mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-05-11 22:29:52 -05:00
* 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
118 lines
3.8 KiB
C#
118 lines
3.8 KiB
C#
namespace PKHeX.Core
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{
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/// <summary>
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/// Facilitates interaction with a <see cref="SaveFile"/> or other data location's slot data.
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/// </summary>
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public sealed class SlotEditor<T>
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{
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private readonly SaveFile SAV;
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public readonly SlotChangelog Changelog;
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public readonly SlotPublisher<T> Publisher;
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public SlotEditor(SaveFile sav)
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{
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SAV = sav;
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Changelog = new SlotChangelog(sav);
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Publisher = new SlotPublisher<T>();
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}
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private void NotifySlotChanged(ISlotInfo slot, SlotTouchType type, PKM pkm) => Publisher.NotifySlotChanged(slot, type, pkm);
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/// <summary>
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/// Gets data from a slot.
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/// </summary>
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/// <param name="slot">Slot to retrieve from.</param>
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/// <returns>Operation succeeded or not via enum value.</returns>
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public PKM Get(ISlotInfo slot)
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{
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// Reading from a slot is always allowed.
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var pk = slot.Read(SAV);
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NotifySlotChanged(slot, SlotTouchType.Get, pk);
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return pk;
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}
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/// <summary>
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/// Sets data to a slot.
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/// </summary>
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/// <param name="slot">Slot to be set to.</param>
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/// <param name="pkm">Data to set.</param>
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/// <returns>Operation succeeded or not via enum value.</returns>
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public SlotTouchResult Set(ISlotInfo slot, PKM pkm)
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{
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if (!slot.CanWriteTo(SAV))
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return SlotTouchResult.FailWrite;
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WriteSlot(slot, pkm);
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NotifySlotChanged(slot, SlotTouchType.Set, pkm);
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return SlotTouchResult.Success;
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}
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/// <summary>
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/// Deletes a slot.
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/// </summary>
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/// <param name="slot">Slot to be deleted.</param>
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/// <returns>Operation succeeded or not via enum value.</returns>
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public SlotTouchResult Delete(ISlotInfo slot)
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{
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if (!slot.CanWriteTo(SAV))
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return SlotTouchResult.FailDelete;
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var pk = DeleteSlot(slot);
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NotifySlotChanged(slot, SlotTouchType.Delete, pk);
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return SlotTouchResult.Success;
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}
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/// <summary>
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/// Swaps two slots.
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/// </summary>
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/// <param name="source">Source slot to be switched with <see cref="dest"/>.</param>
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/// <param name="dest">Destination slot to be switched with <see cref="source"/>.</param>
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/// <returns>Operation succeeded or not via enum value.</returns>
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public SlotTouchResult Swap(ISlotInfo source, ISlotInfo dest)
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{
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if (!source.CanWriteTo(SAV))
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return SlotTouchResult.FailSource;
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if (!dest.CanWriteTo(SAV))
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return SlotTouchResult.FailDestination;
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NotifySlotChanged(source, SlotTouchType.None, source.Read(SAV));
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NotifySlotChanged(dest, SlotTouchType.Swap, dest.Read(SAV));
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return SlotTouchResult.Success;
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}
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private void WriteSlot(ISlotInfo slot, PKM pkm, SlotTouchType type = SlotTouchType.Set)
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{
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Changelog.AddNewChange(slot);
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var result = slot.WriteTo(SAV, pkm);
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if (result)
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NotifySlotChanged(slot, type, pkm);
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}
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private PKM DeleteSlot(ISlotInfo slot)
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{
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var pkm = SAV.BlankPKM;
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WriteSlot(slot, pkm, SlotTouchType.Delete);
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return pkm;
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}
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public void Undo()
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{
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if (!Changelog.CanUndo)
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return;
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var slot = Changelog.Undo();
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NotifySlotChanged(slot, SlotTouchType.Set, slot.Read(SAV));
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}
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public void Redo()
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{
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if (!Changelog.CanRedo)
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return;
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var slot = Changelog.Redo();
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NotifySlotChanged(slot, SlotTouchType.Set, slot.Read(SAV));
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}
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}
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}
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