mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-03 17:29:13 +00:00
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
65 lines
3.1 KiB
C#
65 lines
3.1 KiB
C#
namespace PKHeX.Core
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{
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/// <summary>
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/// <see cref="PersonalInfo"/> class with values from Generation 2 games.
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/// </summary>
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public sealed class PersonalInfoG2 : PersonalInfo
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{
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public const int SIZE = 0x20;
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public PersonalInfoG2(byte[] data) : base(data)
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{
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TMHM = GetBits(Data, 0x18, 0x8);
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}
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public override byte[] Write()
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{
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SetBits(TMHM).CopyTo(Data, 0x18);
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return Data;
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}
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public int DEX_ID { get => Data[0x00]; set => Data[0x00] = (byte)value; }
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public override int HP { get => Data[0x01]; set => Data[0x01] = (byte)value; }
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public override int ATK { get => Data[0x02]; set => Data[0x02] = (byte)value; }
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public override int DEF { get => Data[0x03]; set => Data[0x03] = (byte)value; }
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public override int SPE { get => Data[0x04]; set => Data[0x04] = (byte)value; }
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public override int SPA { get => Data[0x05]; set => Data[0x05] = (byte)value; }
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public override int SPD { get => Data[0x06]; set => Data[0x06] = (byte)value; }
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public override int Type1 { get => Data[0x07]; set => Data[0x07] = (byte)value; }
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public override int Type2 { get => Data[0x08]; set => Data[0x08] = (byte)value; }
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public override int CatchRate { get => Data[0x09]; set => Data[0x09] = (byte)value; }
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public override int BaseEXP { get => Data[0x0A]; set => Data[0x0A] = (byte)value; }
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public int Item1 { get => Data[0xB]; set => Data[0xB] = (byte)value; }
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public int Item2 { get => Data[0xC]; set => Data[0xC] = (byte)value; }
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public override int Gender { get => Data[0xD]; set => Data[0xD] = (byte)value; }
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public override int HatchCycles { get => Data[0xF]; set => Data[0xF] = (byte)value; }
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public override int EXPGrowth { get => Data[0x16]; set => Data[0x16] = (byte)value; }
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public override int EggGroup1 { get => Data[0x17] & 0xF; set => Data[0x17] = (byte)((Data[0x17] & 0xF0) | value); }
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public override int EggGroup2 { get => Data[0x17] >> 4; set => Data[0x17] = (byte)((Data[0x17] & 0x0F) | value << 4); }
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public override int[] Items
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{
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get => new[] { Item1, Item2 };
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set
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{
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if (value?.Length != 2) return;
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Item1 = value[0];
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Item2 = value[1];
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}
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}
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// EV Yields are just aliases for base stats in Gen I
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public override int EV_HP { get => HP; set { } }
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public override int EV_ATK { get => ATK; set { } }
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public override int EV_DEF { get => DEF; set { } }
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public override int EV_SPE { get => SPE; set { } }
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public override int EV_SPA { get => SPA; set { } }
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public override int EV_SPD { get => SPD; set { } }
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// Future game values, unused
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public override int[] Abilities { get => new[] { 0, 0 }; set { } }
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public override int BaseFriendship { get => 70; set { } }
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public override int EscapeRate { get => 0; set { } }
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public override int Color { get => 0; set { } }
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}
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}
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