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