PKHeX/PKHeX.Core/Saves/SAV7.cs

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C#
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using System;
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using System.Collections.Generic;
using System.Diagnostics;
namespace PKHeX.Core
{
/// <summary>
/// Generation 7 <see cref="SaveFile"/> object.
/// </summary>
public abstract class SAV7 : SAV_BEEF, ITrainerStatRecord, ISaveBlock7Main, IRegionOrigin, IGameSync
{
// Save Data Attributes
protected internal override string ShortSummary => $"{OT} ({Version}) - {Played.LastSavedTime}";
public override string Extension => string.Empty;
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public override IReadOnlyList<string> PKMExtensions => Array.FindAll(PKM.Extensions, f =>
{
int gen = f[^1] - 0x30;
return gen <= 7 && f[1] != 'b'; // ignore PB7
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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
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protected SAV7(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
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protected SAV7(int size, int biOffset) : base(size, 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
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protected void ReloadBattleTeams()
{
var demo = this is SAV7SM && new ReadOnlySpan<byte>(Data, BoxLayout.Offset, 0x4C4).IsRangeEmpty(); // up to Battle Box values
if (demo || !State.Exportable)
{
BoxLayout.ClearBattleTeams();
}
else // Valid slot locking info present
{
BoxLayout.LoadBattleTeams();
}
}
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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
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#region Blocks
public abstract MyItem Items { get; }
public abstract MysteryBlock7 MysteryGift { get; }
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 abstract PokeFinder7 PokeFinder { get; }
public abstract JoinFesta7 Festa { get; }
public abstract Daycare7 Daycare { get; }
public abstract RecordBlock6 Records { get; }
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 abstract PlayTime6 Played { get; }
public abstract MyStatus7 MyStatus { get; }
public abstract FieldMoveModelSave7 Overworld { get; }
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 abstract Situation7 Situation { get; }
public abstract ConfigSave7 Config { get; }
public abstract GameTime7 GameTime { get; }
public abstract Misc7 Misc { get; }
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 abstract Zukan7 Zukan { get; }
public abstract BoxLayout7 BoxLayout { get; }
public abstract BattleTree7 BattleTree { get; }
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 abstract ResortSave7 ResortSave { get; }
public abstract FieldMenu7 FieldMenu { get; }
public abstract FashionBlock7 Fashion { get; }
public abstract HallOfFame7 Fame { get; }
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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#endregion
// Configuration
protected override int SIZE_STORED => PokeCrypto.SIZE_6STORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_6PARTY;
public override PKM BlankPKM => new PK7();
public override Type PKMType => typeof(PK7);
public override int BoxCount => 32;
public override int MaxEV => 252;
public override int Generation => 7;
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;
public override int MaxBallID => Legal.MaxBallID_7; // 26
public override int MaxGameID => Legal.MaxGameID_7;
protected override PKM GetPKM(byte[] data) => new PK7(data);
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray6(data);
// Feature Overrides
// Blocks & Offsets
private const int MemeCryptoBlock = 36;
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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
protected void ClearMemeCrypto()
{
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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new byte[0x80].CopyTo(Data, AllBlocks[MemeCryptoBlock].Offset + 0x100);
}
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protected override byte[] GetFinalData()
{
BoxLayout.SaveBattleTeams();
SetChecksums();
var result = MemeCrypto.Resign7(Data);
Debug.Assert(result != Data);
return result;
}
public override GameVersion Version => Game switch
{
(int)GameVersion.SN => GameVersion.SN,
(int)GameVersion.MN => GameVersion.MN,
(int)GameVersion.US => GameVersion.US,
(int)GameVersion.UM => GameVersion.UM,
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_ => GameVersion.Invalid,
};
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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)
{
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; }
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public int GameSyncIDSize => MyStatus7.GameSyncIDSize; // 64 bits
public string GameSyncID { get => MyStatus.GameSyncID; set => MyStatus.GameSyncID = value; }
public byte Region { get => MyStatus.Region; set => MyStatus.Region = value; }
public byte Country { get => MyStatus.Country; set => MyStatus.Country = value; }
public byte 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 int MultiplayerSpriteID { get => MyStatus.MultiplayerSpriteID; set => MyStatus.MultiplayerSpriteID = value; }
public override uint Money { get => Misc.Money; set => Misc.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; }
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// 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 IReadOnlyList<InventoryPouch> Inventory { get => Items.Inventory; set => Items.Inventory = value; }
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// 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; }
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protected override void SetPKM(PKM pkm, bool isParty = false)
{
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PK7 pk7 = (PK7)pkm;
// Apply to this Save File
int CT = pk7.CurrentHandler;
DateTime Date = DateTime.Now;
pk7.Trade(this, Date.Day, Date.Month, Date.Year);
if (CT != pk7.CurrentHandler) // Logic updated Friendship
{
// Copy over the Friendship Value only under certain circumstances
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if (pk7.HasMove(216)) // Return
pk7.CurrentFriendship = pk7.OppositeFriendship;
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else if (pk7.HasMove(218)) // Frustration
pkm.CurrentFriendship = pk7.OppositeFriendship;
}
pk7.FormArgumentElapsed = pk7.FormArgumentMaximum = 0;
pk7.FormArgumentRemain = (byte)GetFormArgument(pkm);
pkm.RefreshChecksum();
AddCountAcquired(pkm);
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}
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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
Records.AddRecord(042); // balls used
}
}
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private static uint GetFormArgument(PKM pkm)
{
if (pkm.Form == 0)
return 0;
// Gen7 allows forms to be stored in the box with the current duration & form
// Just cap out the form duration anyways
return pkm.Species switch
{
(int)Species.Furfrou => 5u, // Furfrou
(int)Species.Hoopa => 3u, // Hoopa
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_ => 0u,
};
}
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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);
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public override int PartyCount
{
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get => Data[Party + (6 * SIZE_PARTY)];
protected set => Data[Party + (6 * SIZE_PARTY)] = (byte)value;
}
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public override StorageSlotFlag GetSlotFlags(int index)
{
int team = Array.IndexOf(TeamSlots, index);
if (team < 0)
return StorageSlotFlag.None;
team /= 6;
var val = (StorageSlotFlag)((int)StorageSlotFlag.BattleTeam1 << team);
if (BoxLayout.GetIsTeamLocked(team))
val |= StorageSlotFlag.Locked;
return val;
}
private int FusedCount => this is SAV7USUM ? 3 : 1;
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public int GetFusedSlotOffset(int slot)
{
if ((uint)slot >= FusedCount)
return -1;
return AllBlocks[08].Offset + (PokeCrypto.SIZE_6PARTY * slot); // 0x104*slot
}
public override int DaycareSeedSize => Daycare7.DaycareSeedSize; // 128 bits
public override int GetDaycareSlotOffset(int loc, int slot) => Daycare.GetDaycareSlotOffset(slot);
public override bool? IsDaycareOccupied(int loc, int slot) => Daycare.GetIsOccupied(slot);
public override string GetDaycareRNGSeed(int loc) => Daycare.RNGSeed;
public override bool? IsDaycareHasEgg(int loc) => Daycare.HasEgg;
public override void SetDaycareOccupied(int loc, int slot, bool occupied) => Daycare.SetOccupied(slot, occupied);
public override void SetDaycareRNGSeed(int loc, string seed) => Daycare.RNGSeed = seed;
public override void SetDaycareHasEgg(int loc, bool hasEgg) => Daycare.HasEgg = hasEgg;
protected override bool[] MysteryGiftReceivedFlags { get => MysteryGift.MysteryGiftReceivedFlags; set => MysteryGift.MysteryGiftReceivedFlags = value; }
protected override DataMysteryGift[] MysteryGiftCards { get => MysteryGift.MysteryGiftCards; set => MysteryGift.MysteryGiftCards = value; }
}
}