PKHeX/PKHeX.Core/Saves/SAV7SM.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
2019-10-17 01:47:31 +00:00
using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
public sealed class SAV7SM : SAV7, ISaveBlock7SM
{
public SAV7SM(byte[] data) : base(data, SaveBlockAccessor7SM.BlockMetadataOffset)
{
Blocks = new SaveBlockAccessor7SM(this);
Initialize();
ClearMemeCrypto();
}
public SAV7SM() : base(SaveUtil.SIZE_G7SM, SaveBlockAccessor7SM.BlockMetadataOffset)
{
Blocks = new SaveBlockAccessor7SM(this);
Initialize();
ClearBoxes();
}
private void Initialize()
{
Party = Blocks.BlockInfo[04].Offset;
PokeDex = Blocks.BlockInfo[06].Offset;
TeamSlots = Blocks.BoxLayout.TeamSlots;
Box = Blocks.BlockInfo[14].Offset;
WondercardData = Blocks.MysteryGift.Offset;
DaycareOffset = Blocks.Daycare.Offset;
ReloadBattleTeams();
}
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
public override IPersonalTable Personal => PersonalTable.SM;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_SM;
protected override SaveFile CloneInternal() => new SAV7SM((byte[])Data.Clone());
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 SaveBlockAccessor7SM Blocks { get; }
public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
public override MyItem Items => Blocks.Items;
public override MysteryBlock7 MysteryGift => Blocks.MysteryGift;
public override PokeFinder7 PokeFinder => Blocks.PokeFinder;
public override JoinFesta7 Festa => Blocks.Festa;
public override Daycare7 Daycare => Blocks.Daycare;
public override RecordBlock6 Records => Blocks.Records;
public override PlayTime6 Played => Blocks.Played;
public override MyStatus7 MyStatus => Blocks.MyStatus;
public override FieldMoveModelSave7 Overworld => Blocks.Overworld;
public override Situation7 Situation => Blocks.Situation;
public override ConfigSave7 Config => Blocks.Config;
public override GameTime7 GameTime => Blocks.GameTime;
public override Misc7 Misc => Blocks.Misc;
public override Zukan7 Zukan => Blocks.Zukan;
public override BoxLayout7 BoxLayout => Blocks.BoxLayout;
public override BattleTree7 BattleTree => Blocks.BattleTree;
public override ResortSave7 ResortSave => Blocks.ResortSave;
public override FieldMenu7 FieldMenu => Blocks.FieldMenu;
public override FashionBlock7 Fashion => Blocks.Fashion;
public override HallOfFame7 Fame => Blocks.Fame;
#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
public override int EventFlagCount => 4000;
public override int MaxMoveID => Legal.MaxMoveID_7;
public override int MaxSpeciesID => Legal.MaxSpeciesID_7;
public override int MaxItemID => Legal.MaxItemID_7;
public override int MaxAbilityID => Legal.MaxAbilityID_7;
private const ulong MagearnaConst = 0xCBE05F18356504AC;
public void UpdateMagearnaConstant()
{
var flag = GetEventFlag(3100);
ulong value = flag ? MagearnaConst : 0ul;
WriteUInt64LittleEndian(Data.AsSpan(Blocks.BlockInfo[35].Offset + 0x168), value);
}
}