PKHeX/PKHeX.Core/MysteryGifts/WR7.cs

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using System;
using System.Text;
namespace PKHeX.Core
{
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/// <summary>
/// Record of a received <see cref="WB7"/> file.
/// </summary>
/// <remarks>
/// A full <see cref="WB7"/> is not stored in the <see cref="SAV7b"/> structure, as it is immediately converted to <see cref="PKM"/> upon receiving from server.
/// The save file just stores a summary of the received data for the user to look back at.
/// </remarks>
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 sealed class WR7 : DataMysteryGift
{
public const int Size = 0x140;
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
2019-10-17 01:47:31 +00:00
public WR7() : this(new byte[Size]) { }
public WR7(byte[] data) : base(data) { }
public uint Epoch
{
get => BitConverter.ToUInt32(Data, 0x00);
set => BitConverter.GetBytes(value).CopyTo(Data, 0x00);
}
public DateTime Date => new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc).AddSeconds(Epoch);
public override int CardID
{
get => BitConverter.ToUInt16(Data, 0x08);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x08);
}
public ushort CardType
{
get => BitConverter.ToUInt16(Data, 0x0A);
set => BitConverter.GetBytes(value).CopyTo(Data, 0x0A);
}
public WR7GiftType GiftType
{
get => (WR7GiftType)Data[0x0C];
set => Data[0x0C] = (byte)value;
}
public int ItemCount
{
get => Data[0x0D];
set => Data[0x0D] = (byte)value;
}
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// unknown: region from 0x10 to 0xFF ?
public override int Species
{
get => BitConverter.ToUInt16(Data, 0x10C);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x10C);
}
public override bool GiftUsed { get; set; }
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public override int Level // are moves stored? mew has '1' but this could be move
{
get => BitConverter.ToUInt16(Data, 0x10E);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x10E);
}
public override int ItemID { get => BitConverter.ToUInt16(Data, 0x110); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x110); }
public ushort ItemIDCount { get => BitConverter.ToUInt16(Data, 0x112); set => BitConverter.GetBytes(value).CopyTo(Data, 0x112); }
public ushort ItemSet2Item { get => BitConverter.ToUInt16(Data, 0x114); set => BitConverter.GetBytes(value).CopyTo(Data, 0x114); }
public ushort ItemSet2Count { get => BitConverter.ToUInt16(Data, 0x116); set => BitConverter.GetBytes(value).CopyTo(Data, 0x116); }
public ushort ItemSet3Item { get => BitConverter.ToUInt16(Data, 0x118); set => BitConverter.GetBytes(value).CopyTo(Data, 0x118); }
public ushort ItemSet3Count { get => BitConverter.ToUInt16(Data, 0x11A); set => BitConverter.GetBytes(value).CopyTo(Data, 0x11A); }
public ushort ItemSet4Item { get => BitConverter.ToUInt16(Data, 0x11C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x11C); }
public ushort ItemSet4Count { get => BitConverter.ToUInt16(Data, 0x11E); set => BitConverter.GetBytes(value).CopyTo(Data, 0x11E); }
public ushort ItemSet5Item { get => BitConverter.ToUInt16(Data, 0x120); set => BitConverter.GetBytes(value).CopyTo(Data, 0x120); } // struct union overlaps OT Name data, beware!
public ushort ItemSet5Count { get => BitConverter.ToUInt16(Data, 0x122); set => BitConverter.GetBytes(value).CopyTo(Data, 0x122); }
public ushort ItemSet6Item { get => BitConverter.ToUInt16(Data, 0x124); set => BitConverter.GetBytes(value).CopyTo(Data, 0x124); }
public ushort ItemSet6Count { get => BitConverter.ToUInt16(Data, 0x126); set => BitConverter.GetBytes(value).CopyTo(Data, 0x126); }
public override int Gender { get; set; }
public override int Form { get; set; }
public override int TID { get; set; }
public override int SID { get; set; }
public override string OT_Name
{
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, 0x120, 0x1A));
set => Encoding.Unicode.GetBytes(value.PadRight(value.Length + 1, '\0')).CopyTo(Data, 0x120 + 0xB6); // careful with length
}
public LanguageID LanguageReceived
{
get => (LanguageID)Data[0x13A];
set => Data[0x13A] = (byte)value;
}
// Mystery Gift implementation
public override int Format => 7;
protected override bool IsMatchExact(PKM pkm) => false;
protected override bool IsMatchDeferred(PKM pkm) => false;
public override int Location { get; set; }
public override int EggLocation { get; set; }
public override int Ball { get; set; } = 4;
public override string CardTitle { get => $"{nameof(WB7)} Record ({OT_Name}) [{LanguageReceived}]"; set { } }
public override bool IsItem
{
get => GiftType == WR7GiftType.Item;
set
{
if (value)
GiftType = WR7GiftType.Item;
}
}
public override bool IsPokémon
{
get => GiftType == WR7GiftType.Pokemon;
set
{
if (value)
GiftType = WR7GiftType.Pokemon;
}
}
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
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// this method shouldn't really be called, use the WB7 data not the WR7 data.
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));
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// we'll just generate something as close as we can, since we must return something!
var pk = new PB7();
sav.ApplyTo(pk);
if (!GameVersion.GG.Contains((GameVersion) sav.Game))
pk.Version = (int) GameVersion.GP;
pk.Species = Species;
pk.Met_Level = pk.CurrentLevel = Level;
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pk.MetDate = Date;
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return pk; // can't really do much more, just return the rough data
}
}
}