2018-02-24 21:03:32 +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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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2018-02-24 21:03:32 +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 7 <see cref="SaveFile"/> object that reads from Pokémon Bank savedata (stored on AWS).
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/// </summary>
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public sealed class Bank7 : BulkStorage
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2018-02-24 21:03:32 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public Bank7(byte[] data, Type t, int start, int slotsPerBox = 30) : base(data, t, start, slotsPerBox) => Version = GameVersion.USUM;
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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.USUM;
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SM;
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protected override SaveFile CloneInternal() => new Bank7((byte[])Data.Clone(), PKMType, BoxStart, SlotsPerBox);
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public override string PlayTimeString => $"{Year:00}{Month:00}{Day:00}_{Hours:00}ː{Minutes:00}";
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protected internal override string ShortSummary => PlayTimeString;
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private const int GroupNameSize = 0x20;
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private const int BankNameSize = 0x24;
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private const int GroupNameSpacing = GroupNameSize + 2;
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private const int BankNameSpacing = BankNameSize + 2;
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public ulong UID => ReadUInt64LittleEndian(Data.AsSpan(0));
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public string GetGroupName(int group)
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2018-02-24 21:03:32 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if ((uint)group > 10)
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throw new ArgumentOutOfRangeException(nameof(group), $"{nameof(group)} must be 0-10.");
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int offset = 0x8 + (GroupNameSpacing * group) + 2; // skip over " "
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return GetString(offset, GroupNameSize / 2);
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2018-02-24 21:03:32 +00:00
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}
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2022-06-18 18:04:24 +00:00
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public override int BoxCount => BankCount;
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private int BankCount
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{
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get => Data[0x15E];
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set => Data[0x15E] = (byte)value;
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}
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private int Year => ReadUInt16LittleEndian(Data.AsSpan(0x160));
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private int Month => Data[0x162];
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private int Day => Data[0x163];
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private int Hours => Data[0x164];
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private int Minutes => Data[0x165];
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private int BoxDataSize => (SlotsPerBox * SIZE_STORED) + BankNameSpacing;
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public override int GetBoxOffset(int box) => Box + (BoxDataSize * box);
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public override string GetBoxName(int box) => GetString(GetBoxNameOffset(box), BankNameSize / 2);
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public int GetBoxNameOffset(int box) => GetBoxOffset(box) + (SlotsPerBox * SIZE_STORED);
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public int GetBoxIndex(int box) => ReadUInt16LittleEndian(Data.AsSpan(GetBoxNameOffset(box) + BankNameSize));
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private const int BoxStart = 0x17C;
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public static Bank7 GetBank7(byte[] data) => new(data, typeof(PK7), BoxStart);
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2018-02-24 21:03:32 +00:00
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}
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