2019-06-09 02:56:11 +00:00
|
|
|
|
using System;
|
2022-01-03 05:35:59 +00:00
|
|
|
|
using static System.Buffers.Binary.BinaryPrimitives;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2019-10-04 02:09:02 +00:00
|
|
|
|
public sealed class MysteryBlock5 : SaveBlock
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
private const int FlagStart = 0;
|
|
|
|
|
private const int MaxReceivedFlag = 2048;
|
|
|
|
|
private const int MaxCardsPresent = 12;
|
|
|
|
|
private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
|
2019-10-26 19:33:58 +00:00
|
|
|
|
private const int CardStart = FlagStart + FlagRegionSize;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
|
|
|
|
private const int DataSize = 0xA90;
|
|
|
|
|
private int SeedOffset => Offset + DataSize;
|
|
|
|
|
|
|
|
|
|
// Everything is stored encrypted, and only decrypted on demand. Only crypt on object fetch...
|
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 MysteryBlock5(SAV5BW sav, int offset) : base(sav) => Offset = offset;
|
|
|
|
|
public MysteryBlock5(SAV5B2W2 sav, int offset) : base(sav) => Offset = offset;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
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 EncryptedMysteryGiftAlbum GiftAlbum
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
uint seed = ReadUInt32LittleEndian(Data.AsSpan(SeedOffset));
|
2019-06-09 02:56:11 +00:00
|
|
|
|
byte[] wcData = SAV.GetData(Offset + FlagStart, 0xA90); // Encrypted, Decrypt
|
|
|
|
|
return GetAlbum(seed, wcData);
|
|
|
|
|
}
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
var wcData = SetAlbum(value);
|
|
|
|
|
// Write Back
|
|
|
|
|
wcData.CopyTo(Data, Offset + FlagStart);
|
2022-01-03 05:35:59 +00:00
|
|
|
|
WriteUInt32LittleEndian(Data.AsSpan(SeedOffset), value.Seed);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
private static EncryptedMysteryGiftAlbum GetAlbum(uint seed, byte[] wcData)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2020-01-04 22:48:39 +00:00
|
|
|
|
PokeCrypto.CryptArray(wcData, seed);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
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
|
|
|
|
var flags = new bool[MaxReceivedFlag];
|
|
|
|
|
var gifts = new DataMysteryGift[MaxCardsPresent];
|
|
|
|
|
var Info = new EncryptedMysteryGiftAlbum(gifts, flags, seed);
|
|
|
|
|
|
2019-06-09 02:56:11 +00:00
|
|
|
|
// 0x100 Bytes for Used Flags
|
|
|
|
|
for (int i = 0; i < Info.Flags.Length; i++)
|
|
|
|
|
Info.Flags[i] = (wcData[i / 8] >> i % 8 & 0x1) == 1;
|
|
|
|
|
// 12 PGFs
|
|
|
|
|
for (int i = 0; i < Info.Gifts.Length; i++)
|
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
var data = wcData.AsSpan(CardStart + (i * PGF.Size), PGF.Size).ToArray();
|
2019-06-09 02:56:11 +00:00
|
|
|
|
Info.Gifts[i] = new PGF(data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return Info;
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
private static byte[] SetAlbum(EncryptedMysteryGiftAlbum value)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
|
|
|
|
byte[] wcData = new byte[0xA90];
|
|
|
|
|
|
|
|
|
|
// Toss back into byte[]
|
|
|
|
|
for (int i = 0; i < value.Flags.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (value.Flags[i])
|
|
|
|
|
wcData[i / 8] |= (byte) (1 << (i & 7));
|
|
|
|
|
}
|
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
var span = wcData.AsSpan(CardStart);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
for (int i = 0; i < value.Gifts.Length; i++)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
value.Gifts[i].Data.CopyTo(span[(i * PGF.Size)..]);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
|
|
|
|
|
// Decrypted, Encrypt
|
2020-01-04 22:48:39 +00:00
|
|
|
|
PokeCrypto.CryptArray(wcData, value.Seed);
|
2019-06-09 02:56:11 +00:00
|
|
|
|
return wcData;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|