PKHeX/PKHeX.Core/Saves/Substructures/Gen6/MysteryBlock6.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
2022-08-03 23:15:27 +00:00
using System;
namespace PKHeX.Core;
public sealed class MysteryBlock6 : SaveBlock<SAV6>
{
private const int FlagStart = 0;
private const int MaxReceivedFlag = 2048;
private const int MaxCardsPresent = 24;
// private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
private const int CardStart = FlagStart + (MaxReceivedFlag / 8);
public MysteryBlock6(SAV6XY sav, int offset) : base(sav) => Offset = offset;
public MysteryBlock6(SAV6AO sav, int offset) : base(sav) => Offset = offset;
public bool[] GetReceivedFlags() => ArrayUtil.GitBitFlagArray(Data.AsSpan(Offset + FlagStart), MaxReceivedFlag);
2020-11-12 05:01:41 +00:00
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
2022-08-03 23:15:27 +00:00
public void SetReceivedFlags(ReadOnlySpan<bool> value)
{
if (value.Length != MaxReceivedFlag)
return;
ArrayUtil.SetBitFlagArray(Data.AsSpan(Offset + FlagStart), value);
SAV.State.Edited = true;
}
public DataMysteryGift[] GetGifts()
{
var cards = new DataMysteryGift[MaxCardsPresent];
for (int i = 0; i < cards.Length; i++)
cards[i] = GetGift(i);
return cards;
}
public void SetGifts(DataMysteryGift[] value)
{
int count = Math.Min(MaxCardsPresent, value.Length);
for (int i = 0; i < count; i++)
SetGift(value[i], i);
for (int i = value.Length; i < MaxCardsPresent; i++)
SetGift(new WC6(), i);
}
public DataMysteryGift GetGift(int index)
{
if ((uint)index > MaxCardsPresent)
throw new ArgumentOutOfRangeException(nameof(index));
var offset = GetGiftOffset(index);
var data = SAV.GetData(offset, WC6.Size);
return new WC6(data);
}
private int GetGiftOffset(int index) => Offset + CardStart + (index * WC6.Size);
public void SetGift(DataMysteryGift wc6, int index)
{
if ((uint)index > MaxCardsPresent)
throw new ArgumentOutOfRangeException(nameof(index));
if (wc6.Data.Length != WC6.Size)
throw new InvalidCastException(nameof(wc6));
if (wc6.CardID == 2048 && wc6.ItemID == 726) // Eon Ticket (OR/AS)
{
if (SAV is not SAV6AO ao)
return;
// Set the special received data
var info = ao.Blocks.Sango;
info.ReceiveEon();
info.EnableSendEon();
}
SAV.SetData(wc6.Data, GetGiftOffset(index));
}
}