == 1; set => Data[0x52] = (byte)(value ? 1 : 0); }
}
}