PKHeX/PKHeX.Core/Saves/Substructures/PokeDex/Zukan6.cs

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using System;
using System.Diagnostics;
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namespace PKHeX.Core
{
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/// <summary>
/// Pok<6F>dex structure used for Generation 6 games.
/// </summary>
public abstract class Zukan6 : Zukan
{
protected override int OFS_SEEN => OFS_CAUGHT + BitSeenSize;
protected override int OFS_CAUGHT => 0x8;
protected override int BitSeenSize => 0x60;
protected override int DexLangFlagByteCount => 631; // 721 * 7, rounded up
protected override int DexLangIDCount => 7;
protected int SpindaOffset { get; init; }
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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protected Zukan6(SAV6XY sav, int dex, int langflag) : base(sav, dex, langflag)
{
DexFormIndexFetcher = DexFormUtil.GetDexFormIndexXY;
}
private Func<int, int, int> DexFormIndexFetcher { get; }
protected Zukan6(SAV6AO sav, int dex, int langflag) : base(sav, dex, langflag)
{
DexFormIndexFetcher = DexFormUtil.GetDexFormIndexORAS;
}
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protected override int GetDexLangFlag(int lang)
{
lang--;
if (lang > 5)
lang--; // 0-6 language vals
if ((uint)lang > 5)
return -1;
return lang;
}
protected override bool GetSaneFormsToIterate(int species, out int formStart, out int formEnd, int formIn)
{
formStart = 0;
formEnd = 0;
return false;
}
protected override void SetSpindaDexData(PKM pkm, bool alreadySeen)
{
}
protected override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
{
lang = GetDexLangFlag(lang);
if (lang < 0)
return;
int lbit = (bit * DexLangIDCount) + lang;
if (lbit < DexLangFlagByteCount << 3) // Sanity check for max length of region
SetFlag(PokeDexLanguageFlags, lbit, value);
}
protected override void SetAllDexSeenFlags(int baseBit, int form, int gender, bool isShiny, bool value = true)
{
var shiny = isShiny ? 1 : 0;
SetDexFlags(baseBit, baseBit, gender, shiny);
SetFormFlags(baseBit + 1, form, shiny, value);
}
public override void SetDex(PKM pkm)
{
if (pkm.Species is 0 or > Legal.MaxSpeciesID_6)
return;
if (pkm.IsEgg) // do not add
return;
int bit = pkm.Species - 1;
SetCaughtFlag(bit, pkm.Version);
// Set the [Species/Gender/Shiny] Seen Flag
SetAllDexSeenFlags(pkm.Species - 1, pkm.Form, pkm.Gender, pkm.IsShiny);
SetAllDexFlagsLanguage(bit, pkm.Language);
SetFormFlags(pkm);
}
protected abstract void SetCaughtFlag(int bit, int origin);
private int FormLen => SAV is SAV6XY ? 0x18 : 0x26;
private int FormDex => 0x8 + (BitSeenSize * 9);
public bool GetFormFlag(int formIndex, int flagRegion) => GetFlag(FormDex + (FormLen * flagRegion), formIndex);
public void SetFormFlag(int formIndex, int flagRegion, bool value = true) => SetFlag(FormDex + (FormLen * flagRegion), formIndex, value);
private void SetFormFlags(PKM pkm)
{
int species = pkm.Species;
int form = pkm.Form;
var shiny = pkm.IsShiny ? 1 : 0;
SetFormFlags(species, form, shiny);
}
private void SetFormFlags(int species, int form, int shiny, bool value = true)
{
int fc = SAV.Personal[species].FormCount;
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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int f = DexFormIndexFetcher(species, fc);
if (f < 0)
return;
var bit = f + form;
// Set Form Seen Flag
SetFormFlag(bit, shiny, value);
// Set Displayed Flag if necessary, check all flags
if (!value || !GetIsFormDisplayed(f, fc))
SetFormFlag(bit, 2 + shiny, value);
}
private bool GetIsFormDisplayed(int f, int fc)
{
for (int i = 0; i < fc; i++)
{
var index = f + i;
if (GetFormFlag(index, 2)) // Nonshiny
return true; // already set
if (GetFormFlag(index, 3)) // Shiny
return true; // already set
}
return false;
}
public uint SpindaPID
{
get => BitConverter.ToUInt32(SAV.Data, PokeDex + SpindaOffset);
set => SAV.SetData(BitConverter.GetBytes(value), PokeDex + SpindaOffset);
}
public bool[] GetLanguageBitflags(int species)
{
var result = new bool[DexLangIDCount];
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
result[i] = GetFlag(PokeDexLanguageFlags, lbit);
}
return result;
}
public void SetLanguageBitflags(int species, bool[] value)
{
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
SetFlag(PokeDexLanguageFlags, lbit, value[i]);
}
}
public void ToggleLanguageFlagsAll(bool value)
{
var arr = GetBlankLanguageBits(value);
for (int i = 1; i <= SAV.MaxSpeciesID; i++)
SetLanguageBitflags(i, arr);
}
public void ToggleLanguageFlagsSingle(int species, bool value)
{
var arr = GetBlankLanguageBits(value);
SetLanguageBitflags(species, arr);
}
private bool[] GetBlankLanguageBits(bool value)
{
var result = new bool[DexLangIDCount];
for (int i = 0; i < DexLangIDCount; i++)
result[i] = value;
return result;
}
}
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/// <summary>
/// Pok<6F>dex structure used for <see cref="GameVersion.ORAS"/>.
/// </summary>
public sealed class Zukan6AO : Zukan6
{
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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public Zukan6AO(SAV6AO sav, int dex, int langflag) : base(sav, dex, langflag)
{
SpindaOffset = 0x680;
}
protected override void SetCaughtFlag(int bit, int origin)
{
SetFlag(OFS_CAUGHT, bit);
if (GetEncounterCount(bit) == 0)
SetEncounterCount(bit, 1);
}
public ushort GetEncounterCount(int index)
{
var ofs = PokeDex + 0x686 + (index * 2);
return BitConverter.ToUInt16(SAV.Data, ofs);
}
public void SetEncounterCount(int index, ushort value)
{
var ofs = PokeDex + 0x686 + (index * 2);
var data = BitConverter.GetBytes(value);
SAV.SetData(data, ofs);
}
}
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/// <summary>
/// Pok<6F>dex structure used for <see cref="GameVersion.XY"/>.
/// </summary>
public sealed class Zukan6XY : Zukan6
{
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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public Zukan6XY(SAV6XY sav, int dex, int langflag) : base(sav, dex, langflag)
{
SpindaOffset = 0x648;
}
protected override void SetCaughtFlag(int bit, int origin)
{
// Species: 1-649 for X/Y, and not for ORAS; Set the Foreign Owned Flag
if (origin < (int)GameVersion.X && bit < (int)Species.Genesect)
SetForeignFlag(bit);
else
SetFlag(OFS_CAUGHT, bit);
}
public bool GetForeignFlag(int bit)
{
Debug.Assert(bit < (int)Species.Genesect);
return GetFlag(0x64C, bit);
}
public void SetForeignFlag(int bit, bool value = true)
{
Debug.Assert(bit < (int)Species.Genesect);
SetFlag(0x64C, bit, value);
}
}
}