PKHeX/PKHeX.Core/Saves/Substructures/Mail/Mail2.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

69 lines
No EOL
2.2 KiB
C#

using System.Linq;
namespace PKHeX.Core
{
public sealed class Mail2 : Mail
{
private readonly bool US;
public Mail2(SAV2 sav, int index) : base(sav.GetData(GetMailOffset(index), 0x2F), GetMailOffset(index))
{
US = !sav.Japanese && !sav.Korean;
}
private static int GetMailOffset(int index)
{
return index < 6 ? (index * 0x2F) + 0x600 : ((index - 6) * 0x2F) + 0x835;
}
public override string GetMessage(bool isLastLine) => US ? StringConverter12.GetString1(Data, isLastLine ? 0x11 : 0, 0x10, false) : string.Empty;
public override void SetMessage(string line1, string line2)
{
if (US)
{
StringConverter12.SetString1(line2, 0x10, false, 0x10, 0x50).CopyTo(Data, 0x11);
StringConverter12.SetString1(line1, 0x10, false, 0x10, (ushort)(Data.Skip(0x11).Take(0x10).All(v => v == 0x50) ? 0x50 : 0x7F)).CopyTo(Data, 0);
Data[0x10] = 0x4E;
}
}
public override string AuthorName
{
get => US ? StringConverter12.GetString1(Data, 0x21, 7, false) : string.Empty;
set
{
if (US)
{
StringConverter12.SetString1(value, 7, false, 8, 0x50).CopyTo(Data, 0x21);
Data[0x29] = Data[0x2A] = 0;
}
}
}
public override ushort AuthorTID
{
get => (ushort)(Data[0x2B] << 8 | Data[0x2C]);
set
{
Data[0x2B] = (byte)(value >> 8);
Data[0x2C] = (byte)(value & 0xFF);
}
}
public override int AppearPKM { get => Data[0x2D]; set => Data[0x2D] = (byte)value; }
public override int MailType { get => Data[0x2E]; set => Data[0x2E] = (byte)value; }
public override bool? IsEmpty
{
get
{
if (MailType == 0) return true;
else if (MailType == 0x9E || (MailType >= 0xB5 && MailType <= 0xBD)) return false;
else return null;
}
}
public override void SetBlank() => (new byte[0x2F]).CopyTo(Data, 0);
}
}