PKHeX/PKHeX.Core/Saves/SAV8SWSH.cs

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using System;
using System.Collections.Generic;
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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namespace PKHeX.Core;
/// <summary>
/// Generation 8 <see cref="SaveFile"/> object for <see cref="GameVersion.SWSH"/> games.
/// </summary>
public sealed class SAV8SWSH : SaveFile, ISaveBlock8SWSH, ITrainerStatRecord, ISaveFileRevision, ISCBlockArray
{
public SAV8SWSH(byte[] data) : this(SwishCrypto.Decrypt(data)) { }
private SAV8SWSH(IReadOnlyList<SCBlock> blocks) : base(Array.Empty<byte>())
{
AllBlocks = blocks;
Blocks = new SaveBlockAccessor8SWSH(this);
SaveRevision = Zukan.GetRevision();
Initialize();
}
public SAV8SWSH()
{
AllBlocks = Meta8.GetBlankDataSWSH();
Blocks = new SaveBlockAccessor8SWSH(this);
SaveRevision = Zukan.GetRevision();
Initialize();
ClearBoxes();
}
public override void CopyChangesFrom(SaveFile sav)
{
// Absorb changes from all blocks
var z = (SAV8SWSH)sav;
var mine = AllBlocks;
var newB = z.AllBlocks;
for (int i = 0; i < mine.Count; i++)
mine[i].CopyFrom(newB[i]);
State.Edited = true;
}
public int SaveRevision { get; }
public string SaveRevisionString => SaveRevision switch
{
0 => "-Base", // Vanilla
1 => "-IoA", // DLC 1: Isle of Armor
2 => "-CT", // DLC 2: Crown Tundra
_ => throw new ArgumentOutOfRangeException(nameof(SaveRevision)),
};
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public override bool ChecksumsValid => true;
public override string ChecksumInfo => string.Empty;
protected override void SetChecksums() { } // None!
protected override byte[] GetFinalData() => SwishCrypto.Encrypt(AllBlocks);
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
public override IPersonalTable Personal => PersonalTable.SWSH;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SWSH;
#region Blocks
public SCBlockAccessor Accessor => Blocks;
public SaveBlockAccessor8SWSH Blocks { get; }
public IReadOnlyList<SCBlock> AllBlocks { get; }
public T GetValue<T>(uint key) where T : struct => Blocks.GetBlockValueSafe<T>(key);
public void SetValue<T>(uint key, T value) where T : struct => Blocks.SetBlockValueSafe(key, value);
public Box8 BoxInfo => Blocks.BoxInfo;
public Party8 PartyInfo => Blocks.PartyInfo;
public MyItem Items => Blocks.Items;
public MyStatus8 MyStatus => Blocks.MyStatus;
public Misc8 Misc => Blocks.Misc;
public Zukan8 Zukan => Blocks.Zukan;
public BoxLayout8 BoxLayout => Blocks.BoxLayout;
public PlayTime8 Played => Blocks.Played;
public Fused8 Fused => Blocks.Fused;
public Daycare8 Daycare => Blocks.Daycare;
public Record8 Records => Blocks.Records;
public TrainerCard8 TrainerCard => Blocks.TrainerCard;
public RaidSpawnList8 Raid => Blocks.Raid;
public RaidSpawnList8 RaidArmor => Blocks.RaidArmor;
public RaidSpawnList8 RaidCrown => Blocks.RaidCrown;
public TitleScreen8 TitleScreen => Blocks.TitleScreen;
public TeamIndexes8 TeamIndexes => Blocks.TeamIndexes;
#endregion
protected override SaveFile CloneInternal()
{
var blockCopy = new SCBlock[AllBlocks.Count];
for (int i = 0; i < AllBlocks.Count; i++)
blockCopy[i] = AllBlocks[i].Clone();
return new SAV8SWSH(blockCopy);
}
private int m_spec, m_item, m_move, m_abil;
public override int MaxMoveID => m_move;
public override int MaxSpeciesID => m_spec;
public override int MaxItemID => m_item;
public override int MaxBallID => Legal.MaxBallID_8;
public override int MaxGameID => Legal.MaxGameID_8;
public override int MaxAbilityID => m_abil;
private void Initialize()
{
Box = 0;
Party = 0;
PokeDex = 0;
TeamIndexes.LoadBattleTeams();
int rev = SaveRevision;
if (rev == 0)
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{
m_move = Legal.MaxMoveID_8_O0;
m_spec = Legal.MaxSpeciesID_8_O0;
m_item = Legal.MaxItemID_8_O0;
m_abil = Legal.MaxAbilityID_8_O0;
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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}
else if (rev == 1)
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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{
m_move = Legal.MaxMoveID_8_R1;
m_spec = Legal.MaxSpeciesID_8_R1;
m_item = Legal.MaxItemID_8_R1;
m_abil = Legal.MaxAbilityID_8_R1;
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}
else
{
m_move = Legal.MaxMoveID_8_R2;
m_spec = Legal.MaxSpeciesID_8_R2;
m_item = Legal.MaxItemID_8_R2;
m_abil = Legal.MaxAbilityID_8_R2;
}
}
// Save Data Attributes
protected internal override string ShortSummary => $"{OT} ({Version}) - {Played.LastSavedTime}";
public override string Extension => string.Empty;
public override IReadOnlyList<string> PKMExtensions => Array.FindAll(PKM.Extensions, f =>
{
int gen = f[^1] - 0x30;
return gen <= 8;
});
// Configuration
protected override int SIZE_STORED => PokeCrypto.SIZE_8STORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_8PARTY;
public override int SIZE_BOXSLOT => PokeCrypto.SIZE_8PARTY;
public override PKM BlankPKM => new PK8();
public override Type PKMType => typeof(PK8);
public override int BoxCount => BoxLayout8.BoxCount;
public override int MaxEV => 252;
public override int Generation => 8;
public override EntityContext Context => EntityContext.Gen8;
public override int OTLength => 12;
public override int NickLength => 12;
protected override PKM GetPKM(byte[] data) => new PK8(data);
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray8(data);
public override GameVersion Version => Game switch
{
(int)GameVersion.SW => GameVersion.SW,
(int)GameVersion.SH => GameVersion.SH,
_ => GameVersion.Invalid,
};
public override string GetString(ReadOnlySpan<byte> data) => StringConverter8.GetString(data);
public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
=> StringConverter8.SetString(destBuffer, value, maxLength, option);
// Player Information
public override int TID { get => MyStatus.TID; set => MyStatus.TID = value; }
public override int SID { get => MyStatus.SID; set => MyStatus.SID = value; }
public override int Game { get => MyStatus.Game; set => MyStatus.Game = value; }
public override int Gender { get => MyStatus.Gender; set => MyStatus.Gender = value; }
public override int Language { get => MyStatus.Language; set => MyStatus.Language = value; }
public override string OT { get => MyStatus.OT; set => MyStatus.OT = value; }
public override uint Money { get => Misc.Money; set => Misc.Money = value; }
public int Badges { get => Misc.Badges; set => Misc.Badges = value; }
public override int PlayedHours { get => Played.PlayedHours; set => Played.PlayedHours = value; }
public override int PlayedMinutes { get => Played.PlayedMinutes; set => Played.PlayedMinutes = value; }
public override int PlayedSeconds { get => Played.PlayedSeconds; set => Played.PlayedSeconds = value; }
// Inventory
public override IReadOnlyList<InventoryPouch> Inventory { get => Items.Inventory; set => Items.Inventory = value; }
// Storage
public override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
public override int GetBoxOffset(int box) => Box + (SIZE_PARTY * box * 30);
public override string GetBoxName(int box) => BoxLayout[box];
public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
public override byte[] GetDataForBox(PKM pk) => pk.EncryptedPartyData;
protected override void SetPKM(PKM pk, bool isParty = false)
{
PK8 pk8 = (PK8)pk;
// Apply to this Save File
DateTime Date = DateTime.Now;
pk8.Trade(this, Date.Day, Date.Month, Date.Year);
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if (FormArgumentUtil.IsFormArgumentTypeDatePair(pk8.Species, pk8.Form))
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{
pk8.FormArgumentElapsed = pk8.FormArgumentMaximum = 0;
pk8.FormArgumentRemain = (byte)GetFormArgument(pk8);
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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}
pk8.RefreshChecksum();
AddCountAcquired(pk8);
}
private static uint GetFormArgument(PKM pk)
{
if (pk.Form == 0)
return 0;
return pk.Species switch
{
(int)Species.Furfrou => 5u, // Furfrou
(int)Species.Hoopa => 3u, // Hoopa
_ => 0u,
};
}
private void AddCountAcquired(PKM pk)
{
if (pk.WasEgg)
{
Records.AddRecord(00);
}
else // capture, assume wild
{
Records.AddRecord(01); // wild capture
Records.AddRecord(06); // total captured
Records.AddRecord(16); // wild encountered
Records.AddRecord(23); // total battled
}
if (pk.CurrentHandler == 1)
Records.AddRecord(17, 2); // trade * 2 -- these games count 1 trade as 2 for some reason.
}
protected override void SetDex(PKM pk) => Zukan.SetDex(pk);
public override bool GetCaught(int species) => Zukan.GetCaught(species);
public override bool GetSeen(int species) => Zukan.GetSeen(species);
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public override int PartyCount
{
get => PartyInfo.PartyCount;
protected set => PartyInfo.PartyCount = value;
}
protected override byte[] BoxBuffer => BoxInfo.Data;
protected override byte[] PartyBuffer => PartyInfo.Data;
public override PKM GetDecryptedPKM(byte[] data) => GetPKM(DecryptPKM(data));
public override PKM GetBoxSlot(int offset) => GetDecryptedPKM(GetData(BoxInfo.Data, offset, SIZE_PARTY)); // party format in boxes!
public int GetRecord(int recordID) => Records.GetRecord(recordID);
public void SetRecord(int recordID, int value) => Records.SetRecord(recordID, value);
public int GetRecordMax(int recordID) => Records.GetRecordMax(recordID);
public int GetRecordOffset(int recordID) => Records.GetRecordOffset(recordID);
public int RecordCount => Record8.RecordCount;
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public override StorageSlotSource GetSlotFlags(int index)
{
int team = Array.IndexOf(TeamIndexes.TeamSlots, index);
if (team < 0)
return StorageSlotSource.None;
team /= 6;
var result = (StorageSlotSource)((int)StorageSlotSource.BattleTeam1 << team);
if (TeamIndexes.GetIsTeamLocked(team))
result |= StorageSlotSource.Locked;
return result;
}
public override int CurrentBox { get => BoxLayout.CurrentBox; set => BoxLayout.CurrentBox = value; }
public override int BoxesUnlocked { get => (byte)Blocks.GetBlockValue(SaveBlockAccessor8SWSH.KBoxesUnlocked); set => Blocks.SetBlockValue(SaveBlockAccessor8SWSH.KBoxesUnlocked, (byte)value); }
public override byte[] BoxFlags
{
get => new [] {(byte)(Blocks.GetBlock(SaveBlockAccessor8SWSH.KSecretBoxUnlocked).Type - 1)};
set
{
if (value.Length != 1)
return;
var block = Blocks.GetBlock(SaveBlockAccessor8SWSH.KSecretBoxUnlocked);
block.ChangeBooleanType((SCTypeCode)(value[0] & 1) + 1);
}
}
public override bool HasBoxWallpapers => true;
public override bool HasNamableBoxes => true;
public override int GetBoxWallpaper(int box)
{
if ((uint)box >= BoxCount)
return box;
var b = Blocks.GetBlock(SaveBlockAccessor8SWSH.KBoxWallpapers);
return b.Data[box];
}
public override void SetBoxWallpaper(int box, int value)
{
if ((uint)box >= BoxCount)
return;
var b = Blocks.GetBlock(SaveBlockAccessor8SWSH.KBoxWallpapers);
b.Data[box] = (byte)value;
}
public void UnlockAllDiglett()
{
if (SaveRevision == 0)
return; // no blocks
// Zone specific values
(int Zone, int Max)[] zones =
{
(0201, 16), // Fields of Honor
(0202, 18), // Soothing Wetlands
(0203, 6), // Forest of Focus
(0204, 7), // Challenge Beach
(0205, 5), // Brawlers' Cave
(0206, 6), // Challenge Road
(0207, 5), // Courageous Cavern
(0208, 5), // Loop Lagoon
(0209, 13), // Training Lowlands
(0210, 1), // Warm-Up Tunnel
(0211, 8), // Potbottom Desert
(0221, 9), // Workout Sea
(0222, 5), // Stepping-Stone Sea
(0223, 3), // Insular Sea
(0224, 1), // Honeycalm Sea
(0231, 9), // Honeycalm Island
};
var s = Blocks;
foreach (var (zone, max) in zones)
{
var baseName = $"z_wr{zone:0000}_F_DHIGUDA";
s.GetBlock(baseName).ChangeBooleanType(SCTypeCode.Bool2);
for (int i = 0; i <= max; i++)
{
var otherName = $"{baseName}_{i}";
s.GetBlock(otherName).ChangeBooleanType(SCTypeCode.Bool2);
}
var countName = $"WK_EV_R1_DHIG_WR{zone:0000}";
var value = max + 2;
if (zone == 0223) // trio
value += 2;
s.GetBlock(countName).SetValue((uint)value);
}
// Atypical named values
const string TRIO1 = "z_wr0223_F_TRIO";
const string TRIO2 = "FE_R1_DHIGUDA_TRIO";
s.GetBlock(TRIO1).ChangeBooleanType(SCTypeCode.Bool2);
s.GetBlock(TRIO2).ChangeBooleanType(SCTypeCode.Bool2);
// Overall named values
const string unreported = "WK_EV_R1_DHIGUDA_ADD";
const string totalCount = "WK_EV_R1_DHIGUDA_COUNT";
const string progressCt = "WK_EV_R1_DHIGUDA_PROGRESS";
s.GetBlock(unreported).SetValue((uint)150); // 150 unreported
s.GetBlock(totalCount).SetValue((uint)1); // obtained count
s.GetBlock(progressCt).SetValue((uint)1); // none obtained progress value
}
}