2019-07-14 22:06:45 +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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2019-07-14 22:06:45 +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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public sealed class SAV7SM : SAV7, ISaveBlock7SM
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public SAV7SM(byte[] data) : base(data, SaveBlockAccessor7SM.BlockMetadataOffset)
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Blocks = new SaveBlockAccessor7SM(this);
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Initialize();
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ClearMemeCrypto();
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV7SM() : base(SaveUtil.SIZE_G7SM, SaveBlockAccessor7SM.BlockMetadataOffset)
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{
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Blocks = new SaveBlockAccessor7SM(this);
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Initialize();
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ClearBoxes();
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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private void Initialize()
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{
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Party = Blocks.BlockInfo[04].Offset;
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PokeDex = Blocks.BlockInfo[06].Offset;
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2019-10-17 02:08:13 +00:00
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2022-06-18 18:04:24 +00:00
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TeamSlots = Blocks.BoxLayout.TeamSlots;
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Box = Blocks.BlockInfo[14].Offset;
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WondercardData = Blocks.MysteryGift.Offset;
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DaycareOffset = Blocks.Daycare.Offset;
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2020-02-07 04:11:58 +00:00
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2022-06-18 18:04:24 +00:00
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ReloadBattleTeams();
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}
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2019-06-09 02:56:11 +00:00
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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.SM;
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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 SAV7SM((byte[])Data.Clone());
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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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2022-06-18 18:04:24 +00:00
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#region Blocks
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public SaveBlockAccessor7SM Blocks { get; }
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public override IReadOnlyList<BlockInfo> AllBlocks => Blocks.BlockInfo;
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public override MyItem Items => Blocks.Items;
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public override MysteryBlock7 MysteryGift => Blocks.MysteryGift;
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public override PokeFinder7 PokeFinder => Blocks.PokeFinder;
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public override JoinFesta7 Festa => Blocks.Festa;
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public override Daycare7 Daycare => Blocks.Daycare;
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public override RecordBlock6 Records => Blocks.Records;
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public override PlayTime6 Played => Blocks.Played;
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public override MyStatus7 MyStatus => Blocks.MyStatus;
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public override FieldMoveModelSave7 Overworld => Blocks.Overworld;
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public override Situation7 Situation => Blocks.Situation;
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public override ConfigSave7 Config => Blocks.Config;
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public override GameTime7 GameTime => Blocks.GameTime;
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public override Misc7 Misc => Blocks.Misc;
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public override Zukan7 Zukan => Blocks.Zukan;
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public override BoxLayout7 BoxLayout => Blocks.BoxLayout;
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public override BattleTree7 BattleTree => Blocks.BattleTree;
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public override ResortSave7 ResortSave => Blocks.ResortSave;
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public override FieldMenu7 FieldMenu => Blocks.FieldMenu;
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public override FashionBlock7 Fashion => Blocks.Fashion;
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public override HallOfFame7 Fame => Blocks.Fame;
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#endregion
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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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2022-06-18 18:04:24 +00:00
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public override int EventFlagCount => 4000;
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public override int MaxMoveID => Legal.MaxMoveID_7;
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public override int MaxSpeciesID => Legal.MaxSpeciesID_7;
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public override int MaxItemID => Legal.MaxItemID_7;
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public override int MaxAbilityID => Legal.MaxAbilityID_7;
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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private const ulong MagearnaConst = 0xCBE05F18356504AC;
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2019-07-14 22:06:45 +00:00
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2022-06-18 18:04:24 +00:00
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public void UpdateMagearnaConstant()
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{
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var flag = GetEventFlag(3100);
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ulong value = flag ? MagearnaConst : 0ul;
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WriteUInt64LittleEndian(Data.AsSpan(Blocks.BlockInfo[35].Offset + 0x168), value);
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2019-06-09 02:56:11 +00:00
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}
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2021-04-07 07:20:02 +00:00
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}
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