PKHeX/PKHeX.Core/Saves/Storage/Bank7.cs

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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;
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namespace PKHeX.Core;
/// <summary>
/// Generation 7 <see cref="SaveFile"/> object that reads from Pokémon Bank savedata (stored on AWS).
/// </summary>
public sealed class Bank7 : BulkStorage
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{
public Bank7(byte[] data, Type t, int start, int slotsPerBox = 30) : base(data, t, start, slotsPerBox) => Version = GameVersion.USUM;
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.USUM;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SM;
protected override SaveFile CloneInternal() => new Bank7((byte[])Data.Clone(), PKMType, BoxStart, SlotsPerBox);
public override string PlayTimeString => $"{Year:00}{Month:00}{Day:00}_{Hours:00}ː{Minutes:00}";
protected internal override string ShortSummary => PlayTimeString;
private const int GroupNameSize = 0x20;
private const int BankNameSize = 0x24;
private const int GroupNameSpacing = GroupNameSize + 2;
private const int BankNameSpacing = BankNameSize + 2;
public ulong UID => ReadUInt64LittleEndian(Data.AsSpan(0));
public string GetGroupName(int group)
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{
if ((uint)group > 10)
throw new ArgumentOutOfRangeException(nameof(group), $"{nameof(group)} must be 0-10.");
int offset = 0x8 + (GroupNameSpacing * group) + 2; // skip over " "
return GetString(offset, GroupNameSize / 2);
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}
public override int BoxCount => BankCount;
private int BankCount
{
get => Data[0x15E];
set => Data[0x15E] = (byte)value;
}
private int Year => ReadUInt16LittleEndian(Data.AsSpan(0x160));
private int Month => Data[0x162];
private int Day => Data[0x163];
private int Hours => Data[0x164];
private int Minutes => Data[0x165];
private int BoxDataSize => (SlotsPerBox * SIZE_STORED) + BankNameSpacing;
public override int GetBoxOffset(int box) => Box + (BoxDataSize * box);
public override string GetBoxName(int box) => GetString(GetBoxNameOffset(box), BankNameSize / 2);
public int GetBoxNameOffset(int box) => GetBoxOffset(box) + (SlotsPerBox * SIZE_STORED);
public int GetBoxIndex(int box) => ReadUInt16LittleEndian(Data.AsSpan(GetBoxNameOffset(box) + BankNameSize));
private const int BoxStart = 0x17C;
public static Bank7 GetBank7(byte[] data) => new(data, typeof(PK7), BoxStart);
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}