PKHeX/PKHeX.Core/Saves/Substructures/Gen7/PlayTime7b.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

64 lines
No EOL
2.7 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class PlayTime7b : SaveBlock
{
public PlayTime7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
public int PlayedHours
{
get => BitConverter.ToUInt16(Data, Offset);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset);
}
public int PlayedMinutes
{
get => Data[Offset + 2];
set => Data[Offset + 2] = (byte)value;
}
public int PlayedSeconds
{
get => Data[Offset + 3];
set => Data[Offset + 3] = (byte)value;
}
private uint LastSaved { get => BitConverter.ToUInt32(Data, Offset + 0x4); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x4); }
private int LastSavedYear { get => (int)(LastSaved & 0xFFF); set => LastSaved = (LastSaved & 0xFFFFF000) | (uint)value; }
private int LastSavedMonth { get => (int)(LastSaved >> 12 & 0xF); set => LastSaved = (LastSaved & 0xFFFF0FFF) | ((uint)value & 0xF) << 12; }
private int LastSavedDay { get => (int)(LastSaved >> 16 & 0x1F); set => LastSaved = (LastSaved & 0xFFE0FFFF) | ((uint)value & 0x1F) << 16; }
private int LastSavedHour { get => (int)(LastSaved >> 21 & 0x1F); set => LastSaved = (LastSaved & 0xFC1FFFFF) | ((uint)value & 0x1F) << 21; }
private int LastSavedMinute { get => (int)(LastSaved >> 26 & 0x3F); set => LastSaved = (LastSaved & 0x03FFFFFF) | ((uint)value & 0x3F) << 26; }
public string LastSavedTime => $"{LastSavedYear:0000}{LastSavedMonth:00}{LastSavedDay:00}{LastSavedHour:00}{LastSavedMinute:00}";
public DateTime? LastSavedDate
{
get => !Util.IsDateValid(LastSavedYear, LastSavedMonth, LastSavedDay)
? (DateTime?)null
: new DateTime(LastSavedYear, LastSavedMonth, LastSavedDay, LastSavedHour, LastSavedMinute, 0);
set
{
// Only update the properties if a value is provided.
if (value.HasValue)
{
var dt = value.Value;
LastSavedYear = dt.Year;
LastSavedMonth = dt.Month;
LastSavedDay = dt.Day;
LastSavedHour = dt.Hour;
LastSavedMinute = dt.Minute;
}
else // Clear the date.
{
// If code tries to access MetDate again, null will be returned.
LastSavedYear = 0;
LastSavedMonth = 0;
LastSavedDay = 0;
LastSavedHour = 0;
LastSavedMinute = 0;
}
}
}
}
}