2022-08-27 06:43:36 +00:00
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using System;
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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
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using System.Collections.Generic;
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2016-09-19 05:47:31 +00:00
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using System.Linq;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2016-09-19 05:47:31 +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 <see cref="SaveFile"/> object for Pokémon Ruby Sapphire Box saves.
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/// </summary>
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public sealed class SAV3RSBox : SaveFile, IGCSaveFile
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2016-09-19 05:47:31 +00:00
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{
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2022-06-18 18:04:24 +00:00
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protected internal override string ShortSummary => $"{Version} #{SaveCount:0000}";
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public override string Extension => this.GCExtension();
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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 override IPersonalTable Personal => PersonalTable.RS;
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_RS;
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public SAV3GCMemoryCard? MemoryCard { get; init; }
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private readonly bool Japanese;
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2019-02-19 05:59:57 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV3RSBox(byte[] data, SAV3GCMemoryCard memCard) : this(data) => MemoryCard = memCard;
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV3RSBox(bool japanese = false) : base(SaveUtil.SIZE_G3BOX)
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{
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Japanese = japanese;
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Box = 0;
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Blocks = Array.Empty<BlockInfoRSBOX>();
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ClearBoxes();
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}
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2017-10-31 16:24:54 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV3RSBox(byte[] data) : base(data)
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{
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Japanese = data[0] == 0x83; // ポケモンボックス R&S
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Blocks = ReadBlocks(data);
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InitializeData();
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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private void InitializeData()
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{
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// Detect active save
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int[] SaveCounts = Array.ConvertAll(Blocks, block => (int)block.SaveCount);
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SaveCount = SaveCounts.Max();
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int ActiveSAV = Array.IndexOf(SaveCounts, SaveCount) / BLOCK_COUNT;
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Blocks = Blocks.Skip(ActiveSAV * BLOCK_COUNT).Take(BLOCK_COUNT).OrderBy(b => b.ID).ToArray();
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// Set up PC data buffer beyond end of save file.
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Box = Data.Length;
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Array.Resize(ref Data, Data.Length + SIZE_RESERVED); // More than enough empty space.
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// Copy block to the allocated location
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const int copySize = BLOCK_SIZE - 0x10;
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foreach (var b in Blocks)
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Array.Copy(Data, b.Offset + 0xC, Data, (int) (Box + (b.ID * copySize)), copySize);
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}
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2016-09-19 05:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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private static BlockInfoRSBOX[] ReadBlocks(byte[] data)
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{
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var blocks = new BlockInfoRSBOX[2 * BLOCK_COUNT];
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for (int i = 0; i < blocks.Length; i++)
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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
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{
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2022-06-18 18:04:24 +00:00
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int offset = BLOCK_SIZE + (i * BLOCK_SIZE);
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blocks[i] = new BlockInfoRSBOX(data, offset);
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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
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}
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2022-06-18 18:04:24 +00:00
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return blocks;
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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private BlockInfoRSBOX[] Blocks;
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private int SaveCount;
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private const int BLOCK_COUNT = 23;
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private const int BLOCK_SIZE = 0x2000;
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private const int SIZE_RESERVED = BLOCK_COUNT * BLOCK_SIZE; // unpacked box data
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2017-04-02 20:42:42 +00:00
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2022-06-18 18:04:24 +00:00
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protected override byte[] GetFinalData()
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{
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var newFile = GetInnerData();
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2017-04-02 20:42:42 +00:00
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2022-06-18 18:04:24 +00:00
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// Return the gci if Memory Card is not being exported
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if (MemoryCard is null)
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return newFile;
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2016-09-19 05:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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MemoryCard.WriteSaveGameData(newFile);
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return MemoryCard.Data;
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}
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2019-03-08 02:05:55 +00:00
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2022-06-18 18:04:24 +00:00
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private byte[] GetInnerData()
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{
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// Copy Box data back
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const int copySize = BLOCK_SIZE - 0x10;
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foreach (var b in Blocks)
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Array.Copy(Data, (int) (Box + (b.ID * copySize)), Data, b.Offset + 0xC, copySize);
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2019-03-08 02:05:55 +00:00
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2022-06-18 18:04:24 +00:00
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SetChecksums();
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2019-03-08 02:05:55 +00:00
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2022-06-18 18:04:24 +00:00
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return GetData(0, Data.Length - SIZE_RESERVED);
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}
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2016-09-19 05:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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// Configuration
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protected override SaveFile CloneInternal()
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{
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var data = GetInnerData();
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var sav = MemoryCard is not null ? new SAV3RSBox(data, MemoryCard) : new SAV3RSBox(data);
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return sav;
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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protected override int SIZE_STORED => PokeCrypto.SIZE_3STORED + 4;
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protected override int SIZE_PARTY => PokeCrypto.SIZE_3PARTY; // unused
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public override PKM BlankPKM => new PK3();
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public override Type PKMType => typeof(PK3);
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2022-08-27 06:43:36 +00:00
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public override ushort MaxMoveID => Legal.MaxMoveID_3;
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public override ushort MaxSpeciesID => Legal.MaxSpeciesID_3;
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2022-06-18 18:04:24 +00:00
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public override int MaxAbilityID => Legal.MaxAbilityID_3;
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public override int MaxItemID => Legal.MaxItemID_3;
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public override int MaxBallID => Legal.MaxBallID_3;
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public override int MaxGameID => Legal.MaxGameID_3;
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public override int MaxEV => 255;
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public override int Generation => 3;
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public override EntityContext Context => EntityContext.Gen3;
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protected override int GiftCountMax => 1;
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2022-11-25 01:42:17 +00:00
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public override int MaxStringLengthOT => 7;
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public override int MaxStringLengthNickname => 10;
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2022-06-18 18:04:24 +00:00
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public override int MaxMoney => 999999;
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public override bool HasBoxWallpapers => false;
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public override int BoxCount => 50;
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public override bool HasParty => false;
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public override bool IsPKMPresent(ReadOnlySpan<byte> data) => EntityDetection.IsPresentGBA(data);
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// Checksums
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protected override void SetChecksums() => Blocks.SetChecksums(Data);
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public override bool ChecksumsValid => Blocks.GetChecksumsValid(Data);
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public override string ChecksumInfo => Blocks.GetChecksumInfo(Data);
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// Trainer Info
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public override GameVersion Version { get => GameVersion.RSBOX; protected set { } }
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// Storage
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public override int GetPartyOffset(int slot) => -1;
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public override int GetBoxOffset(int box) => Box + 8 + (SIZE_STORED * box * 30);
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public override int CurrentBox
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{
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get => Data[Box + 4] * 2;
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set => Data[Box + 4] = (byte)(value / 2);
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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protected override int GetBoxWallpaperOffset(int box)
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{
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// Box Wallpaper is directly after the Box Names
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int offset = Box + 0x1ED19 + (box / 2);
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return offset;
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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public override string GetBoxName(int box)
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{
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// Tweaked for the 1-30/31-60 box showing
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int lo = (30 *(box%2)) + 1;
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int hi = 30*((box % 2) + 1);
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string boxName = $"[{lo:00}-{hi:00}] ";
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box /= 2;
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int offset = Box + 0x1EC38 + (9 * box);
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if (Data[offset] is 0 or 0xFF)
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boxName += $"BOX {box + 1}";
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boxName += GetString(offset, 9);
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return boxName;
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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public override void SetBoxName(int box, string value)
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{
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int offset = Box + 0x1EC38 + (9 * box);
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var span = Data.AsSpan(offset, 9);
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if (value == $"BOX {box + 1}")
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2016-09-19 05:47:31 +00:00
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{
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2022-06-18 18:04:24 +00:00
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span.Clear();
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return;
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2016-09-19 05:47:31 +00:00
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}
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2022-06-18 18:04:24 +00:00
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SetString(span, value.AsSpan(), 8, StringConverterOption.ClearZero);
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}
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2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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protected override PKM GetPKM(byte[] data)
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{
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if (data.Length != PokeCrypto.SIZE_3STORED)
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Array.Resize(ref data, PokeCrypto.SIZE_3STORED);
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return new PK3(data);
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}
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2016-09-19 05:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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protected override byte[] DecryptPKM(byte[] data)
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{
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if (data.Length != PokeCrypto.SIZE_3STORED)
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Array.Resize(ref data, PokeCrypto.SIZE_3STORED);
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return PokeCrypto.DecryptArray3(data);
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}
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2018-05-12 15:13:39 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void SetDex(PKM pk) { /* No Pokedex for this game, do nothing */ }
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2017-04-09 21:06:50 +00:00
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2022-06-18 18:04:24 +00:00
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public override void WriteBoxSlot(PKM pk, Span<byte> data, int offset)
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{
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base.WriteBoxSlot(pk, data, offset);
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WriteUInt16LittleEndian(data[(PokeCrypto.SIZE_3STORED)..], (ushort)pk.TID);
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WriteUInt16LittleEndian(data[(PokeCrypto.SIZE_3STORED + 2)..], (ushort)pk.SID);
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}
|
2018-09-15 05:37:47 +00:00
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2022-06-18 18:04:24 +00:00
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public override string GetString(ReadOnlySpan<byte> data) => StringConverter3.GetString(data, Japanese);
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public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
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{
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return StringConverter3.SetString(destBuffer, value, maxLength, Japanese, option);
|
2016-09-19 05:47:31 +00:00
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}
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}
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