PKHeX/PKHeX.Core/Saves/Substructures/Gen7/Daycare7.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

44 lines
No EOL
1.3 KiB
C#

namespace PKHeX.Core
{
public sealed class Daycare7 : SaveBlock
{
public const int DaycareSeedSize = 32; // 128 bits
public Daycare7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public Daycare7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public bool GetIsOccupied(int slot)
{
return Data[Offset + ((PKX.SIZE_6STORED + 1) * slot)] != 0;
}
public void SetOccupied(int slot, bool occupied)
{
Data[Offset + ((PKX.SIZE_6STORED + 1) * slot)] = (byte)(occupied ? 1 : 0);
}
public int GetDaycareSlotOffset(int slot)
{
return Offset + 1 + (slot * (PKX.SIZE_6STORED + 1));
}
public bool HasEgg
{
get => Data[Offset + 0x1D8] == 1;
set => Data[Offset + 0x1D8] = (byte)(value ? 1 : 0);
}
public string RNGSeed
{
get => Util.GetHexStringFromBytes(Data, Offset + 0x1DC, DaycareSeedSize / 2);
set
{
if (value.Length != DaycareSeedSize)
return;
var data = Util.GetBytesFromHexString(value);
SAV.SetData(data, Offset + 0x1DC);
}
}
}
}