PKHeX/PKHeX.Core/MysteryGifts/WC6.cs

533 lines
24 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
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using System.Text;
namespace PKHeX.Core
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{
/// <summary>
/// Generation 6 Mystery Gift Template File
/// </summary>
public sealed class WC6 : DataMysteryGift, IRibbonSetEvent3, IRibbonSetEvent4, ILangNick, IContestStats, INature, IMemoryOT
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{
public const int Size = 0x108;
public const uint EonTicketConst = 0x225D73C2;
public override int Format => 6;
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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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public WC6() : this(new byte[Size]) { }
public WC6(byte[] data) : base(data) { }
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public int RestrictLanguage { get; set; } // None
public byte RestrictVersion { get; set; } // Permit All
public bool CanBeReceivedByVersion(int v)
{
if (v < (int)GameVersion.X || v > (int)GameVersion.OR)
return false;
if (RestrictVersion == 0)
return true; // no data
var bitIndex = v - (int) GameVersion.X;
var bit = 1 << bitIndex;
return (RestrictVersion & bit) != 0;
}
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// General Card Properties
public override int CardID
{
get => BitConverter.ToUInt16(Data, 0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0);
}
public override string CardTitle
{
// Max len 36 char, followed by null terminator
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, 2, 72));
set => Encoding.Unicode.GetBytes(value.PadRight(36, '\0')).CopyTo(Data, 2);
}
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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internal uint RawDate
{
get => BitConverter.ToUInt32(Data, 0x4C);
set => BitConverter.GetBytes(value).CopyTo(Data, 0x4C);
}
private uint Year
{
get => RawDate / 10000;
set => RawDate = SetDate(value, Month, Day);
}
private uint Month
{
get => RawDate % 10000 / 100;
set => RawDate = SetDate(Year, value, Day);
}
private uint Day
{
get => RawDate % 100;
set => RawDate = SetDate(Year, Month, value);
}
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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public static uint SetDate(uint year, uint month, uint day) => (year * 10000) + (month * 100) + day;
/// <summary>
/// Gets or sets the date of the card.
/// </summary>
public DateTime? Date
{
get
{
// Check to see if date is valid
if (!Util.IsDateValid(Year, Month, Day))
return null;
return new DateTime((int)Year, (int)Month, (int)Day);
}
set
{
if (value.HasValue)
{
// Only update the properties if a value is provided.
Year = (ushort)value.Value.Year;
Month = (byte)value.Value.Month;
Day = (byte)value.Value.Day;
}
else
{
// Clear the Met Date.
// If code tries to access MetDate again, null will be returned.
Year = 0;
Month = 0;
Day = 0;
}
}
}
public int CardLocation { get => Data[0x50]; set => Data[0x50] = (byte)value; }
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public int CardType { get => Data[0x51]; set => Data[0x51] = (byte)value; }
public override bool GiftUsed { get => Data[0x52] >> 1 > 0; set => Data[0x52] = (byte)((Data[0x52] & ~2) | (value ? 2 : 0)); }
public bool MultiObtain { get => Data[0x53] == 1; set => Data[0x53] = (byte)(value ? 1 : 0); }
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// Item Properties
public override bool IsItem { get => CardType == 1; set { if (value) CardType = 1; } }
public override int ItemID {
get => BitConverter.ToUInt16(Data, 0x68);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x68); }
public override int Quantity {
get => BitConverter.ToUInt16(Data, 0x70);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x70); }
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// Pokémon Properties
public override bool IsPokémon { get => CardType == 0; set { if (value) CardType = 0; } }
public override bool IsShiny => PIDType == Shiny.Always;
public override int TID { get => BitConverter.ToUInt16(Data, 0x68); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x68); }
public override int SID { get => BitConverter.ToUInt16(Data, 0x6A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x6A); }
public int OriginGame { get => Data[0x6C]; set => Data[0x6C] = (byte)value; }
public uint EncryptionConstant { get => BitConverter.ToUInt32(Data, 0x70); set => BitConverter.GetBytes(value).CopyTo(Data, 0x70); }
public override int Ball { get => Data[0x76]; set => Data[0x76] = (byte)value; }
public override int HeldItem { get => BitConverter.ToUInt16(Data, 0x78); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x78); }
public int Move1 { get => BitConverter.ToUInt16(Data, 0x7A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x7A); }
public int Move2 { get => BitConverter.ToUInt16(Data, 0x7C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x7C); }
public int Move3 { get => BitConverter.ToUInt16(Data, 0x7E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x7E); }
public int Move4 { get => BitConverter.ToUInt16(Data, 0x80); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x80); }
public override int Species { get => BitConverter.ToUInt16(Data, 0x82); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x82); }
public override int Form { get => Data[0x84]; set => Data[0x84] = (byte)value; }
public int Language { get => Data[0x85]; set => Data[0x85] = (byte)value; }
public string Nickname
{
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, 0x86, 0x1A));
set => Encoding.Unicode.GetBytes(value.PadRight(12 + 1, '\0')).CopyTo(Data, 0x86);
}
public int Nature { get => (sbyte)Data[0xA0]; set => Data[0xA0] = (byte)value; }
public override int Gender { get => Data[0xA1]; set => Data[0xA1] = (byte)value; }
public override int AbilityType { get => Data[0xA2]; set => Data[0xA2] = (byte)value; }
public Shiny PIDType { get => (Shiny)Data[0xA3]; set => Data[0xA3] = (byte)value; }
public override int EggLocation { get => BitConverter.ToUInt16(Data, 0xA4); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xA4); }
public int MetLocation { get => BitConverter.ToUInt16(Data, 0xA6); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xA6); }
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public int CNT_Cool { get => Data[0xA9]; set => Data[0xA9] = (byte)value; }
public int CNT_Beauty { get => Data[0xAA]; set => Data[0xAA] = (byte)value; }
public int CNT_Cute { get => Data[0xAB]; set => Data[0xAB] = (byte)value; }
public int CNT_Smart { get => Data[0xAC]; set => Data[0xAC] = (byte)value; }
public int CNT_Tough { get => Data[0xAD]; set => Data[0xAD] = (byte)value; }
public int CNT_Sheen { get => Data[0xAE]; set => Data[0xAE] = (byte)value; }
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public int IV_HP { get => Data[0xAF]; set => Data[0xAF] = (byte)value; }
public int IV_ATK { get => Data[0xB0]; set => Data[0xB0] = (byte)value; }
public int IV_DEF { get => Data[0xB1]; set => Data[0xB1] = (byte)value; }
public int IV_SPE { get => Data[0xB2]; set => Data[0xB2] = (byte)value; }
public int IV_SPA { get => Data[0xB3]; set => Data[0xB3] = (byte)value; }
public int IV_SPD { get => Data[0xB4]; set => Data[0xB4] = (byte)value; }
public int OTGender { get => Data[0xB5]; set => Data[0xB5] = (byte)value; }
public override string OT_Name
{
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, 0xB6, 0x1A));
set => Encoding.Unicode.GetBytes(value.PadRight(value.Length + 1, '\0')).CopyTo(Data, 0xB6);
}
public override int Level { get => Data[0xD0]; set => Data[0xD0] = (byte)value; }
public override bool IsEgg { get => Data[0xD1] == 1; set => Data[0xD1] = (byte)(value ? 1 : 0); }
public uint PID { get => BitConverter.ToUInt32(Data, 0xD4); set => BitConverter.GetBytes(value).CopyTo(Data, 0xD4); }
public int RelearnMove1 { get => BitConverter.ToUInt16(Data, 0xD8); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xD8); }
public int RelearnMove2 { get => BitConverter.ToUInt16(Data, 0xDA); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xDA); }
public int RelearnMove3 { get => BitConverter.ToUInt16(Data, 0xDC); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xDC); }
public int RelearnMove4 { get => BitConverter.ToUInt16(Data, 0xDE); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xDE); }
public int OT_Intensity { get => Data[0xE0]; set => Data[0xE0] = (byte)value; }
public int OT_Memory { get => Data[0xE1]; set => Data[0xE1] = (byte)value; }
public int OT_TextVar { get => BitConverter.ToUInt16(Data, 0xE2); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xE2); }
public int OT_Feeling { get => Data[0xE4]; set => Data[0xE4] = (byte)value; }
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public int EV_HP { get => Data[0xE5]; set => Data[0xE5] = (byte)value; }
public int EV_ATK { get => Data[0xE6]; set => Data[0xE6] = (byte)value; }
public int EV_DEF { get => Data[0xE7]; set => Data[0xE7] = (byte)value; }
public int EV_SPE { get => Data[0xE8]; set => Data[0xE8] = (byte)value; }
public int EV_SPA { get => Data[0xE9]; set => Data[0xE9] = (byte)value; }
public int EV_SPD { get => Data[0xEA]; set => Data[0xEA] = (byte)value; }
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private byte RIB0 { get => Data[0x74]; set => Data[0x74] = value; }
private byte RIB1 { get => Data[0x75]; set => Data[0x75] = value; }
public bool RibbonChampionBattle { get => (RIB0 & (1 << 0)) == 1 << 0; set => RIB0 = (byte)((RIB0 & ~(1 << 0)) | (value ? 1 << 0 : 0)); }
public bool RibbonChampionRegional { get => (RIB0 & (1 << 1)) == 1 << 1; set => RIB0 = (byte)((RIB0 & ~(1 << 1)) | (value ? 1 << 1 : 0)); }
public bool RibbonChampionNational { get => (RIB0 & (1 << 2)) == 1 << 2; set => RIB0 = (byte)((RIB0 & ~(1 << 2)) | (value ? 1 << 2 : 0)); }
public bool RibbonCountry { get => (RIB0 & (1 << 3)) == 1 << 3; set => RIB0 = (byte)((RIB0 & ~(1 << 3)) | (value ? 1 << 3 : 0)); }
public bool RibbonNational { get => (RIB0 & (1 << 4)) == 1 << 4; set => RIB0 = (byte)((RIB0 & ~(1 << 4)) | (value ? 1 << 4 : 0)); }
public bool RibbonEarth { get => (RIB0 & (1 << 5)) == 1 << 5; set => RIB0 = (byte)((RIB0 & ~(1 << 5)) | (value ? 1 << 5 : 0)); }
public bool RibbonWorld { get => (RIB0 & (1 << 6)) == 1 << 6; set => RIB0 = (byte)((RIB0 & ~(1 << 6)) | (value ? 1 << 6 : 0)); }
public bool RibbonEvent { get => (RIB0 & (1 << 7)) == 1 << 7; set => RIB0 = (byte)((RIB0 & ~(1 << 7)) | (value ? 1 << 7 : 0)); }
public bool RibbonChampionWorld { get => (RIB1 & (1 << 0)) == 1 << 0; set => RIB1 = (byte)((RIB1 & ~(1 << 0)) | (value ? 1 << 0 : 0)); }
public bool RibbonBirthday { get => (RIB1 & (1 << 1)) == 1 << 1; set => RIB1 = (byte)((RIB1 & ~(1 << 1)) | (value ? 1 << 1 : 0)); }
public bool RibbonSpecial { get => (RIB1 & (1 << 2)) == 1 << 2; set => RIB1 = (byte)((RIB1 & ~(1 << 2)) | (value ? 1 << 2 : 0)); }
public bool RibbonSouvenir { get => (RIB1 & (1 << 3)) == 1 << 3; set => RIB1 = (byte)((RIB1 & ~(1 << 3)) | (value ? 1 << 3 : 0)); }
public bool RibbonWishing { get => (RIB1 & (1 << 4)) == 1 << 4; set => RIB1 = (byte)((RIB1 & ~(1 << 4)) | (value ? 1 << 4 : 0)); }
public bool RibbonClassic { get => (RIB1 & (1 << 5)) == 1 << 5; set => RIB1 = (byte)((RIB1 & ~(1 << 5)) | (value ? 1 << 5 : 0)); }
public bool RibbonPremier { get => (RIB1 & (1 << 6)) == 1 << 6; set => RIB1 = (byte)((RIB1 & ~(1 << 6)) | (value ? 1 << 6 : 0)); }
public bool RIB1_7 { get => (RIB1 & (1 << 7)) == 1 << 7; set => RIB1 = (byte)((RIB1 & ~(1 << 7)) | (value ? 1 << 7 : 0)); }
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// Meta Accessible Properties
public override int[] IVs
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{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
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set
{
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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if (value.Length != 6) return;
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IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
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public int[] EVs
{
get => new[] { EV_HP, EV_ATK, EV_DEF, EV_SPE, EV_SPA, EV_SPD };
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set
{
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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if (value.Length != 6) return;
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EV_HP = value[0]; EV_ATK = value[1]; EV_DEF = value[2];
EV_SPE = value[3]; EV_SPA = value[4]; EV_SPD = value[5];
}
}
public bool IsNicknamed => Nickname.Length > 0;
public override int Location { get => MetLocation; set => MetLocation = (ushort)value; }
public override IReadOnlyList<int> Moves
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{
get => new[] { Move1, Move2, Move3, Move4 };
set
{
if (value.Count > 0) Move1 = value[0];
if (value.Count > 1) Move2 = value[1];
if (value.Count > 2) Move3 = value[2];
if (value.Count > 3) Move4 = value[3];
}
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}
public override IReadOnlyList<int> Relearn
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{
get => new[] { RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4 };
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set
{
if (value.Count > 0) RelearnMove1 = value[0];
if (value.Count > 1) RelearnMove2 = value[1];
if (value.Count > 2) RelearnMove3 = value[2];
if (value.Count > 3) RelearnMove4 = value[3];
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}
}
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
if (!IsPokémon)
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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throw new ArgumentException(nameof(IsPokémon));
var rnd = Util.Rand;
int currentLevel = Level > 0 ? Level : rnd.Next(1, 101);
var pi = PersonalTable.AO.GetFormeEntry(Species, Form);
PK6 pk = new PK6
{
Species = Species,
HeldItem = HeldItem,
TID = TID,
SID = SID,
Met_Level = currentLevel,
AltForm = Form,
EncryptionConstant = EncryptionConstant != 0 ? EncryptionConstant : Util.Rand32(),
Version = OriginGame != 0 ? OriginGame : sav.Game,
Language = Language != 0 ? Language : sav.Language,
Ball = Ball,
Country = sav.Country,
Region = sav.SubRegion,
ConsoleRegion = sav.ConsoleRegion,
Move1 = Move1, Move2 = Move2, Move3 = Move3, Move4 = Move4,
RelearnMove1 = RelearnMove1, RelearnMove2 = RelearnMove2,
RelearnMove3 = RelearnMove3, RelearnMove4 = RelearnMove4,
Met_Location = MetLocation,
Egg_Location = EggLocation,
CNT_Cool = CNT_Cool,
CNT_Beauty = CNT_Beauty,
CNT_Cute = CNT_Cute,
CNT_Smart = CNT_Smart,
CNT_Tough = CNT_Tough,
CNT_Sheen = CNT_Sheen,
OT_Name = OT_Name.Length > 0 ? OT_Name : sav.OT,
OT_Gender = OTGender != 3 ? OTGender % 2 : sav.Gender,
HT_Name = OT_Name.Length > 0 ? sav.OT : string.Empty,
HT_Gender = OT_Name.Length > 0 ? sav.Gender : 0,
CurrentHandler = OT_Name.Length > 0 ? 1 : 0,
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EXP = Experience.GetEXP(Level, pi.EXPGrowth),
// Ribbons
RibbonCountry = RibbonCountry,
RibbonNational = RibbonNational,
RibbonEarth = RibbonEarth,
RibbonWorld = RibbonWorld,
RibbonClassic = RibbonClassic,
RibbonPremier = RibbonPremier,
RibbonEvent = RibbonEvent,
RibbonBirthday = RibbonBirthday,
RibbonSpecial = RibbonSpecial,
RibbonSouvenir = RibbonSouvenir,
RibbonWishing = RibbonWishing,
RibbonChampionBattle = RibbonChampionBattle,
RibbonChampionRegional = RibbonChampionRegional,
RibbonChampionNational = RibbonChampionNational,
RibbonChampionWorld = RibbonChampionWorld,
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OT_Friendship = pi.BaseFriendship,
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OT_Intensity = OT_Intensity,
OT_Memory = OT_Memory,
OT_TextVar = OT_TextVar,
OT_Feeling = OT_Feeling,
FatefulEncounter = MetLocation != 30011, // Link gifts do not set fateful encounter
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EVs = EVs,
};
pk.SetMaximumPPCurrent();
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pk.MetDate = Date ?? DateTime.Now;
if ((sav.Generation > Format && OriginGame == 0) || !CanBeReceivedByVersion(pk.Version))
{
// give random valid game
do { pk.Version = (int)GameVersion.X + rnd.Next(4); }
while (!CanBeReceivedByVersion(pk.Version));
}
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if (!IsEgg)
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{
if (pk.CurrentHandler == 0) // OT
{
pk.OT_Memory = 3;
pk.OT_TextVar = 9;
pk.OT_Intensity = 1;
pk.OT_Feeling = Memories.GetRandomFeeling(pk.OT_Memory, 10); // 0-9
}
else
{
pk.HT_Memory = 3;
pk.HT_TextVar = 9;
pk.HT_Intensity = 1;
pk.HT_Feeling = Memories.GetRandomFeeling(pk.HT_Memory, 10); // 0-9
pk.HT_Friendship = pk.OT_Friendship;
}
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}
pk.IsNicknamed = IsNicknamed;
pk.Nickname = IsNicknamed ? Nickname : SpeciesName.GetSpeciesNameGeneration(Species, pk.Language, Format);
SetPINGA(pk, criteria);
if (IsEgg)
SetEggMetData(pk);
pk.CurrentFriendship = pk.IsEgg ? pi.HatchCycles : pi.BaseFriendship;
pk.RefreshChecksum();
return pk;
}
private void SetEggMetData(PKM pk)
{
pk.IsEgg = true;
pk.EggMetDate = Date;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(0, pk.Language, Format);
pk.IsNicknamed = true;
}
private void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = PersonalTable.AO.GetFormeEntry(Species, Form);
pk.Nature = (int)criteria.GetNature((Nature)Nature);
pk.Gender = criteria.GetGender(Gender, pi);
var av = GetAbilityIndex(criteria, pi);
pk.RefreshAbility(av);
SetPID(pk);
SetIVs(pk);
}
private int GetAbilityIndex(EncounterCriteria criteria, PersonalInfo pi)
{
switch (AbilityType)
{
case 00: // 0 - 0
case 01: // 1 - 1
case 02: // 2 - H
return AbilityType;
case 03: // 0/1
case 04: // 0/1/H
return criteria.GetAbilityFromType(AbilityType, pi); // 3 or 2
default:
throw new ArgumentException(nameof(AbilityType));
}
}
private void SetPID(PKM pk)
{
switch (PIDType)
{
case Shiny.FixedValue: // Specified
pk.PID = PID;
break;
case Shiny.Random: // Random
pk.PID = Util.Rand32();
break;
case Shiny.Always: // Random Shiny
pk.PID = Util.Rand32();
pk.PID = (uint)(((pk.TID ^ pk.SID ^ (pk.PID & 0xFFFF)) << 16) | (pk.PID & 0xFFFF));
break;
case Shiny.Never: // Random Nonshiny
pk.PID = Util.Rand32();
if (pk.IsShiny) pk.PID ^= 0x10000000;
break;
}
}
private void SetIVs(PKM pk)
{
int[] finalIVs = new int[6];
var ivflag = Array.Find(IVs, iv => (byte)(iv - 0xFC) < 3);
var rnd = Util.Rand;
if (ivflag == 0) // Random IVs
{
for (int i = 0; i < 6; i++)
finalIVs[i] = IVs[i] > 31 ? rnd.Next(32) : IVs[i];
}
else // 1/2/3 perfect IVs
{
int IVCount = ivflag - 0xFB;
do { finalIVs[rnd.Next(6)] = 31; }
while (finalIVs.Count(iv => iv == 31) < IVCount);
for (int i = 0; i < 6; i++)
finalIVs[i] = finalIVs[i] == 31 ? 31 : rnd.Next(32);
}
pk.IVs = finalIVs;
}
protected override bool IsMatchExact(PKM pkm)
{
if (pkm.Egg_Location == 0) // Not Egg
{
if (OTGender != 3)
{
// Skip ID check if ORASDEMO Simulated wc6
if (CardID != 0)
{
if (SID != pkm.SID) return false;
if (TID != pkm.TID) return false;
}
if (OTGender != pkm.OT_Gender) return false;
}
if (!string.IsNullOrEmpty(OT_Name) && OT_Name != pkm.OT_Name) return false;
if (PIDType == Shiny.FixedValue && pkm.PID != PID) return false;
if (!PIDType.IsValid(pkm)) return false;
if (OriginGame != 0 && OriginGame != pkm.Version) return false;
if (EncryptionConstant != 0 && EncryptionConstant != pkm.EncryptionConstant) return false;
if (Language != 0 && Language != pkm.Language) return false;
}
if (Form != pkm.AltForm && !Legal.IsFormChangeable(pkm, Species, Form))
return false;
if (IsEgg)
{
if (EggLocation != pkm.Egg_Location) // traded
{
if (pkm.Egg_Location != Locations.LinkTrade6)
return false;
}
else if (PIDType == 0 && pkm.IsShiny)
{
return false; // can't be traded away for unshiny
}
if (pkm.IsEgg && !pkm.IsNative)
return false;
}
else
{
if (EggLocation != pkm.Egg_Location) return false;
if (MetLocation != pkm.Met_Location) return false;
}
if (Level != pkm.Met_Level) return false;
if (Ball != pkm.Ball) return false;
if (OTGender < 3 && OTGender != pkm.OT_Gender) return false;
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if (Nature != -1 && pkm.Nature != Nature) return false;
if (Gender != 3 && Gender != pkm.Gender) return false;
if (pkm is IContestStats s && s.IsContestBelow(this))
return false;
return true;
}
protected override bool IsMatchDeferred(PKM pkm)
{
switch (CardID)
{
case 0525 when IV_HP == 0xFE: // Diancie was distributed with no IV enforcement & 3IVs
case 0504 when RibbonClassic != ((IRibbonSetEvent4)pkm).RibbonClassic: // Magmar with/without classic
return true;
}
if (RestrictLanguage != 0 && RestrictLanguage != pkm.Language)
return true;
if (!CanBeReceivedByVersion(pkm.Version))
return true;
return Species != pkm.Species;
}
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}
}