PKHeX/PKHeX.Core/Saves/SAV6.cs

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using System;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Generation 6 <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
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public abstract class SAV6 : SAV_BEEF, ITrainerStatRecord, ISaveBlock6Core
{
// Save Data Attributes
protected override string BAKText => $"{OT} ({Version}) - {Played.LastSavedTime}";
public override string Filter => "Main SAV|*.*";
public override string Extension => string.Empty;
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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 SAV6(byte[] data, int biOffset) : base(data, biOffset) { }
protected SAV6(int size, int biOffset) : base(size, biOffset) { }
// Configuration
public override int SIZE_STORED => PokeCrypto.SIZE_6STORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_6PARTY;
public override PKM BlankPKM => new PK6();
public override Type PKMType => typeof(PK6);
public override int BoxCount => 31;
public override int MaxEV => 252;
public override int Generation => 6;
protected override int GiftCountMax => 24;
protected override int GiftFlagMax => 0x100 * 8;
protected override int EventFlagMax => 8 * 0x180;
protected override int EventConstMax => (EventFlag - EventConst) / sizeof(ushort);
public override int OTLength => 12;
public override int NickLength => 12;
public override int MaxSpeciesID => Legal.MaxSpeciesID_6;
public override int MaxBallID => Legal.MaxBallID_6;
public override int MaxGameID => Legal.MaxGameID_6; // OR
protected override PKM GetPKM(byte[] data) => new PK6(data);
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray6(data);
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protected int WondercardFlags { get; set; } = int.MinValue;
protected int JPEG { get; set; } = int.MinValue;
public int PSS { get; protected set; } = int.MinValue;
public int BerryField { get; protected set; } = int.MinValue;
public int HoF { get; protected set; } = int.MinValue;
protected int PCLayout { private get; set; } = int.MinValue;
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protected int BattleBoxOffset { get; set; } = int.MinValue;
public int GetBattleBoxSlot(int slot) => BattleBoxOffset + (slot * SIZE_STORED);
public virtual string JPEGTitle => string.Empty;
public virtual byte[] JPEGData => Array.Empty<byte>();
protected internal const int LongStringLength = 0x22; // bytes, not characters
protected internal const int ShortStringLength = 0x1A; // bytes, not characters
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// Player Information
public override int TID { get => Status.TID; set => Status.TID = value; }
public override int SID { get => Status.SID; set => Status.SID = value; }
public override int Game { get => Status.Game; set => Status.Game = value; }
public override int Gender { get => Status.Gender; set => Status.Gender = value; }
public override int Language { get => Status.Language; set => Status.Language = value; }
public override string OT { get => Status.OT; set => Status.OT = value; }
public override int SubRegion { get => Status.SubRegion; set => Status.SubRegion = value; }
public override int Country { get => Status.Country; set => Status.Country = value; }
public override int ConsoleRegion { get => Status.ConsoleRegion; set => Status.ConsoleRegion = 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; }
2018-09-15 05:37:47 +00:00
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 int Badges { get; set; }
public abstract int Vivillon { get; set; }
public abstract int BP { get; set; }
// Money
public override uint SecondsToStart { get => GameTime.SecondsToStart; set => GameTime.SecondsToStart = value; }
public override uint SecondsToFame { get => GameTime.SecondsToFame; set => GameTime.SecondsToFame = value; }
public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
// Daycare
public override int DaycareSeedSize => 16;
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// Storage
public override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
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public override int GetBoxOffset(int box) => Box + (SIZE_STORED * box * 30);
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private int GetBoxNameOffset(int box) => PCLayout + (LongStringLength * box);
public override string GetBoxName(int box)
{
if (PCLayout < 0)
return $"B{box + 1}";
return GetString(Data, GetBoxNameOffset(box), LongStringLength);
}
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public override void SetBoxName(int box, string value)
{
var data = SetString(value, LongStringLength / 2, LongStringLength / 2);
SetData(data, PCLayout + (LongStringLength * box));
}
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protected override void SetPKM(PKM pkm)
{
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PK6 pk6 = (PK6)pkm;
// Apply to this Save File
int CT = pk6.CurrentHandler;
DateTime Date = DateTime.Now;
pk6.Trade(this, Date.Day, Date.Month, Date.Year);
if (CT != pk6.CurrentHandler) // Logic updated Friendship
{
// Copy over the Friendship Value only under certain circumstances
if (pk6.Moves.Contains(216)) // Return
pk6.CurrentFriendship = pk6.OppositeFriendship;
else if (pk6.Moves.Contains(218)) // Frustration
pkm.CurrentFriendship = pk6.OppositeFriendship;
}
pkm.RefreshChecksum();
AddCountAcquired(pkm);
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}
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private void AddCountAcquired(PKM pkm)
{
Records.AddRecord(pkm.WasEgg ? 009 : 007); // egg, capture
if (pkm.CurrentHandler == 1)
Records.AddRecord(012); // trade
if (!pkm.WasEgg)
Records.AddRecord(005); // wild encounters
}
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protected override void SetPartyValues(PKM pkm, bool isParty)
{
base.SetPartyValues(pkm, isParty);
((PK6)pkm).FormArgument = GetFormArgument(pkm, isParty);
}
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private static uint GetFormArgument(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
};
}
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 string GetString(byte[] data, int offset, int length) => StringConverter.GetString6(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.SetString6(value, maxLength, PadToSize, PadWith);
}
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public int GetRecord(int recordID) => Records.GetRecord(recordID);
public int GetRecordOffset(int recordID) => Records.GetRecordOffset(recordID);
public int GetRecordMax(int recordID) => Records.GetRecordMax(recordID);
public void SetRecord(int recordID, int value) => Records.SetRecord(recordID, value);
public int RecordCount => RecordBlock6.RecordCount;
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 MyItem Items { get; }
public abstract ItemInfo6 ItemInfo { get; }
public abstract GameTime6 GameTime { get; }
public abstract Situation6 Situation { get; }
public abstract PlayTime6 Played { get; }
public abstract MyStatus6 Status { get; }
public abstract RecordBlock6 Records { get; }
}
}