PKHeX/PKHeX.Core/Saves/SAV8.cs

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C#
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using System;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Generation 8 <see cref="SaveFile"/> object.
/// </summary>
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public abstract class SAV8 : SaveFile, ISaveBlock8Main
{
// Save Data Attributes
protected override string BAKText => $"{OT} ({Version}) - {Played.LastSavedTime}";
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public override string Filter => "Main SAV|*.*";
public override string Extension => string.Empty;
public override string[] PKMExtensions => PKM.Extensions.Where(f =>
{
int gen = f.Last() - 0x30;
return gen == 8; // future: change to <= when HOME released
}).ToArray();
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protected SAV8(byte[] data) : base(data) { }
protected SAV8() { }
// Configuration
public override int SIZE_STORED => PKX.SIZE_8STORED;
protected override int SIZE_PARTY => PKX.SIZE_8PARTY;
public override PKM BlankPKM => new PK8();
public override Type PKMType => typeof(PK8);
public override int BoxCount => BoxLayout8.BoxCount;
public override int MaxEV => 252;
public override int Generation => 8;
// 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;
protected override PKM GetPKM(byte[] data) => new PK8(data);
protected override byte[] DecryptPKM(byte[] data) => PKX.DecryptArray8(data);
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
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public abstract Box8 BoxInfo { get; }
public abstract Party8 PartyInfo { 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 MyItem Items { get; }
public abstract PlayTime8 Played { get; }
public abstract MyStatus8 MyStatus { get; }
public abstract Misc8 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 Zukan8 Zukan { get; }
public abstract BoxLayout8 BoxLayout { get; }
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public abstract Fused8 Fused { get; }
public abstract Daycare8 Daycare { get; }
public abstract Record8 Records { get; }
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public abstract TrainerCard8 TrainerCard { 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
public override GameVersion Version
{
get
{
var game = (GameVersion)Game;
if (game == GameVersion.SW || game == GameVersion.SH)
return game;
return GameVersion.Invalid;
}
}
public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString7(data, offset, length);
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; }
public override int Language { get => MyStatus.Language; set => MyStatus.Language = value; }
public override string OT { get => MyStatus.OT; set => MyStatus.OT = value; }
public override uint Money { get => Misc.Money; set => Misc.Money = value; }
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public int Badges { get => Misc.Badges; set => Misc.Badges = 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; }
// Inventory
public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
// Storage
public override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
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public override int GetBoxOffset(int box) => Box + (SIZE_PARTY * box * 30);
public override string GetBoxName(int box) => BoxLayout[box];
public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
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public override byte[] GetDataForBox(PKM pkm) => pkm.EncryptedPartyData;
protected override void SetPKM(PKM pkm)
{
PK8 pk = (PK8)pkm;
// Apply to this Save File
DateTime Date = DateTime.Now;
pk.Trade(this, Date.Day, Date.Month, Date.Year);
pkm.RefreshChecksum();
AddCountAcquired(pkm);
}
private void AddCountAcquired(PKM pkm)
{
}
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);
public override int PartyCount
{
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get => PartyInfo.PartyCount;
protected set => PartyInfo.PartyCount = value;
}
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protected override byte[] BoxBuffer => BoxInfo.Data;
protected override byte[] PartyBuffer => PartyInfo.Data;
public override int GetBoxSlotOffset(int box, int slot) => GetBoxOffset(box) + (slot * SIZE_PARTY); // party format in boxes!
public override PKM GetDecryptedPKM(byte[] data) => GetPKM(DecryptPKM(data));
public override PKM GetBoxSlot(int offset) => GetDecryptedPKM(GetData(BoxInfo.Data, offset, SIZE_PARTY)); // party format in boxes!
}
}