PKHeX/PKHeX.Core/Editing/Saves/Slots/SlotEditor.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

118 lines
3.8 KiB
C#

namespace PKHeX.Core
{
/// <summary>
/// Facilitates interaction with a <see cref="SaveFile"/> or other data location's slot data.
/// </summary>
public sealed class SlotEditor<T>
{
private readonly SaveFile SAV;
public readonly SlotChangelog Changelog;
public readonly SlotPublisher<T> Publisher;
public SlotEditor(SaveFile sav)
{
SAV = sav;
Changelog = new SlotChangelog(sav);
Publisher = new SlotPublisher<T>();
}
private void NotifySlotChanged(ISlotInfo slot, SlotTouchType type, PKM pkm) => Publisher.NotifySlotChanged(slot, type, pkm);
/// <summary>
/// Gets data from a slot.
/// </summary>
/// <param name="slot">Slot to retrieve from.</param>
/// <returns>Operation succeeded or not via enum value.</returns>
public PKM Get(ISlotInfo slot)
{
// Reading from a slot is always allowed.
var pk = slot.Read(SAV);
NotifySlotChanged(slot, SlotTouchType.Get, pk);
return pk;
}
/// <summary>
/// Sets data to a slot.
/// </summary>
/// <param name="slot">Slot to be set to.</param>
/// <param name="pkm">Data to set.</param>
/// <returns>Operation succeeded or not via enum value.</returns>
public SlotTouchResult Set(ISlotInfo slot, PKM pkm)
{
if (!slot.CanWriteTo(SAV))
return SlotTouchResult.FailWrite;
WriteSlot(slot, pkm);
NotifySlotChanged(slot, SlotTouchType.Set, pkm);
return SlotTouchResult.Success;
}
/// <summary>
/// Deletes a slot.
/// </summary>
/// <param name="slot">Slot to be deleted.</param>
/// <returns>Operation succeeded or not via enum value.</returns>
public SlotTouchResult Delete(ISlotInfo slot)
{
if (!slot.CanWriteTo(SAV))
return SlotTouchResult.FailDelete;
var pk = DeleteSlot(slot);
NotifySlotChanged(slot, SlotTouchType.Delete, pk);
return SlotTouchResult.Success;
}
/// <summary>
/// Swaps two slots.
/// </summary>
/// <param name="source">Source slot to be switched with <see cref="dest"/>.</param>
/// <param name="dest">Destination slot to be switched with <see cref="source"/>.</param>
/// <returns>Operation succeeded or not via enum value.</returns>
public SlotTouchResult Swap(ISlotInfo source, ISlotInfo dest)
{
if (!source.CanWriteTo(SAV))
return SlotTouchResult.FailSource;
if (!dest.CanWriteTo(SAV))
return SlotTouchResult.FailDestination;
NotifySlotChanged(source, SlotTouchType.None, source.Read(SAV));
NotifySlotChanged(dest, SlotTouchType.Swap, dest.Read(SAV));
return SlotTouchResult.Success;
}
private void WriteSlot(ISlotInfo slot, PKM pkm, SlotTouchType type = SlotTouchType.Set)
{
Changelog.AddNewChange(slot);
var result = slot.WriteTo(SAV, pkm);
if (result)
NotifySlotChanged(slot, type, pkm);
}
private PKM DeleteSlot(ISlotInfo slot)
{
var pkm = SAV.BlankPKM;
WriteSlot(slot, pkm, SlotTouchType.Delete);
return pkm;
}
public void Undo()
{
if (!Changelog.CanUndo)
return;
var slot = Changelog.Undo();
NotifySlotChanged(slot, SlotTouchType.Set, slot.Read(SAV));
}
public void Redo()
{
if (!Changelog.CanRedo)
return;
var slot = Changelog.Redo();
NotifySlotChanged(slot, SlotTouchType.Set, slot.Read(SAV));
}
}
}