PKHeX/PKHeX.Core/Saves/Substructures/Gen7/WB7Records.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

93 lines
2.5 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class WB7Records : SaveBlock
{
public WB7Records(SAV7b sav, int offset) : base(sav) => Offset = offset;
private const int RecordMax = 10; // 0xE90 > (0x140 * 0xA = 0xC80), not sure what final 0x210 bytes are used for
private const int FlagCountMax = 0x1C00; // (7168) end of the block?
private int FlagStart => Offset + (RecordMax * WR7.Size);
private int GetRecordOffset(int index)
{
if (index >= RecordMax)
throw new ArgumentException(nameof(index));
return Offset + (index * WR7.Size);
}
private int GetFlagOffset(int flag)
{
if (flag >= FlagCountMax)
throw new ArgumentException(nameof(flag));
return FlagStart + (flag / 8);
}
public WR7 GetRecord(int index)
{
int ofs = GetRecordOffset(index);
byte[] data = new byte[WR7.Size];
Array.Copy(Data, ofs, data, 0, WR7.Size);
return new WR7(data);
}
public void SetRecord(WR7 record, int index)
{
int ofs = GetRecordOffset(index);
record.Data.CopyTo(Data, ofs);
}
public WR7[] Records
{
get
{
var arr = new WR7[RecordMax];
for (int i = 0; i < arr.Length; i++)
arr[i] = GetRecord(i);
return arr;
}
set
{
for (int i = 0; i < value.Length; i++)
SetRecord(value[i], i);
}
}
public bool GetFlag(int flag)
{
int ofs = GetFlagOffset(flag);
var mask = 1 << (flag & 7);
return (Data[ofs] & mask) != 0;
}
public void SetFlag(int flag, bool value)
{
int ofs = GetFlagOffset(flag);
var mask = 1 << (flag & 7);
if (value)
Data[ofs] |= (byte)mask;
else
Data[ofs] &= (byte)~mask;
}
public bool[] Flags
{
get
{
var value = new bool[FlagCountMax];
for (int i = 0; i < value.Length; i++)
value[i] = GetFlag(i);
return value;
}
set
{
for (int i = 0; i < value.Length; i++)
SetFlag(i, value[i]);
}
}
}
}