PKHeX/PKHeX.Core/PersonalInfo/PersonalInfoSWSH.cs

125 lines
8 KiB
C#
Raw Normal View History

using System;
namespace PKHeX.Core
{
/// <summary>
/// <see cref="PersonalInfo"/> class with values from the <see cref="GameVersion.SWSH"/> games.
/// </summary>
2019-11-16 01:34:18 +00:00
public sealed class PersonalInfoSWSH : PersonalInfo
{
public const int SIZE = 0xB0;
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 PersonalInfoSWSH(byte[] data) : base(data)
{
2019-11-16 01:34:18 +00:00
TMHM = new bool[200];
for (var i = 0; i < 100; i++)
{
TMHM[i] = FlagUtil.GetFlag(Data, 0x28 + (i >> 3), i);
TMHM[i + 100] = FlagUtil.GetFlag(Data, 0x3C + (i >> 3), i);
}
// 0x38-0x3B type tutors, but only 8 bits are valid flags.
var typeTutors = new bool[8];
for (int i = 0; i < typeTutors.Length; i++)
typeTutors[i] = FlagUtil.GetFlag(Data, 0x38, i);
TypeTutors = typeTutors;
// 0xA8-0xAF are armor type tutors, one bit for each type
var armorTutors = new bool[18];
for (int i = 0; i < armorTutors.Length; i++)
armorTutors[i] = FlagUtil.GetFlag(Data, 0xA8 + (i >> 3), i);
SpecialTutors = new[]
{
armorTutors,
};
}
2019-11-16 01:34:18 +00:00
public override byte[] Write()
{
for (var i = 0; i < 100; i++)
{
FlagUtil.SetFlag(Data, 0x28 + (i >> 3), i, TMHM[i]);
FlagUtil.SetFlag(Data, 0x3C + (i >> 3), i, TMHM[i + 100]);
}
for (int i = 0; i < TypeTutors.Length; i++)
FlagUtil.SetFlag(Data, 0x38, i, TypeTutors[i]);
for (int i = 0; i < SpecialTutors[0].Length; i++)
FlagUtil.SetFlag(Data, 0xA8 + (i >> 3), i, SpecialTutors[0][i]);
2019-11-16 01:34:18 +00:00
return Data;
}
public override int HP { get => Data[0x00]; set => Data[0x00] = (byte)value; }
public override int ATK { get => Data[0x01]; set => Data[0x01] = (byte)value; }
public override int DEF { get => Data[0x02]; set => Data[0x02] = (byte)value; }
public override int SPE { get => Data[0x03]; set => Data[0x03] = (byte)value; }
public override int SPA { get => Data[0x04]; set => Data[0x04] = (byte)value; }
public override int SPD { get => Data[0x05]; set => Data[0x05] = (byte)value; }
public override int Type1 { get => Data[0x06]; set => Data[0x06] = (byte)value; }
public override int Type2 { get => Data[0x07]; set => Data[0x07] = (byte)value; }
public override int CatchRate { get => Data[0x08]; set => Data[0x08] = (byte)value; }
public override int EvoStage { get => Data[0x09]; set => Data[0x09] = (byte)value; }
private int EVYield { get => BitConverter.ToUInt16(Data, 0x0A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x0A); }
public override int EV_HP { get => EVYield >> 0 & 0x3; set => EVYield = (EVYield & ~(0x3 << 0)) | (value & 0x3) << 0; }
public override int EV_ATK { get => EVYield >> 2 & 0x3; set => EVYield = (EVYield & ~(0x3 << 2)) | (value & 0x3) << 2; }
public override int EV_DEF { get => EVYield >> 4 & 0x3; set => EVYield = (EVYield & ~(0x3 << 4)) | (value & 0x3) << 4; }
public override int EV_SPE { get => EVYield >> 6 & 0x3; set => EVYield = (EVYield & ~(0x3 << 6)) | (value & 0x3) << 6; }
public override int EV_SPA { get => EVYield >> 8 & 0x3; set => EVYield = (EVYield & ~(0x3 << 8)) | (value & 0x3) << 8; }
public override int EV_SPD { get => EVYield >> 10 & 0x3; set => EVYield = (EVYield & ~(0x3 << 10)) | (value & 0x3) << 10; }
public int Item1 { get => BitConverter.ToInt16(Data, 0x0C); set => BitConverter.GetBytes((short)value).CopyTo(Data, 0x0C); }
public int Item2 { get => BitConverter.ToInt16(Data, 0x0E); set => BitConverter.GetBytes((short)value).CopyTo(Data, 0x0E); }
public int Item3 { get => BitConverter.ToInt16(Data, 0x10); set => BitConverter.GetBytes((short)value).CopyTo(Data, 0x10); }
public override int Gender { get => Data[0x12]; set => Data[0x12] = (byte)value; }
public override int HatchCycles { get => Data[0x13]; set => Data[0x13] = (byte)value; }
public override int BaseFriendship { get => Data[0x14]; set => Data[0x14] = (byte)value; }
public override int EXPGrowth { get => Data[0x15]; set => Data[0x15] = (byte)value; }
public override int EggGroup1 { get => Data[0x16]; set => Data[0x16] = (byte)value; }
public override int EggGroup2 { get => Data[0x17]; set => Data[0x17] = (byte)value; }
public int Ability1 { get => BitConverter.ToUInt16(Data, 0x18); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x18); }
public int Ability2 { get => BitConverter.ToUInt16(Data, 0x1A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1A); }
public int AbilityH { get => BitConverter.ToUInt16(Data, 0x1C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1C); }
public override int EscapeRate { get => 0; set { } } // moved?
protected internal override int FormStatsIndex { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1E); }
public override int FormeSprite { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1E); } // ???
public override int FormeCount { get => Data[0x20]; set => Data[0x20] = (byte)value; }
public override int Color { get => Data[0x21] & 0x3F; set => Data[0x21] = (byte)((Data[0x21] & 0xC0) | (value & 0x3F)); }
public bool IsPresentInGame { get => ((Data[0x21] >> 6) & 1) == 1; set => Data[0x21] = (byte)((Data[0x21] & ~0x40) | (value ? 0x40 : 0)); }
public bool SpriteForme { get => ((Data[0x21] >> 7) & 1) == 1; set => Data[0x21] = (byte)((Data[0x21] & ~0x80) | (value ? 0x80 : 0)); }
public override int BaseEXP { get => BitConverter.ToUInt16(Data, 0x22); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x22); }
public override int Height { get => BitConverter.ToUInt16(Data, 0x24); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x24); }
public override int Weight { get => BitConverter.ToUInt16(Data, 0x26); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x26); }
public override int[] Items
{
get => new[] { Item1, Item2, Item3 };
set
{
if (value.Length != 3) return;
2019-11-16 01:34:18 +00:00
Item1 = value[0];
Item2 = value[1];
Item3 = value[2];
}
}
public override int[] Abilities
{
get => new[] { Ability1, Ability2, AbilityH };
set
{
if (value.Length != 3) return;
2019-11-16 01:34:18 +00:00
Ability1 = value[0];
Ability2 = value[1];
AbilityH = value[2];
}
}
public int Species { get => BitConverter.ToUInt16(Data, 0x4C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x4C); }
public int BaseSpecies { get => BitConverter.ToUInt16(Data, 0x56); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x56); }
public int BaseSpeciesForm { get => BitConverter.ToUInt16(Data, 0x58); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x58); } // local region base form
public int Flags { get => BitConverter.ToUInt16(Data, 0x5A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5A); } // not sure
2019-11-16 01:34:18 +00:00
public int PokeDexIndex { get => BitConverter.ToUInt16(Data, 0x5C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5C); }
public int FormIndex { get => BitConverter.ToUInt16(Data, 0x5E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5E); } // form index of this entry
public int ArmorDexIndex { get => BitConverter.ToUInt16(Data, 0xAC); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xAC); }
public int CrownDexIndex { get => BitConverter.ToUInt16(Data, 0xAE); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0xAE); }
}
}