mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-05-12 14:48:41 -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
93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
using System;
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namespace PKHeX.Core
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{
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public sealed class WB7Records : SaveBlock
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{
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public WB7Records(SAV7b sav, int offset) : base(sav) => Offset = offset;
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private const int RecordMax = 10; // 0xE90 > (0x140 * 0xA = 0xC80), not sure what final 0x210 bytes are used for
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private const int FlagCountMax = 0x1C00; // (7168) end of the block?
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private int FlagStart => Offset + (RecordMax * WR7.Size);
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private int GetRecordOffset(int index)
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{
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if (index >= RecordMax)
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throw new ArgumentException(nameof(index));
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return Offset + (index * WR7.Size);
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}
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private int GetFlagOffset(int flag)
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{
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if (flag >= FlagCountMax)
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throw new ArgumentException(nameof(flag));
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return FlagStart + (flag / 8);
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}
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public WR7 GetRecord(int index)
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{
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int ofs = GetRecordOffset(index);
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byte[] data = new byte[WR7.Size];
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Array.Copy(Data, ofs, data, 0, WR7.Size);
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return new WR7(data);
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}
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public void SetRecord(WR7 record, int index)
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{
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int ofs = GetRecordOffset(index);
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record.Data.CopyTo(Data, ofs);
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}
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public WR7[] Records
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{
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get
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{
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var arr = new WR7[RecordMax];
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for (int i = 0; i < arr.Length; i++)
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arr[i] = GetRecord(i);
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return arr;
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}
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set
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{
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for (int i = 0; i < value.Length; i++)
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SetRecord(value[i], i);
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}
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}
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public bool GetFlag(int flag)
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{
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int ofs = GetFlagOffset(flag);
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var mask = 1 << (flag & 7);
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return (Data[ofs] & mask) != 0;
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}
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public void SetFlag(int flag, bool value)
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{
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int ofs = GetFlagOffset(flag);
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var mask = 1 << (flag & 7);
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if (value)
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Data[ofs] |= (byte)mask;
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else
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Data[ofs] &= (byte)~mask;
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}
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public bool[] Flags
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{
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get
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{
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var value = new bool[FlagCountMax];
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for (int i = 0; i < value.Length; i++)
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value[i] = GetFlag(i);
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return value;
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}
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set
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{
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for (int i = 0; i < value.Length; i++)
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SetFlag(i, value[i]);
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}
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}
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}
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}
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