PKHeX/PKHeX.Core/Saves/SAV4.cs

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using System;
using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Generation 4 abstract <see cref="SaveFile"/> object.
/// </summary>
/// <remarks>
/// Storage data is stored in one contiguous block, and the remaining data is stored in another block.
/// </remarks>
public abstract class SAV4 : SaveFile, IEventFlag37
{
protected internal override string ShortSummary => $"{OT} ({Version}) - {PlayTimeString}";
public sealed override string Extension => ".sav";
// Blocks & Offsets
private const int PartitionSize = 0x40000;
// SaveData is chunked into two pieces.
private readonly Memory<byte> StorageBuffer;
protected internal readonly Memory<byte> GeneralBuffer;
protected Span<byte> Storage => StorageBuffer.Span;
public Span<byte> General => GeneralBuffer.Span;
protected sealed override Span<byte> BoxBuffer => Storage;
protected sealed override Span<byte> PartyBuffer => General;
public abstract Zukan4 Dex { get; }
protected abstract int EventFlag { get; }
protected abstract int EventWork { get; }
public sealed override bool GetFlag(int offset, int bitIndex) => FlagUtil.GetFlag(General, offset, bitIndex);
public sealed override void SetFlag(int offset, int bitIndex, bool value) => FlagUtil.SetFlag(General, offset, bitIndex, value);
protected SAV4(int gSize, int sSize)
{
GeneralBuffer = new byte[gSize];
StorageBuffer = new byte[sSize];
ClearBoxes();
}
protected SAV4(byte[] data, int gSize, int sSize, int sStart) : base(data)
{
var GeneralBlockPosition = GetActiveBlock(data, 0, gSize);
var StorageBlockPosition = GetActiveBlock(data, sStart, sSize);
var gbo = (GeneralBlockPosition == 0 ? 0 : PartitionSize);
var sbo = (StorageBlockPosition == 0 ? 0 : PartitionSize) + sStart;
GeneralBuffer = Data.AsMemory(gbo, gSize);
StorageBuffer = Data.AsMemory(sbo, sSize);
}
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// Configuration
protected sealed override SAV4 CloneInternal()
{
var sav = CloneInternal4();
SetData(sav.General, General);
SetData(sav.Storage, Storage);
return sav;
}
protected abstract SAV4 CloneInternal4();
public sealed override void CopyChangesFrom(SaveFile sav)
{
SetData(sav.Data, 0);
var s4 = (SAV4)sav;
SetData(General, s4.General);
SetData(Storage, s4.Storage);
}
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protected sealed override int SIZE_STORED => PokeCrypto.SIZE_4STORED;
protected sealed override int SIZE_PARTY => PokeCrypto.SIZE_4PARTY;
public sealed override PK4 BlankPKM => new();
public sealed override Type PKMType => typeof(PK4);
public sealed override int BoxCount => 18;
public sealed override int MaxEV => 255;
public sealed override int Generation => 4;
public override EntityContext Context => EntityContext.Gen4;
public int EventFlagCount => 0xB60; // 2912
public int EventWorkCount => (EventFlag - EventWork) >> 1;
protected sealed override int GiftCountMax => 11;
public sealed override int MaxStringLengthOT => 7;
public sealed override int MaxStringLengthNickname => 10;
public sealed override int MaxMoney => 999999;
public sealed override int MaxCoins => 50_000;
public sealed override ushort MaxMoveID => Legal.MaxMoveID_4;
public sealed override ushort MaxSpeciesID => Legal.MaxSpeciesID_4;
// MaxItemID
public sealed override int MaxAbilityID => Legal.MaxAbilityID_4;
public sealed override int MaxBallID => Legal.MaxBallID_4;
public sealed override int MaxGameID => Legal.MaxGameID_4; // Colo/XD
// Checksums
protected abstract int FooterSize { get; }
private ushort CalcBlockChecksum(ReadOnlySpan<byte> data) => Checksums.CRC16_CCITT(data[..^FooterSize]);
private static ushort GetBlockChecksumSaved(ReadOnlySpan<byte> data) => ReadUInt16LittleEndian(data[^2..]);
private bool GetBlockChecksumValid(ReadOnlySpan<byte> data) => CalcBlockChecksum(data) == GetBlockChecksumSaved(data);
protected sealed override void SetChecksums()
{
WriteUInt16LittleEndian(General[^2..], CalcBlockChecksum(General));
WriteUInt16LittleEndian(Storage[^2..], CalcBlockChecksum(Storage));
}
public sealed override bool ChecksumsValid
{
get
{
if (!GetBlockChecksumValid(General))
return false;
if (!GetBlockChecksumValid(Storage))
return false;
return true;
}
}
public sealed override string ChecksumInfo
{
get
{
var list = new List<string>();
if (!GetBlockChecksumValid(General))
list.Add("Small block checksum is invalid");
if (!GetBlockChecksumValid(Storage))
list.Add("Large block checksum is invalid");
return list.Count != 0 ? string.Join(Environment.NewLine, list) : "Checksums are valid.";
}
}
private static int GetActiveBlock(ReadOnlySpan<byte> data, int begin, int length)
{
int offset = begin + length - 0x14;
return SAV4BlockDetection.CompareFooters(data, offset, offset + PartitionSize);
}
protected int WondercardFlags = int.MinValue;
protected int AdventureInfo = int.MinValue;
protected int Seal = int.MinValue;
protected int Geonet = int.MinValue;
protected int Trainer1;
public int GTS { get; protected set; } = int.MinValue;
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// Storage
public override int PartyCount
{
get => General[Party - 4];
protected set => General[Party - 4] = (byte)value;
}
public sealed override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
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// Trainer Info
public override string OT
{
get => GetString(General.Slice(Trainer1, 16));
set => SetString(General.Slice(Trainer1, 16), value, MaxStringLengthOT, StringConverterOption.ClearZero);
}
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public override uint ID32
{
get => ReadUInt32LittleEndian(General[(Trainer1 + 0x10)..]);
set => WriteUInt32LittleEndian(General[(Trainer1 + 0x10)..], value);
}
public override ushort TID16
{
get => ReadUInt16LittleEndian(General[(Trainer1 + 0x10)..]);
set => WriteUInt16LittleEndian(General[(Trainer1 + 0x10)..], value);
}
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public override ushort SID16
{
get => ReadUInt16LittleEndian(General[(Trainer1 + 0x12)..]);
set => WriteUInt16LittleEndian(General[(Trainer1 + 0x12)..], value);
}
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public override uint Money
{
get => ReadUInt32LittleEndian(General[(Trainer1 + 0x14)..]);
set => WriteUInt32LittleEndian(General[(Trainer1 + 0x14)..], value);
}
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public override int Gender
{
get => General[Trainer1 + 0x18];
set => General[Trainer1 + 0x18] = (byte)value;
}
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public override int Language
{
get => General[Trainer1 + 0x19];
set => General[Trainer1 + 0x19] = (byte)value;
}
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public int Badges
{
get => General[Trainer1 + 0x1A];
set { if (value < 0) return; General[Trainer1 + 0x1A] = (byte)value; }
}
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public int Sprite
{
get => General[Trainer1 + 0x1B];
set { if (value < 0) return; General[Trainer1 + 0x1B] = (byte)value; }
}
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public uint Coin
{
get => ReadUInt16LittleEndian(General[(Trainer1 + 0x20)..]);
set => WriteUInt16LittleEndian(General[(Trainer1 + 0x20)..], (ushort)value);
}
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public override int PlayedHours
{
get => ReadUInt16LittleEndian(General[(Trainer1 + 0x22)..]);
set => WriteUInt16LittleEndian(General[(Trainer1 + 0x22)..], (ushort)value);
}
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public override int PlayedMinutes
{
get => General[Trainer1 + 0x24];
set => General[Trainer1 + 0x24] = (byte)value;
}
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public override int PlayedSeconds
{
get => General[Trainer1 + 0x25];
set => General[Trainer1 + 0x25] = (byte)value;
}
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public abstract int M { get; set; }
public abstract int X { get; set; }
public abstract int Y { get; set; }
public string Rival
{
get => GetString(Rival_Trash);
set => SetString(Rival_Trash, value, MaxStringLengthOT, StringConverterOption.ClearZero);
}
public abstract Span<byte> Rival_Trash { get; set; }
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public abstract int X2 { get; set; }
public abstract int Y2 { get; set; }
public abstract int Z { get; set; }
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public override uint SecondsToStart { get => ReadUInt32LittleEndian(General[(AdventureInfo + 0x34)..]); set => WriteUInt32LittleEndian(General[(AdventureInfo + 0x34)..], value); }
public override uint SecondsToFame { get => ReadUInt32LittleEndian(General[(AdventureInfo + 0x3C)..]); set => WriteUInt32LittleEndian(General[(AdventureInfo + 0x3C)..], value); }
public int Country
{
get => General[Geonet];
set { if (value < 0) return; General[Geonet] = (byte)value; }
}
public int Region
{
get => General[Geonet + 1];
set { if (value < 0) return; General[Geonet + 1] = (byte)value; }
}
protected sealed override PK4 GetPKM(byte[] data) => new(data);
protected sealed override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray45(data);
protected sealed override void SetPKM(PKM pk, bool isParty = false)
{
var pk4 = (PK4)pk;
// Apply to this Save File
DateTime Date = DateTime.Now;
if (pk4.Trade(OT, ID32, Gender, Date.Day, Date.Month, Date.Year))
pk.RefreshChecksum();
}
// Daycare
public override int GetDaycareSlotOffset(int loc, int slot) => DaycareOffset + (slot * SIZE_PARTY);
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public override uint? GetDaycareEXP(int loc, int slot)
{
int ofs = DaycareOffset + ((slot+1)*SIZE_PARTY) - 4;
return ReadUInt32LittleEndian(General[ofs..]);
}
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public override bool? IsDaycareOccupied(int loc, int slot) => null; // todo
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public override void SetDaycareEXP(int loc, int slot, uint EXP)
{
int ofs = DaycareOffset + ((slot+1)*SIZE_PARTY) - 4;
WriteUInt32LittleEndian(General[ofs..], EXP);
}
public override void SetDaycareOccupied(int loc, int slot, bool occupied)
{
// todo
}
// Mystery Gift
private bool MysteryGiftActive { get => (General[72] & 1) == 1; set => General[72] = (byte)((General[72] & 0xFE) | (value ? 1 : 0)); }
private static bool IsMysteryGiftAvailable(DataMysteryGift[] value)
{
for (int i = 0; i < 8; i++) // 8 PGT
{
if (value[i] is PGT {CardType: not 0})
return true;
}
for (int i = 8; i < 11; i++) // 3 PCD
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{
if (value[i] is PCD {Gift.CardType: not 0 })
return true;
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}
return false;
}
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private bool MatchMysteryGifts(DataMysteryGift[] value, Span<byte> indexes)
{
for (int i = 0; i < 8; i++)
{
if (value[i] is not PGT pgt)
continue;
if (pgt.CardType == 0) // empty
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{
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indexes[i] = pgt.Slot = 0;
continue;
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}
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indexes[i] = pgt.Slot = 3;
for (byte j = 0; j < 3; j++)
{
if (value[8 + j] is not PCD pcd)
continue;
// Check if data matches (except Slot @ 0x02)
if (!pcd.GiftEquals(pgt))
continue;
if (this is SAV4HGSS)
j++; // hgss 0,1,2; dppt 1,2,3
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indexes[i] = pgt.Slot = j;
break;
}
}
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return true;
}
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public override MysteryGiftAlbum GiftAlbum
{
get => new(MysteryGiftCards, MysteryGiftReceivedFlags) {Flags = {[2047] = false}};
set
{
bool available = IsMysteryGiftAvailable(value.Gifts);
if (available && !MysteryGiftActive)
MysteryGiftActive = true;
value.Flags[2047] = available;
// Check encryption for each gift (decrypted wc4 sneaking in)
foreach (var g in value.Gifts)
{
if (g is PGT pgt)
{
pgt.VerifyPKEncryption();
}
else if (g is PCD pcd)
{
var dg = pcd.Gift;
if (dg.VerifyPKEncryption())
pcd.Gift = dg; // set encrypted gift back to PCD.
}
}
MysteryGiftReceivedFlags = value.Flags;
MysteryGiftCards = value.Gifts;
}
}
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protected sealed override bool[] MysteryGiftReceivedFlags
{
get
{
bool[] result = new bool[GiftFlagMax];
for (int i = 0; i < result.Length; i++)
result[i] = ((General[WondercardFlags + (i >> 3)] >> (i & 7)) & 0x1) == 1;
return result;
}
set
{
if (GiftFlagMax != value.Length)
return;
Span<byte> data = General.Slice(WondercardFlags, value.Length / 8);
data.Clear();
for (int i = 0; i < value.Length; i++)
{
if (value[i])
data[i >> 3] |= (byte)(1 << (i & 7));
}
}
}
protected sealed override DataMysteryGift[] MysteryGiftCards
{
get
{
int pcd = this is SAV4HGSS ? 4 : 3;
DataMysteryGift[] cards = new DataMysteryGift[8 + pcd];
for (int i = 0; i < 8; i++) // 8 PGT
cards[i] = new PGT(General.Slice(WondercardData + (i * PGT.Size), PGT.Size).ToArray());
for (int i = 8; i < 11; i++) // 3 PCD
cards[i] = new PCD(General.Slice(WondercardData + (8 * PGT.Size) + ((i-8) * PCD.Size), PCD.Size).ToArray());
if (this is SAV4HGSS hgss)
cards[^1] = hgss.LockCapsuleSlot;
return cards;
}
set
{
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Span<byte> indexes = stackalloc byte[8];
bool matchAny = MatchMysteryGifts(value, indexes); // automatically applied
if (!matchAny)
return;
for (int i = 0; i < 8; i++) // 8 PGT
{
if (value[i] is PGT)
{
var ofs = (WondercardData + (i * PGT.Size));
SetData(General[ofs..], value[i].Data);
}
}
for (int i = 8; i < 11; i++) // 3 PCD
{
if (value[i] is PCD)
{
var ofs = (WondercardData + (8 * PGT.Size) + ((i - 8) * PCD.Size));
SetData(General[ofs..], value[i].Data);
}
}
if (this is SAV4HGSS hgss && value.Length >= 11 && value[^1] is PCD capsule)
hgss.LockCapsuleSlot = capsule;
}
}
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protected sealed override void SetDex(PKM pk) => Dex.SetDex(pk);
public sealed override bool GetCaught(ushort species) => Dex.GetCaught(species);
public sealed override bool GetSeen(ushort species) => Dex.GetSeen(species);
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public int DexUpgraded
{
get
{
switch (Version)
{
case GameVersion.DP:
if (General[0x1413] != 0) return 4;
if (General[0x1415] != 0) return 3;
if (General[0x1404] != 0) return 2;
if (General[0x1414] != 0) return 1;
return 0;
case GameVersion.HGSS:
if (General[0x15ED] != 0) return 3;
if (General[0x15EF] != 0) return 2;
if (General[0x15EE] != 0 && (General[0x10D1] & 8) != 0) return 1;
return 0;
case GameVersion.Pt:
if (General[0x1641] != 0) return 4;
if (General[0x1643] != 0) return 3;
if (General[0x1640] != 0) return 2;
if (General[0x1642] != 0) return 1;
return 0;
default: return 0;
}
}
set
{
switch (Version)
{
case GameVersion.DP:
General[0x1413] = value == 4 ? (byte)1 : (byte)0;
General[0x1415] = value >= 3 ? (byte)1 : (byte)0;
General[0x1404] = value >= 2 ? (byte)1 : (byte)0;
General[0x1414] = value >= 1 ? (byte)1 : (byte)0;
break;
case GameVersion.HGSS:
General[0x15ED] = value == 3 ? (byte)1 : (byte)0;
General[0x15EF] = value >= 2 ? (byte)1 : (byte)0;
General[0x15EE] = value >= 1 ? (byte)1 : (byte)0;
General[0x10D1] = (byte)((General[0x10D1] & ~8) | (value >= 1 ? 8 : 0));
break;
case GameVersion.Pt:
General[0x1641] = value == 4 ? (byte)1 : (byte)0;
General[0x1643] = value >= 3 ? (byte)1 : (byte)0;
General[0x1640] = value >= 2 ? (byte)1 : (byte)0;
General[0x1642] = value >= 1 ? (byte)1 : (byte)0;
break;
default: return;
}
}
}
public sealed override string GetString(ReadOnlySpan<byte> data) => StringConverter4.GetString(data);
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public sealed override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
{
return StringConverter4.SetString(destBuffer, value, maxLength, option);
}
#region Event Flag/Event Work
public bool GetEventFlag(int flagNumber)
{
if ((uint)flagNumber >= EventFlagCount)
throw new ArgumentOutOfRangeException(nameof(flagNumber), $"Event Flag to get ({flagNumber}) is greater than max ({EventFlagCount}).");
return GetFlag(EventFlag + (flagNumber >> 3), flagNumber & 7);
}
public void SetEventFlag(int flagNumber, bool value)
{
if ((uint)flagNumber >= EventFlagCount)
throw new ArgumentOutOfRangeException(nameof(flagNumber), $"Event Flag to set ({flagNumber}) is greater than max ({EventFlagCount}).");
SetFlag(EventFlag + (flagNumber >> 3), flagNumber & 7, value);
}
public ushort GetWork(int index) => ReadUInt16LittleEndian(General[(EventWork + (index * 2))..]);
public void SetWork(int index, ushort value) => WriteUInt16LittleEndian(General[EventWork..][(index * 2)..], value);
#endregion
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// Seals
private const byte SealMaxCount = 99;
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public Span<byte> GetSealCase() => General.Slice(Seal, (int)Seal4.MAX);
public void SetSealCase(ReadOnlySpan<byte> value) => SetData(General.Slice(Seal, (int)Seal4.MAX), value);
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public byte GetSealCount(Seal4 id) => General[Seal + (int)id];
public byte SetSealCount(Seal4 id, byte count) => General[Seal + (int)id] = Math.Min(SealMaxCount, count);
public void SetAllSeals(byte count, bool unreleased = false)
{
var sealIndexCount = (int)(unreleased ? Seal4.MAX : Seal4.MAXLEGAL);
var clamped = Math.Min(count, SealMaxCount);
for (int i = 0; i < sealIndexCount; i++)
General[Seal + i] = clamped;
}
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 int GetMailOffset(int index)
{
int ofs = (index * Mail4.SIZE);
return Version switch
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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{
GameVersion.DP => (ofs + 0x4BEC),
GameVersion.Pt => (ofs + 0x4E80),
_ => (ofs + 0x3FA8),
};
}
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 byte[] GetMailData(int ofs) => General.Slice(ofs, Mail4.SIZE).ToArray();
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public Mail4 GetMail(int mailIndex)
{
int ofs = GetMailOffset(mailIndex);
return new Mail4(GetMailData(ofs), ofs);
}
public abstract uint SwarmSeed { get; set; }
public abstract uint SwarmMaxCountModulo { get; }
public uint SwarmIndex
{
get => SwarmSeed % SwarmMaxCountModulo;
set
{
value %= SwarmMaxCountModulo;
while (SwarmIndex != value)
++SwarmSeed;
}
}
}