PKHeX/PKHeX.Core/Saves/Substructures/Gen3/Roamer3.cs

113 lines
4.6 KiB
C#
Raw Normal View History

2017-10-10 04:00:36 +00:00
using System;
namespace PKHeX.Core
{
public sealed class Roamer3 : IContestStats
2017-10-10 04:00:36 +00:00
{
private readonly SaveFile SAV;
private readonly int Offset;
public bool IsGlitched { get; }
2018-05-12 15:13:39 +00:00
2017-10-10 04:00:36 +00:00
public Roamer3(SAV3 sav)
{
SAV = sav;
2017-10-10 04:00:36 +00:00
Offset = sav.GetBlockOffset(4);
if (GameVersion.FRLG.Contains(SAV.Version))
Offset += 0x250;
else if (SAV.Version == GameVersion.E)
Offset += 0x35C;
else // RS
Offset += 0x2C4;
2017-10-10 04:00:36 +00:00
IsGlitched = SAV.Version != GameVersion.E;
}
private uint IV32
{
get => BitConverter.ToUInt32(SAV.Data, Offset);
set => SAV.SetData(BitConverter.GetBytes(value), Offset);
}
2018-09-15 05:37:47 +00:00
2017-10-10 04:00:36 +00:00
public uint PID
{
get => BitConverter.ToUInt32(SAV.Data, Offset + 4);
set => SAV.SetData(BitConverter.GetBytes(value), Offset + 4);
}
2018-09-15 05:37:47 +00:00
2017-10-10 04:00:36 +00:00
public int Species
{
get => SpeciesConverter.GetG4Species(BitConverter.ToInt16(SAV.Data, Offset + 8));
set => SAV.SetData(BitConverter.GetBytes((ushort)SpeciesConverter.GetG3Species(value)), Offset + 8);
}
2018-09-15 05:37:47 +00:00
2018-07-08 04:31:07 +00:00
public int HP_Current
{
get => BitConverter.ToInt16(SAV.Data, Offset + 10);
set => SAV.SetData(BitConverter.GetBytes((short)value), Offset + 10);
}
2018-09-15 05:37:47 +00:00
2018-07-08 04:31:07 +00:00
public int CurrentLevel
{
get => SAV.Data[Offset + 12];
set => SAV.Data[Offset + 12] = (byte)value;
}
2018-09-15 05:37:47 +00:00
2018-07-08 04:31:07 +00:00
public int Status { get => SAV.Data[Offset + 0x0D]; set => SAV.Data[Offset + 0x0D] = (byte)value; }
public int CNT_Cool { get => SAV.Data[Offset + 0x0E]; set => SAV.Data[Offset + 0x0E] = (byte)value; }
public int CNT_Beauty { get => SAV.Data[Offset + 0x0F]; set => SAV.Data[Offset + 0x0F] = (byte)value; }
public int CNT_Cute { get => SAV.Data[Offset + 0x10]; set => SAV.Data[Offset + 0x10] = (byte)value; }
public int CNT_Smart { get => SAV.Data[Offset + 0x11]; set => SAV.Data[Offset + 0x11] = (byte)value; }
public int CNT_Tough { get => SAV.Data[Offset + 0x12]; set => SAV.Data[Offset + 0x12] = (byte)value; }
public int CNT_Sheen { get => 0; set { } }
public bool Active { get => SAV.Data[Offset + 0x13] == 1; set => SAV.Data[Offset + 0x13] = (byte)(value ? 1 : 0); }
2017-10-10 04:00:36 +00:00
// Derived Properties
private int IV_HP { get => (int)(IV32 >> 00) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 00)) | (uint)((value > 31 ? 31 : value) << 00)); }
private int IV_ATK { get => (int)(IV32 >> 05) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 05)) | (uint)((value > 31 ? 31 : value) << 05)); }
private int IV_DEF { get => (int)(IV32 >> 10) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 10)) | (uint)((value > 31 ? 31 : value) << 10)); }
private int IV_SPE { get => (int)(IV32 >> 15) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 15)) | (uint)((value > 31 ? 31 : value) << 15)); }
private int IV_SPA { get => (int)(IV32 >> 20) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 20)) | (uint)((value > 31 ? 31 : value) << 20)); }
private int IV_SPD { get => (int)(IV32 >> 25) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 25)) | (uint)((value > 31 ? 31 : value) << 25)); }
/// <summary>
/// Roamer's IVs.
/// </summary>
public int[] IVs
{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
set
{
if (value.Length != 6) return;
2017-10-10 04:00:36 +00:00
IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
/// <summary>
/// Indicates if the Roamer is shiny with the <see cref="SAV"/>'s Trainer Details.
/// </summary>
/// <param name="pid">PID to check for</param>
/// <returns>Indication if the PID is shiny for the trainer.</returns>
public bool IsShiny(uint pid)
{
var val = (ushort)(SAV.SID ^ SAV.TID ^ (pid >> 16) ^ pid);
return val < 8;
}
/// <summary>
/// Gets the glitched Roamer IVs, where only 1 byte of IV data is loaded when encountered.
/// </summary>
public int[] IVsGlitch
{
get
{
var ivs = IV32; // store for restoration later
IV32 &= 0xFF; // only 1 byte is loaded to the encounter
var glitch = IVs; // get glitched IVs
IV32 = ivs; // restore unglitched IVs
return glitch;
}
}
}
}