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
77 lines
No EOL
2.5 KiB
C#
77 lines
No EOL
2.5 KiB
C#
using System;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Unpacks <see cref="Learnset"/> data from legality binary inputs.
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/// </summary>
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public static class LearnsetReader
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{
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private static readonly Learnset EMPTY = new Learnset(Array.Empty<int>(), Array.Empty<int>());
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public static Learnset[] GetArray(byte[] input, int maxSpecies)
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{
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var data = new Learnset[maxSpecies + 1];
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int offset = 0;
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for (int s = 0; s < data.Length; s++)
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data[s] = ReadLearnset8(input, ref offset);
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return data;
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}
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public static Learnset[] GetArray(byte[][] entries)
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{
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Learnset[] data = new Learnset[entries.Length];
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for (int i = 0; i < data.Length; i++)
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data[i] = ReadLearnset16(entries[i]);
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return data;
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}
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/// <summary>
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/// Reads a Level up move pool definition from a contiguous chunk of GB era ROM data.
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/// </summary>
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/// <remarks>Moves and Levels are 8-bit</remarks>
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private static Learnset ReadLearnset8(byte[] data, ref int offset)
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{
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int end = offset; // scan for count
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if (data[end] == 0)
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{
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++offset;
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return EMPTY;
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}
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do { end += 2; } while (data[end] != 0);
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var Count = (end - offset) / 2;
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var Moves = new int[Count];
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var Levels = new int[Count];
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for (int i = 0; i < Moves.Length; i++)
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{
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Levels[i] = data[offset++];
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Moves[i] = data[offset++];
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}
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++offset;
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return new Learnset(Moves, Levels);
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}
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/// <summary>
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/// Reads a Level up move pool definition from a single move pool definition.
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/// </summary>
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/// <remarks>Count of moves, followed by Moves and Levels which are 16-bit</remarks>
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private static Learnset ReadLearnset16(byte[] data)
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{
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if (data.Length < 4 || data.Length % 4 != 0)
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return EMPTY;
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var Count = (data.Length / 4) - 1;
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var Moves = new int[Count];
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var Levels = new int[Count];
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for (int i = 0; i < Count; i++)
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{
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int ofs = i * 4;
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Moves[i] = BitConverter.ToInt16(data, ofs);
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Levels[i] = BitConverter.ToInt16(data, ofs + 2);
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}
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return new Learnset(Moves, Levels);
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}
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}
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} |