PKHeX/PKHeX.Core/Saves/SAV4DP.cs

166 lines
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using System;
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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using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// <see cref="SaveFile"/> format for <see cref="GameVersion.DP"/>
/// </summary>
public sealed class SAV4DP : SAV4Sinnoh
{
public SAV4DP() : base(GeneralSize, StorageSize)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public SAV4DP(byte[] data) : base(data, GeneralSize, StorageSize, GeneralSize)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public override Zukan4 Dex { get; }
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protected override SAV4 CloneInternal4() => State.Exportable ? new SAV4DP((byte[])Data.Clone()) : new SAV4DP();
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
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public override IPersonalTable Personal => PersonalTable.DP;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_DP;
public override int MaxItemID => Legal.MaxItemID_4_DP;
private const int GeneralSize = 0xC100;
private const int StorageSize = 0x121E0; // Start 0xC100, +4 starts box data
protected override int StorageStart => GeneralSize;
private void Initialize()
{
Version = GameVersion.DP;
GetSAVOffsets();
}
protected override int EventWork => 0xD9C;
protected override int EventFlag => 0xFDC;
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private void GetSAVOffsets()
{
AdventureInfo = 0;
Trainer1 = 0x64;
Party = 0x98;
PokeDex = 0x12DC;
WondercardFlags = 0xA6D0;
WondercardData = 0xA7fC;
DaycareOffset = 0x141C;
OFS_HONEY = 0x72E4;
OFS_UG_Stats = 0x3A2C;
OFS_UG_Items = 0x42B0;
PoketchStart = 0x114C;
Seal = 0x6178;
OFS_PoffinCase = 0x5050;
Box = 4;
}
#region Storage
public override int GetBoxWallpaper(int box)
{
if ((uint)box >= 18)
return 0;
return Storage[GetBoxWallpaperOffset(box)];
}
public override void SetBoxWallpaper(int box, int value)
{
if ((uint)box >= 18)
return;
Storage[GetBoxWallpaperOffset(box)] = (byte)value;
}
#endregion
public override IReadOnlyList<InventoryPouch> Inventory
{
get
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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{
InventoryPouch[] pouch =
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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{
new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_DP, 999, 0x624),
new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_DP, 1, 0x8B8),
new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_DP, 99, 0x980),
new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_DP, 999, 0xB10),
new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_DP, 999, 0xB40),
new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_DP, 999, 0xBE0),
new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_DP, 999, 0xCE0),
new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_DP, 999, 0xD1C),
};
return pouch.LoadAll(General);
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
}
set => value.SaveAll(General);
}
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
// reverse crc32 polynomial, nice!
private const uint MysteryGiftDPSlotActive = 0xEDB88320;
public bool[] GetMysteryGiftDPSlotActiveFlags()
{
var span = General.AsSpan(WondercardFlags + 0x100); // skip over flags
bool[] active = new bool[GiftCountMax]; // 8 PGT, 3 PCD
for (int i = 0; i < active.Length; i++)
active[i] = ReadUInt32LittleEndian(span[(4*i)..]) == MysteryGiftDPSlotActive;
return active;
}
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
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public void SetMysteryGiftDPSlotActiveFlags(ReadOnlySpan<bool> value)
{
if (value.Length != GiftCountMax)
return;
var span = General.AsSpan(WondercardFlags + 0x100); // skip over flags
for (int i = 0; i < value.Length; i++)
WriteUInt32LittleEndian(span[(4 * i)..], value[i] ? MysteryGiftDPSlotActive : 0);
}
public override MysteryGiftAlbum GiftAlbum
{
get => base.GiftAlbum;
set
{
base.GiftAlbum = value;
SetActiveGiftFlags(value.Gifts);
}
}
private void SetActiveGiftFlags(IReadOnlyList<MysteryGift> gifts)
{
var arr = new bool[gifts.Count];
for (int i = 0; i < arr.Length; i++)
arr[i] = !gifts[i].Empty;
SetMysteryGiftDPSlotActiveFlags(arr);
}
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public override int M { get => ReadUInt16LittleEndian(General.AsSpan(0x1238)); set => WriteUInt16LittleEndian(General.AsSpan(0x1238), (ushort)value); }
public override int X { get => ReadUInt16LittleEndian(General.AsSpan(0x1240)); set => WriteUInt16LittleEndian(General.AsSpan(0x1240), (ushort)(X2 = value)); }
public override int Y { get => ReadUInt16LittleEndian(General.AsSpan(0x1244)); set => WriteUInt16LittleEndian(General.AsSpan(0x1244), (ushort)(Y2 = value)); }
public override Span<byte> Rival_Trash
{
get => General.AsSpan(0x25A8, MaxStringLengthOT * 2);
set { if (value.Length == MaxStringLengthOT * 2) value.CopyTo(General.AsSpan(0x25A8)); }
}
public override int X2 { get => ReadUInt16LittleEndian(General.AsSpan(0x25FA)); set => WriteUInt16LittleEndian(General.AsSpan(0x25FA), (ushort)value); }
public override int Y2 { get => ReadUInt16LittleEndian(General.AsSpan(0x25FE)); set => WriteUInt16LittleEndian(General.AsSpan(0x25FE), (ushort)value); }
public override int Z { get => ReadUInt16LittleEndian(General.AsSpan(0x2602)); set => WriteUInt16LittleEndian(General.AsSpan(0x2602), (ushort)value); }
public override uint SafariSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x53C4)); set => WriteUInt32LittleEndian(General.AsSpan(0x53C4), value); }
public override uint SwarmSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x53C8)); set => WriteUInt32LittleEndian(General.AsSpan(0x53C8), value); }
public override uint SwarmMaxCountModulo => 28;
public Roamer4 RoamerMesprit => new(General, 0x73A0);
public Roamer4 RoamerCresselia => new(General, 0x73B4);
public Roamer4 RoamerUnused => new(General, 0x73C8); // Darkrai
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}