2019-09-23 23:56:47 +00:00
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using System;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Generation 8 <see cref="SaveFile"/> object.
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/// </summary>
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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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public abstract class SAV8 : SAV_BEEF, ITrainerStatRecord, ISaveBlock8Main
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2019-09-23 23:56:47 +00:00
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{
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// Save Data Attributes
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protected override string BAKText => $"{OT} ({Version}) - {Played.LastSavedTime}";
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public override string Filter => "savedata|*.bin";
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public override string Extension => ".bin";
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public override string[] PKMExtensions => PKM.Extensions.Where(f =>
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{
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int gen = f.Last() - 0x30;
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return gen == 8; // future: change to <= when HOME released
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}).ToArray();
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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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protected SAV8(byte[] data, int biOffset) : base(data, biOffset)
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2019-09-23 23:56:47 +00:00
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{
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}
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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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protected SAV8(int size, int biOffset) : base(size, biOffset)
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2019-09-23 23:56:47 +00:00
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{
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ClearBoxes();
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}
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// Configuration
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public override int SIZE_STORED => PKX.SIZE_8STORED;
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protected override int SIZE_PARTY => PKX.SIZE_8PARTY;
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public override PKM BlankPKM => new PK8();
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public override Type PKMType => typeof(PK8);
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public override int BoxCount => BoxLayout8.BoxCount;
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public override int MaxEV => 252;
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public override int Generation => 8;
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// protected override int GiftCountMax => 48;
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// protected override int GiftFlagMax => 0x100 * 8;
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protected override int EventConstMax => 1000;
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public override int OTLength => 12;
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public override int NickLength => 12;
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protected override PKM GetPKM(byte[] data) => new PK8(data);
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protected override byte[] DecryptPKM(byte[] data) => PKX.DecryptArray8(data);
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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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#region Blocks
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public abstract MyItem Items { get; }
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public abstract Record8 Records { get; }
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public abstract PlayTime8 Played { get; }
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public abstract MyStatus8 MyStatus { get; }
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public abstract ConfigSave8 Config { get; }
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public abstract GameTime8 GameTime { get; }
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public abstract Misc8 MiscBlock { get; }
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public abstract Zukan8 Zukan { get; }
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public abstract EventWork8 EventWork { get; }
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public abstract BoxLayout8 BoxLayout { get; }
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public abstract Situation8 Situation { get; }
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public abstract FieldMoveModelSave8 OverworldBlock { get; }
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#endregion
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2019-09-23 23:56:47 +00:00
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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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// Feature Overrides
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2019-09-23 23:56:47 +00:00
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protected override byte[] GetFinalData()
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{
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SetChecksums();
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return Data;
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}
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public override GameVersion Version
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{
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get
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{
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var game = (GameVersion)Game;
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if (game == GameVersion.SW || game == GameVersion.SH)
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return game;
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return GameVersion.Invalid;
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}
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}
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public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString7(data, offset, length);
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
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{
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if (PadToSize == 0)
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PadToSize = maxLength + 1;
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return StringConverter.SetString7(value, maxLength, Language, PadToSize, PadWith);
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}
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// Player Information
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public override int TID { get => MyStatus.TID; set => MyStatus.TID = value; }
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public override int SID { get => MyStatus.SID; set => MyStatus.SID = value; }
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public override int Game { get => MyStatus.Game; set => MyStatus.Game = value; }
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public override int Gender { get => MyStatus.Gender; set => MyStatus.Gender = value; }
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public override int SubRegion { get => MyStatus.SubRegion; set => MyStatus.SubRegion = value; }
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public override int Country { get => MyStatus.Country; set => MyStatus.Country = value; }
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public override int ConsoleRegion { get => MyStatus.ConsoleRegion; set => MyStatus.ConsoleRegion = value; }
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public override int Language { get => MyStatus.Language; set => MyStatus.Language = value; }
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public override string OT { get => MyStatus.OT; set => MyStatus.OT = value; }
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public override uint Money { get => MiscBlock.Money; set => MiscBlock.Money = value; }
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public override int PlayedHours { get => Played.PlayedHours; set => Played.PlayedHours = value; }
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public override int PlayedMinutes { get => Played.PlayedMinutes; set => Played.PlayedMinutes = value; }
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public override int PlayedSeconds { get => Played.PlayedSeconds; set => Played.PlayedSeconds = value; }
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public override uint SecondsToStart { get => GameTime.SecondsToStart; set => GameTime.SecondsToStart = value; }
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public override uint SecondsToFame { get => GameTime.SecondsToFame; set => GameTime.SecondsToFame = value; }
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// Stat Records
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public int RecordCount => 200;
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public int GetRecord(int recordID) => Records.GetRecord(recordID);
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public void SetRecord(int recordID, int value) => Records.SetRecord(recordID, value);
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public int GetRecordMax(int recordID) => Records.GetRecordMax(recordID);
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public int GetRecordOffset(int recordID) => Records.GetRecordOffset(recordID);
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// Inventory
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public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
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// Storage
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public override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
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public override int GetBoxOffset(int box) => Box + (SIZE_STORED * box * 30);
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protected override int GetBoxWallpaperOffset(int box) => BoxLayout.GetBoxWallpaperOffset(box);
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public override int GetBoxWallpaper(int box) => BoxLayout.GetBoxWallpaper(box);
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public override void SetBoxWallpaper(int box, int value) => BoxLayout.SetBoxWallpaper(box, value);
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public override string GetBoxName(int box) => BoxLayout[box];
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public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
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public override int CurrentBox { get => BoxLayout.CurrentBox; set => BoxLayout.CurrentBox = value; }
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public override int BoxesUnlocked { get => BoxLayout.BoxesUnlocked; set => BoxLayout.BoxesUnlocked = value; }
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public override byte[] BoxFlags { get => BoxLayout.BoxFlags; set => BoxLayout.BoxFlags = value; }
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protected override void SetPKM(PKM pkm)
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{
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PK8 pk = (PK8)pkm;
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// Apply to this Save File
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int CT = pk.CurrentHandler;
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DateTime Date = DateTime.Now;
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pk.Trade(this, Date.Day, Date.Month, Date.Year);
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if (CT != pk.CurrentHandler) // Logic updated Friendship
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{
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// Copy over the Friendship Value only under certain circumstances
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if (pk.Moves.Contains(216)) // Return
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pk.CurrentFriendship = pk.OppositeFriendship;
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else if (pk.Moves.Contains(218)) // Frustration
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pkm.CurrentFriendship = pk.OppositeFriendship;
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}
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pkm.RefreshChecksum();
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AddCountAcquired(pkm);
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}
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private void AddCountAcquired(PKM pkm)
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{
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Records.AddRecord(pkm.WasEgg ? 008 : 006); // egg, capture
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if (pkm.CurrentHandler == 1)
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Records.AddRecord(011); // trade
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if (!pkm.WasEgg)
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Records.AddRecord(004); // wild encounters
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}
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protected override void SetPartyValues(PKM pkm, bool isParty)
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{
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base.SetPartyValues(pkm, isParty);
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((PK8)pkm).FormDuration = GetFormDuration(pkm, isParty);
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}
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private static uint GetFormDuration(PKM pkm, bool isParty)
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{
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if (!isParty || pkm.AltForm == 0)
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return 0;
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2019-10-08 01:40:09 +00:00
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return pkm.Species switch
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2019-09-23 23:56:47 +00:00
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{
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2019-10-08 01:40:09 +00:00
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(int)Species.Furfrou => 5u, // Furfrou
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(int)Species.Hoopa => 3u, // Hoopa
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_ => 0u
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};
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2019-09-23 23:56:47 +00:00
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}
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protected override void SetDex(PKM pkm) => Zukan.SetDex(pkm);
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public override bool GetCaught(int species) => Zukan.GetCaught(species);
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public override bool GetSeen(int species) => Zukan.GetSeen(species);
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public override int PartyCount
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{
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get => Data[Party + (6 * SIZE_PARTY)];
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protected set => Data[Party + (6 * SIZE_PARTY)] = (byte)value;
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}
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}
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}
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