mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-05-11 14:14:57 -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
62 lines
1.9 KiB
C#
62 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace PKHeX.Core
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{
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public sealed class GoParkStorage : SaveBlock, IEnumerable<GP1>
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{
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public GoParkStorage(SaveFile sav) : base(sav)
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{
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Offset = ((SAV7b)sav).Blocks.GetBlockOffset(BelugaBlockIndex.GoParkEntities);
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}
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public const int SlotsPerArea = 50;
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public const int Areas = 20;
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public const int Count = SlotsPerArea * Areas; // 1000
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public GP1 this[int index]
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{
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get
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{
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Debug.Assert(index < Count);
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return GP1.FromData(Data, Offset + (GP1.SIZE * index));
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}
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set
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{
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Debug.Assert(index < Count);
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value.WriteTo(Data, Offset + (GP1.SIZE * index));
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}
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}
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public GP1[] AllEntities
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{
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get
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{
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var value = new GP1[Count];
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for (int i = 0; i < value.Length; i++)
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value[i] = this[i];
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return value;
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}
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set
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{
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Debug.Assert(value.Length == Count);
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for (int i = 0; i < value.Length; i++)
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this[i] = value[i];
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}
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}
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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));
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public IEnumerator<GP1> GetEnumerator() => (IEnumerator<GP1>)AllEntities.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => AllEntities.GetEnumerator();
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public void DeleteAll()
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{
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var blank = new GP1();
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for (int i = 0; i < Count; i++)
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this[i] = blank;
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}
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}
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} |