2022-06-18 18:04:24 +00:00
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using System;
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2022-06-04 07:59:52 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Generation 3 Base <see cref="PKM"/> Class
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/// </summary>
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public abstract class G3PKM : PKM, IRibbonSetEvent3, IRibbonSetCommon3, IRibbonSetUnique3, IRibbonSetOnly3, IContestStats, IContestStatsMutable
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2018-02-03 20:42:06 +00:00
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{
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2022-06-18 18:04:24 +00:00
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protected G3PKM(byte[] data) : base(data) { }
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protected G3PKM(int size) : base(size) { }
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// Maximums
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2022-08-27 06:43:36 +00:00
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public sealed override ushort MaxMoveID => Legal.MaxMoveID_3;
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public sealed override ushort MaxSpeciesID => Legal.MaxSpeciesID_3;
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2022-06-18 18:04:24 +00:00
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public sealed override int MaxAbilityID => Legal.MaxAbilityID_3;
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public sealed override int MaxItemID => Legal.MaxItemID_3;
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public sealed override int MaxBallID => Legal.MaxBallID_3;
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public sealed override int MaxGameID => Legal.MaxGameID_3;
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public sealed override int MaxIV => 31;
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public sealed override int MaxEV => 255;
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public sealed override int OTLength => 7;
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public sealed override int NickLength => 10;
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// Generated Attributes
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public sealed override int PSV => (int)(((PID >> 16) ^ (PID & 0xFFFF)) >> 3);
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public sealed override int TSV => (TID ^ SID) >> 3;
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public sealed override bool Japanese => Language == (int)LanguageID.Japanese;
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public sealed override int Ability { get => ((PersonalInfo3)PersonalInfo).GetAbility(AbilityBit); set { } }
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2022-06-18 18:04:24 +00:00
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public sealed override uint EncryptionConstant { get => PID; set { } }
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public sealed override int Nature { get => (int)(PID % 25); set { } }
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public sealed override bool IsNicknamed { get => SpeciesName.IsNicknamed(Species, Nickname, Language, 3); set { } }
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public sealed override int Gender { get => EntityGender.GetFromPID(Species, PID); set { } }
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public sealed override int Characteristic => -1;
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public sealed override int CurrentFriendship { get => OT_Friendship; set => OT_Friendship = value; }
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public sealed override int CurrentHandler { get => 0; set { } }
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public sealed override int Egg_Location { get => 0; set { } }
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public override int MarkingCount => 4;
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public override int GetMarking(int index)
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2018-02-03 20:42:06 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if ((uint)index >= MarkingCount)
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throw new ArgumentOutOfRangeException(nameof(index));
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return (MarkValue >> index) & 1;
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}
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2022-03-14 02:53:46 +00:00
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2022-06-18 18:04:24 +00:00
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public override void SetMarking(int index, int value)
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{
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if ((uint)index >= MarkingCount)
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throw new ArgumentOutOfRangeException(nameof(index));
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MarkValue = (MarkValue & ~(1 << index)) | ((value & 1) << index);
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}
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2022-02-10 04:20:32 +00:00
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2022-06-18 18:04:24 +00:00
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public abstract ushort SpeciesID3 { get; set; } // raw access
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2018-07-07 00:37:07 +00:00
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2022-08-27 06:43:36 +00:00
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public sealed override byte Form
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2022-06-18 18:04:24 +00:00
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{
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2022-08-27 06:43:36 +00:00
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get => Species == (int)Core.Species.Unown ? EntityPID.GetUnownForm3(PID) : (byte)0;
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2022-06-18 18:04:24 +00:00
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set
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2020-11-29 23:02:57 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (Species != (int)Core.Species.Unown)
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2021-10-01 04:46:13 +00:00
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return;
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2022-06-18 18:04:24 +00:00
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var rnd = Util.Rand;
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while (EntityPID.GetUnownForm3(PID) != value)
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PID = rnd.Rand32();
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2020-11-29 23:02:57 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2020-11-29 23:02:57 +00:00
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2022-06-18 18:04:24 +00:00
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public sealed override int AbilityNumber { get => 1 << (AbilityBit ? 1 : 0); set => AbilityBit = value > 1; } // [0,1]->[1,2] ; [1,x]->[0,1]
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public abstract bool AbilityBit { get; set; }
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public sealed override void RefreshAbility(int n)
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{
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if (Species is (int)Core.Species.Granbull or (int)Core.Species.Vibrava or (int)Core.Species.Flygon)
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return;
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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AbilityBit = n == 1 && ((PersonalInfo3)PersonalInfo).HasSecondAbility;
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2022-06-18 18:04:24 +00:00
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}
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2018-06-22 13:24:33 +00:00
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2022-06-18 18:04:24 +00:00
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public override bool Valid { get => true; set { } }
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public override void RefreshChecksum() { }
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public override bool ChecksumValid => Valid;
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public abstract bool RibbonEarth { get; set; }
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public abstract bool RibbonNational { get; set; }
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public abstract bool RibbonCountry { get; set; }
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public abstract bool RibbonChampionBattle { get; set; }
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public abstract bool RibbonChampionRegional { get; set; }
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public abstract bool RibbonChampionNational { get; set; }
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public abstract bool RibbonChampionG3 { get; set; }
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public abstract bool RibbonArtist { get; set; }
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public abstract bool RibbonEffort { get; set; }
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public abstract bool RibbonWinning { get; set; }
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public abstract bool RibbonVictory { get; set; }
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2022-08-24 04:25:22 +00:00
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public abstract byte RibbonCountG3Cool { get; set; }
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public abstract byte RibbonCountG3Beauty { get; set; }
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public abstract byte RibbonCountG3Cute { get; set; }
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public abstract byte RibbonCountG3Smart { get; set; }
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public abstract byte RibbonCountG3Tough { get; set; }
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2022-06-18 18:04:24 +00:00
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public abstract bool RibbonWorld { get; set; }
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public abstract bool Unused1 { get; set; }
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public abstract bool Unused2 { get; set; }
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public abstract bool Unused3 { get; set; }
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public abstract bool Unused4 { get; set; }
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public abstract byte CNT_Cool { get; set; }
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public abstract byte CNT_Beauty { get; set; }
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public abstract byte CNT_Cute { get; set; }
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public abstract byte CNT_Smart { get; set; }
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public abstract byte CNT_Tough { get; set; }
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public abstract byte CNT_Sheen { get; set; }
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2019-03-16 23:48:38 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Swaps bits at a given position
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/// </summary>
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/// <param name="value">Value to swap bits for</param>
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/// <param name="p1">Position of first bit to be swapped</param>
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/// <param name="p2">Position of second bit to be swapped</param>
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/// <remarks>Generation 3 marking values are swapped (Square-Triangle, instead of Triangle-Square).</remarks>
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/// <returns>Swapped bits value</returns>
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protected static int SwapBits(int value, int p1, int p2)
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{
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int bit1 = (value >> p1) & 1;
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int bit2 = (value >> p2) & 1;
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int x = bit1 ^ bit2;
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x = (x << p1) | (x << p2);
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return value ^ x;
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2018-02-03 20:42:06 +00:00
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}
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2022-06-18 18:04:24 +00:00
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protected static byte GetGBAVersionID(byte gc) => (byte)((GCVersion)gc).GetG3VersionID();
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protected static byte GetGCVersionID(int gba) => (byte)((GameVersion)gba).GetCXDVersionID();
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/// <summary>
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/// Interconversion for Generation 3 <see cref="PKM"/> formats.
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/// </summary>
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/// <typeparam name="T">Generation 3 format to convert to</typeparam>
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/// <returns>New object with transferred properties.</returns>
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protected T ConvertTo<T>() where T : G3PKM, new() => new()
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{
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SpeciesID3 = SpeciesID3,
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Language = Language,
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PID = PID,
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TID = TID,
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SID = SID,
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EXP = EXP,
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HeldItem = HeldItem,
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AbilityBit = AbilityBit,
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IsEgg = IsEgg,
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FatefulEncounter = FatefulEncounter,
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Met_Location = Met_Location,
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Met_Level = Met_Level,
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Version = Version,
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Ball = Ball,
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Nickname = Nickname,
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OT_Name = OT_Name,
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OT_Gender = OT_Gender,
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OT_Friendship = OT_Friendship,
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Move1_PPUps = Move1_PPUps,
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Move2_PPUps = Move2_PPUps,
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Move3_PPUps = Move3_PPUps,
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Move4_PPUps = Move4_PPUps,
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Move1 = Move1,
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Move2 = Move2,
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Move3 = Move3,
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Move4 = Move4,
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Move1_PP = Move1_PP,
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Move2_PP = Move2_PP,
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Move3_PP = Move3_PP,
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Move4_PP = Move4_PP,
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IV_HP = IV_HP,
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IV_ATK = IV_ATK,
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IV_DEF = IV_DEF,
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IV_SPE = IV_SPE,
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IV_SPA = IV_SPA,
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IV_SPD = IV_SPD,
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EV_HP = EV_HP,
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EV_ATK = EV_ATK,
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EV_DEF = EV_DEF,
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EV_SPE = EV_SPE,
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EV_SPA = EV_SPA,
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EV_SPD = EV_SPD,
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CNT_Cool = CNT_Cool,
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CNT_Beauty = CNT_Beauty,
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CNT_Cute = CNT_Cute,
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CNT_Smart = CNT_Smart,
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CNT_Tough = CNT_Tough,
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CNT_Sheen = CNT_Sheen,
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PKRS_Days = PKRS_Days,
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PKRS_Strain = PKRS_Strain,
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// Transfer Ribbons
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RibbonCountG3Cool = RibbonCountG3Cool,
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RibbonCountG3Beauty = RibbonCountG3Beauty,
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RibbonCountG3Cute = RibbonCountG3Cute,
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RibbonCountG3Smart = RibbonCountG3Smart,
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RibbonCountG3Tough = RibbonCountG3Tough,
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RibbonChampionG3 = RibbonChampionG3,
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RibbonWinning = RibbonWinning,
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RibbonVictory = RibbonVictory,
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RibbonArtist = RibbonArtist,
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RibbonEffort = RibbonEffort,
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RibbonChampionBattle = RibbonChampionBattle,
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RibbonChampionRegional = RibbonChampionRegional,
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RibbonChampionNational = RibbonChampionNational,
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RibbonCountry = RibbonCountry,
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RibbonNational = RibbonNational,
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RibbonEarth = RibbonEarth,
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RibbonWorld = RibbonWorld,
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Unused1 = Unused1,
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Unused2 = Unused2,
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Unused3 = Unused3,
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Unused4 = Unused4,
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};
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2018-02-03 20:42:06 +00:00
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}
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