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
64 lines
No EOL
2.7 KiB
C#
64 lines
No EOL
2.7 KiB
C#
using System;
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namespace PKHeX.Core
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{
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public sealed class PlayTime7b : SaveBlock
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{
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public PlayTime7b(SAV7b sav, int offset) : base(sav) => Offset = offset;
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public int PlayedHours
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{
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get => BitConverter.ToUInt16(Data, Offset);
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set => BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset);
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}
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public int PlayedMinutes
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{
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get => Data[Offset + 2];
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set => Data[Offset + 2] = (byte)value;
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}
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public int PlayedSeconds
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{
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get => Data[Offset + 3];
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set => Data[Offset + 3] = (byte)value;
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}
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private uint LastSaved { get => BitConverter.ToUInt32(Data, Offset + 0x4); set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x4); }
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private int LastSavedYear { get => (int)(LastSaved & 0xFFF); set => LastSaved = (LastSaved & 0xFFFFF000) | (uint)value; }
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private int LastSavedMonth { get => (int)(LastSaved >> 12 & 0xF); set => LastSaved = (LastSaved & 0xFFFF0FFF) | ((uint)value & 0xF) << 12; }
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private int LastSavedDay { get => (int)(LastSaved >> 16 & 0x1F); set => LastSaved = (LastSaved & 0xFFE0FFFF) | ((uint)value & 0x1F) << 16; }
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private int LastSavedHour { get => (int)(LastSaved >> 21 & 0x1F); set => LastSaved = (LastSaved & 0xFC1FFFFF) | ((uint)value & 0x1F) << 21; }
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private int LastSavedMinute { get => (int)(LastSaved >> 26 & 0x3F); set => LastSaved = (LastSaved & 0x03FFFFFF) | ((uint)value & 0x3F) << 26; }
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public string LastSavedTime => $"{LastSavedYear:0000}{LastSavedMonth:00}{LastSavedDay:00}{LastSavedHour:00}{LastSavedMinute:00}";
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public DateTime? LastSavedDate
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{
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get => !Util.IsDateValid(LastSavedYear, LastSavedMonth, LastSavedDay)
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? (DateTime?)null
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: new DateTime(LastSavedYear, LastSavedMonth, LastSavedDay, LastSavedHour, LastSavedMinute, 0);
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set
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{
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// Only update the properties if a value is provided.
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if (value.HasValue)
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{
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var dt = value.Value;
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LastSavedYear = dt.Year;
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LastSavedMonth = dt.Month;
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LastSavedDay = dt.Day;
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LastSavedHour = dt.Hour;
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LastSavedMinute = dt.Minute;
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}
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else // Clear the date.
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{
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// If code tries to access MetDate again, null will be returned.
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LastSavedYear = 0;
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LastSavedMonth = 0;
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LastSavedDay = 0;
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LastSavedHour = 0;
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LastSavedMinute = 0;
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}
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}
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}
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}
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} |