PKHeX/PKHeX.Core/Saves/SAV8.cs

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