PKHeX/PKHeX.Core/Saves/Util/SaveExtensions.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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using System;
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using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core;
/// <summary>
/// Extension methods for <see cref="SaveFile"/> syntax sugar.
/// </summary>
public static class SaveExtensions
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{
/// <summary>
/// Evaluates a <see cref="PKM"/> file for compatibility to the <see cref="SaveFile"/>.
/// </summary>
/// <param name="sav"><see cref="SaveFile"/> that is being checked.</param>
/// <param name="pk"><see cref="PKM"/> that is being tested for compatibility.</param>
public static IReadOnlyList<string> EvaluateCompatibility(this SaveFile sav, PKM pk)
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{
return sav.GetSaveFileErrata(pk, GameInfo.Strings);
}
/// <summary>
/// Checks a <see cref="PKM"/> file for compatibility to the <see cref="SaveFile"/>.
/// </summary>
/// <param name="sav"><see cref="SaveFile"/> that is being checked.</param>
/// <param name="pk"><see cref="PKM"/> that is being tested for compatibility.</param>
public static bool IsCompatiblePKM(this SaveFile sav, PKM pk)
{
if (sav.PKMType != pk.GetType())
return false;
if (sav is ILangDeviantSave il && EntityConverter.IsIncompatibleGB(pk, il.Japanese, pk.Japanese))
return false;
return true;
}
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private static List<string> GetSaveFileErrata(this SaveFile sav, PKM pk, IBasicStrings strings)
{
var errata = new List<string>();
ushort held = (ushort)pk.HeldItem;
if (sav.Generation > 1 && held != 0)
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{
string? msg = null;
if (held > sav.MaxItemID)
msg = MsgIndexItemGame;
else if (!pk.CanHoldItem(sav.HeldItems))
msg = MsgIndexItemHeld;
if (msg != null)
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{
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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var itemstr = GameInfo.Strings.GetItemStrings(pk.Context, (GameVersion)pk.Version);
errata.Add($"{msg} {(held >= itemstr.Length ? held.ToString() : itemstr[held])}");
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}
}
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if (pk.Species > strings.Species.Count)
errata.Add($"{MsgIndexSpeciesRange} {pk.Species}");
else if (sav.MaxSpeciesID < pk.Species)
errata.Add($"{MsgIndexSpeciesGame} {strings.Species[pk.Species]}");
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if (!sav.Personal[pk.Species].IsFormWithinRange(pk.Form) && !FormInfo.IsValidOutOfBoundsForm(pk.Species, pk.Form, pk.Generation))
errata.Add(string.Format(LegalityCheckStrings.LFormInvalidRange, Math.Max(0, sav.Personal[pk.Species].FormCount - 1), pk.Form));
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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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var movestr = strings.Move;
for (int i = 0; i < 4; i++)
{
var move = pk.GetMove(i);
if ((uint)move > movestr.Count)
errata.Add($"{MsgIndexMoveRange} {move}");
else if (move > sav.MaxMoveID)
errata.Add($"{MsgIndexMoveGame} {movestr[move]}");
}
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if (pk.Ability > strings.Ability.Count)
errata.Add($"{MsgIndexAbilityRange} {pk.Ability}");
else if (pk.Ability > sav.MaxAbilityID)
errata.Add($"{MsgIndexAbilityGame} {strings.Ability[pk.Ability]}");
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return errata;
}
/// <summary>
/// Imports compatible <see cref="PKM"/> data to the <see cref="sav"/>, starting at the provided box.
/// </summary>
/// <param name="sav">Save File that will receive the <see cref="compat"/> data.</param>
/// <param name="compat">Compatible <see cref="PKM"/> data that can be set to the <see cref="sav"/> without conversion.</param>
/// <param name="overwrite">Overwrite existing full slots. If true, will only overwrite empty slots.</param>
/// <param name="boxStart">First box to start loading to. All prior boxes are not modified.</param>
/// <param name="noSetb">Bypass option to not modify <see cref="PKM"/> properties when setting to Save File.</param>
/// <returns>Count of injected <see cref="PKM"/>.</returns>
public static int ImportPKMs(this SaveFile sav, IEnumerable<PKM> compat, bool overwrite = false, int boxStart = 0, PKMImportSetting noSetb = PKMImportSetting.UseDefault)
{
int startCount = boxStart * sav.BoxSlotCount;
int maxCount = sav.SlotCount;
int index = startCount;
int nonOverwriteImport = 0;
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foreach (var pk in compat)
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{
if (overwrite)
{
while (sav.IsSlotOverwriteProtected(index))
++index;
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// The above will return false if out of range. We need to double-check.
if (index >= maxCount) // Boxes full!
break;
sav.SetBoxSlotAtIndex(pk, index, noSetb);
}
else
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{
index = sav.NextOpenBoxSlot(index-1);
if (index < 0) // Boxes full!
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break;
sav.SetBoxSlotAtIndex(pk, index, noSetb);
nonOverwriteImport++;
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}
if (++index == maxCount) // Boxes full!
break;
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}
return overwrite ? index - startCount : nonOverwriteImport; // actual imported count
}
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public static IEnumerable<PKM> GetCompatible(this SaveFile sav, IEnumerable<PKM> pks)
{
var savtype = sav.PKMType;
foreach (var temp in pks)
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{
var pk = EntityConverter.ConvertToType(temp, savtype, out var c);
if (pk == null)
{
Debug.WriteLine(c.GetDisplayString(temp, savtype));
continue;
}
if (sav is ILangDeviantSave il && EntityConverter.IsIncompatibleGB(temp, il.Japanese, pk.Japanese))
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{
var str = EntityConverterResult.IncompatibleLanguageGB.GetIncompatibleGBMessage(pk, il.Japanese);
Debug.WriteLine(str);
continue;
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}
var compat = sav.EvaluateCompatibility(pk);
if (compat.Count > 0)
continue;
yield return pk;
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}
}
/// <summary>
/// Gets a compatible <see cref="PKM"/> for editing with a new <see cref="SaveFile"/>.
/// </summary>
/// <param name="sav">SaveFile to receive the compatible <see cref="pk"/></param>
/// <param name="pk">Current Pokémon being edited</param>
/// <returns>Current Pokémon, assuming conversion is possible. If conversion is not possible, a blank <see cref="PKM"/> will be obtained from the <see cref="sav"/>.</returns>
public static PKM GetCompatiblePKM(this SaveFile sav, PKM pk)
{
if (pk.Format >= 3 || sav.Generation >= 7)
return EntityConverter.ConvertToType(pk, sav.PKMType, out _) ?? sav.BlankPKM;
// Gen1/2 compatibility check
if (pk.Japanese != ((ILangDeviantSave)sav).Japanese)
return sav.BlankPKM;
if (sav is SAV2 s2 && s2.Korean != pk.Korean)
return sav.BlankPKM;
return EntityConverter.ConvertToType(pk, sav.PKMType, out _) ?? sav.BlankPKM;
}
/// <summary>
/// Gets a blank file for the save file. Adapts it to the save file.
/// </summary>
/// <param name="sav">Save File to fetch a template for</param>
/// <returns>Template if it exists, or a blank <see cref="PKM"/> from the <see cref="sav"/></returns>
private static PKM LoadTemplateInternal(this SaveFile sav)
{
var pk = sav.BlankPKM;
EntityTemplates.TemplateFields(pk, sav);
return pk;
}
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
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/// <summary>
/// Gets a blank file for the save file. If the template path exists, a template load will be attempted.
/// </summary>
/// <param name="sav">Save File to fetch a template for</param>
/// <param name="templatePath">Path to look for a template in</param>
/// <returns>Template if it exists, or a blank <see cref="PKM"/> from the <see cref="sav"/></returns>
public static PKM LoadTemplate(this SaveFile sav, string? templatePath = null)
{
if (!Directory.Exists(templatePath))
return LoadTemplateInternal(sav);
var di = new DirectoryInfo(templatePath);
string path = Path.Combine(templatePath, $"{di.Name}.{sav.PKMType.Name.ToLowerInvariant()}");
if (!File.Exists(path))
return LoadTemplateInternal(sav);
var fi = new FileInfo(path);
if (!EntityDetection.IsSizePlausible(fi.Length))
return LoadTemplateInternal(sav);
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
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var data = File.ReadAllBytes(path);
var prefer = EntityFileExtension.GetContextFromExtension(fi.Extension, sav.Context);
var pk = EntityFormat.GetFromBytes(data, prefer);
if (pk?.Species is not > 0)
return LoadTemplateInternal(sav);
return EntityConverter.ConvertToType(pk, sav.BlankPKM.GetType(), out _) ?? LoadTemplateInternal(sav);
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}
}