PKHeX/PKHeX.Core/Saves/Substructures/Gen7/GoParkStorage.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

62 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace PKHeX.Core
{
public sealed class GoParkStorage : SaveBlock, IEnumerable<GP1>
{
public GoParkStorage(SaveFile sav) : base(sav)
{
Offset = ((SAV7b)sav).Blocks.GetBlockOffset(BelugaBlockIndex.GoParkEntities);
}
public const int SlotsPerArea = 50;
public const int Areas = 20;
public const int Count = SlotsPerArea * Areas; // 1000
public GP1 this[int index]
{
get
{
Debug.Assert(index < Count);
return GP1.FromData(Data, Offset + (GP1.SIZE * index));
}
set
{
Debug.Assert(index < Count);
value.WriteTo(Data, Offset + (GP1.SIZE * index));
}
}
public GP1[] AllEntities
{
get
{
var value = new GP1[Count];
for (int i = 0; i < value.Length; i++)
value[i] = this[i];
return value;
}
set
{
Debug.Assert(value.Length == Count);
for (int i = 0; i < value.Length; i++)
this[i] = value[i];
}
}
public IEnumerable<string> DumpAll(IReadOnlyList<string> speciesNames) => AllEntities.Select((z, i) => new {Index = i, Entry = z}).Where(z => z.Entry.Species > 0).Select(z => z.Entry.Dump(speciesNames, z.Index));
public IEnumerator<GP1> GetEnumerator() => (IEnumerator<GP1>)AllEntities.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => AllEntities.GetEnumerator();
public void DeleteAll()
{
var blank = new GP1();
for (int i = 0; i < Count; i++)
this[i] = blank;
}
}
}