PKHeX/PKHeX.Core/Saves/Substructures/Gen6/MyStatus6XY.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

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C#

using System;
namespace PKHeX.Core
{
/// <summary>
/// XY specific features for <see cref="MyStatus6"/>
/// </summary>
/// <remarks>These properties are technically included in OR/AS but they are unused; assumed backwards compatibility for communications with XY</remarks>
public sealed class MyStatus6XY : MyStatus6
{
public MyStatus6XY(SaveFile sav, int offset) : base(sav, offset) { }
public TrainerFashion6 Fashion
{
get => TrainerFashion6.GetFashion(SAV.Data, Offset + 0x30, SAV.Gender);
set => value.Write(Data, Offset + 0x30);
}
public string OT_Nick
{
get => SAV.GetString(Offset + 0x62, SAV6XY.ShortStringLength / 2);
set => SAV.SetData(SAV.SetString(value, SAV6XY.ShortStringLength / 2), Offset + 0x62);
}
public short EyeColor
{
get => BitConverter.ToInt16(Data, Offset + 0x148);
set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x148);
}
}
}