2016-09-26 23:15:40 +00:00
|
|
|
|
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;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
using System.Security.Cryptography;
|
2022-01-03 05:35:59 +00:00
|
|
|
|
using static System.Buffers.Binary.BinaryPrimitives;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2017-01-08 07:54:09 +00:00
|
|
|
|
namespace PKHeX.Core
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2017-10-24 06:12:58 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Generation 3 <see cref="SaveFile"/> object for Pokémon Colosseum saves.
|
|
|
|
|
/// </summary>
|
2021-01-08 08:32:04 +00:00
|
|
|
|
public sealed class SAV3Colosseum : SaveFile, IGCSaveFile
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2020-12-05 13:36:23 +00:00
|
|
|
|
protected internal override string ShortSummary => $"{OT} ({Version}) - {PlayTimeString}";
|
2019-02-19 05:59:57 +00:00
|
|
|
|
public override string Extension => this.GCExtension();
|
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 PersonalTable Personal => PersonalTable.RS;
|
|
|
|
|
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_COLO;
|
2022-02-10 00:48:55 +00:00
|
|
|
|
public SAV3GCMemoryCard? MemoryCard { get; init; }
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// 3 Save files are stored
|
|
|
|
|
// 0x0000-0x6000 contains memory card data
|
|
|
|
|
// 0x6000-0x60000 contains the 3 save slots
|
|
|
|
|
// 0x5A000 / 3 = 0x1E000 per save slot
|
|
|
|
|
// Checksum is SHA1 over 0-0x1DFD7, stored in the last 20 bytes of the save slot.
|
|
|
|
|
// Another SHA1 hash is 0x1DFD8, for 20 bytes. Unknown purpose.
|
|
|
|
|
// Checksum is used as the crypto key.
|
|
|
|
|
|
|
|
|
|
private const int SLOT_SIZE = 0x1E000;
|
|
|
|
|
private const int SLOT_START = 0x6000;
|
|
|
|
|
private const int SLOT_COUNT = 3;
|
|
|
|
|
|
2019-01-05 23:37:06 +00:00
|
|
|
|
private int SaveCount = -1;
|
|
|
|
|
private int SaveIndex = -1;
|
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
|
|
|
|
private readonly StrategyMemo StrategyMemo;
|
2019-10-26 19:33:58 +00:00
|
|
|
|
public const int MaxShadowID = 0x80; // 128
|
2019-06-09 02:56:11 +00:00
|
|
|
|
private int Memo;
|
2022-02-10 00:48:55 +00:00
|
|
|
|
|
|
|
|
|
private readonly byte[] BAK;
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2019-06-09 02:56:11 +00:00
|
|
|
|
public SAV3Colosseum() : base(SaveUtil.SIZE_G3COLO)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2022-02-10 00:48:55 +00:00
|
|
|
|
BAK = Array.Empty<byte>();
|
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
|
|
|
|
StrategyMemo = Initialize();
|
2019-06-09 02:56:11 +00:00
|
|
|
|
ClearBoxes();
|
|
|
|
|
}
|
|
|
|
|
|
2022-02-10 00:48:55 +00:00
|
|
|
|
public SAV3Colosseum(byte[] data) : base(data)
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2022-02-10 00:48:55 +00:00
|
|
|
|
BAK = data;
|
2019-06-09 02:56:11 +00:00
|
|
|
|
InitializeData();
|
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
|
|
|
|
StrategyMemo = Initialize();
|
2019-06-09 02:56:11 +00:00
|
|
|
|
}
|
2016-09-26 23:15:40 +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
2019-10-17 01:47:31 +00:00
|
|
|
|
private StrategyMemo Initialize()
|
2019-06-09 02:56:11 +00:00
|
|
|
|
{
|
2019-11-28 22:00:55 +00:00
|
|
|
|
// Trainer1 = 0x00078;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
Party = 0x000A8;
|
|
|
|
|
|
|
|
|
|
Box = 0x00B90;
|
2019-10-19 03:42:03 +00:00
|
|
|
|
DaycareOffset = 0x08170;
|
2016-10-01 02:05:35 +00:00
|
|
|
|
Memo = 0x082B0;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2016-10-02 04:43:23 +00:00
|
|
|
|
// Since PartyCount is not stored in the save file,
|
|
|
|
|
// Count up how many party slots are active.
|
|
|
|
|
for (int i = 0; i < 6; i++)
|
2018-09-15 05:37:47 +00:00
|
|
|
|
{
|
2019-11-16 01:34:18 +00:00
|
|
|
|
if (GetPartySlot(Data, GetPartyOffset(i)).Species != 0)
|
2016-10-02 04:43:23 +00:00
|
|
|
|
PartyCount++;
|
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
2019-10-17 01:47:31 +00:00
|
|
|
|
|
|
|
|
|
var memo = new StrategyMemo(Data, Memo, xd: false);
|
|
|
|
|
return memo;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-01-05 23:37:06 +00:00
|
|
|
|
private void InitializeData()
|
|
|
|
|
{
|
|
|
|
|
// Scan all 3 save slots for the highest counter
|
|
|
|
|
for (int i = 0; i < SLOT_COUNT; i++)
|
|
|
|
|
{
|
|
|
|
|
int slotOffset = SLOT_START + (i * SLOT_SIZE);
|
2022-01-03 05:35:59 +00:00
|
|
|
|
int SaveCounter = ReadInt32BigEndian(Data.AsSpan(slotOffset + 4));
|
2019-01-05 23:37:06 +00:00
|
|
|
|
if (SaveCounter <= SaveCount)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
SaveCount = SaveCounter;
|
|
|
|
|
SaveIndex = i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Decrypt most recent save slot
|
|
|
|
|
{
|
|
|
|
|
int slotOffset = SLOT_START + (SaveIndex * SLOT_SIZE);
|
2022-01-03 05:35:59 +00:00
|
|
|
|
ReadOnlySpan<byte> slot = Data.AsSpan(slotOffset, SLOT_SIZE);
|
|
|
|
|
Span<byte> digest = stackalloc byte[20];
|
|
|
|
|
slot[^20..].CopyTo(digest);
|
2019-01-05 23:37:06 +00:00
|
|
|
|
|
|
|
|
|
// Decrypt Slot
|
|
|
|
|
Data = DecryptColosseum(slot, digest);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-02-19 05:59:57 +00:00
|
|
|
|
protected override byte[] GetFinalData()
|
2019-03-08 02:05:55 +00:00
|
|
|
|
{
|
|
|
|
|
var newFile = GetInnerData();
|
|
|
|
|
|
|
|
|
|
// Return the gci if Memory Card is not being exported
|
2021-07-05 21:32:09 +00:00
|
|
|
|
if (MemoryCard is null)
|
2019-03-08 02:05:55 +00:00
|
|
|
|
return newFile;
|
|
|
|
|
|
2021-07-05 21:32:09 +00:00
|
|
|
|
MemoryCard.WriteSaveGameData(newFile);
|
|
|
|
|
return MemoryCard.Data;
|
2019-03-08 02:05:55 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private byte[] GetInnerData()
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2019-10-26 19:58:55 +00:00
|
|
|
|
StrategyMemo.Write().CopyTo(Data, Memo);
|
2017-06-18 01:37:19 +00:00
|
|
|
|
SetChecksums();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Get updated save slot data
|
2022-01-03 05:35:59 +00:00
|
|
|
|
ReadOnlySpan<byte> slot = Data;
|
|
|
|
|
Span<byte> digest = stackalloc byte[20];
|
|
|
|
|
slot[^20..].CopyTo(digest);
|
|
|
|
|
byte[] newSAV = EncryptColosseum(slot, digest);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Put save slot back in original save data
|
2022-02-10 00:48:55 +00:00
|
|
|
|
byte[] newFile = MemoryCard != null ? MemoryCard.ReadSaveGameData() : (byte[])BAK.Clone();
|
2018-09-15 05:37:47 +00:00
|
|
|
|
Array.Copy(newSAV, 0, newFile, SLOT_START + (SaveIndex * SLOT_SIZE), newSAV.Length);
|
2019-03-08 02:05:55 +00:00
|
|
|
|
return newFile;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Configuration
|
2020-12-05 13:36:23 +00:00
|
|
|
|
protected override SaveFile CloneInternal()
|
2019-03-08 02:05:55 +00:00
|
|
|
|
{
|
|
|
|
|
var data = GetInnerData();
|
2022-02-10 00:48:55 +00:00
|
|
|
|
return new SAV3Colosseum(data) { MemoryCard = MemoryCard };
|
2019-03-08 02:05:55 +00:00
|
|
|
|
}
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2020-08-07 23:16:10 +00:00
|
|
|
|
protected override int SIZE_STORED => PokeCrypto.SIZE_3CSTORED;
|
2020-01-04 22:48:39 +00:00
|
|
|
|
protected override int SIZE_PARTY => PokeCrypto.SIZE_3CSTORED; // unused
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override PKM BlankPKM => new CK3();
|
2016-09-26 23:18:10 +00:00
|
|
|
|
public override Type PKMType => typeof(CK3);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2017-12-28 00:36:24 +00:00
|
|
|
|
public override int MaxMoveID => Legal.MaxMoveID_3;
|
2016-10-24 04:59:27 +00:00
|
|
|
|
public override int MaxSpeciesID => Legal.MaxSpeciesID_3;
|
2017-12-28 00:36:24 +00:00
|
|
|
|
public override int MaxAbilityID => Legal.MaxAbilityID_3;
|
|
|
|
|
public override int MaxBallID => Legal.MaxBallID_3;
|
|
|
|
|
public override int MaxItemID => Legal.MaxItemID_3_COLO;
|
|
|
|
|
public override int MaxGameID => Legal.MaxGameID_3;
|
2018-05-12 15:13:39 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override int MaxEV => 255;
|
|
|
|
|
public override int Generation => 3;
|
2022-06-04 02:08:46 +00:00
|
|
|
|
public override EntityContext Context => EntityContext.Gen3;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
protected override int GiftCountMax => 1;
|
2018-10-27 23:06:06 +00:00
|
|
|
|
public override int OTLength => 10; // as evident by Mattle Ho-Oh
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override int NickLength => 10;
|
2021-04-28 18:58:26 +00:00
|
|
|
|
public override int MaxMoney => 9999999;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
public override int BoxCount => 3;
|
2022-05-07 03:38:55 +00:00
|
|
|
|
public override bool IsPKMPresent(ReadOnlySpan<byte> data) => EntityDetection.IsPresentGC(data);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
private static byte[] EncryptColosseum(ReadOnlySpan<byte> input, Span<byte> digest)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
|
|
|
|
if (input.Length != SLOT_SIZE)
|
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
|
|
|
|
throw new ArgumentException(nameof(input));
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
byte[] output = input.ToArray();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// NOT key
|
|
|
|
|
for (int i = 0; i < 20; i++)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
digest[i] = (byte)~digest[i];
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2021-01-08 08:32:04 +00:00
|
|
|
|
using var sha1 = SHA1.Create();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
for (int i = 0x18; i < 0x1DFD8; i += 20)
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < 20; j++)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
output[i + j] ^= digest[j];
|
|
|
|
|
byte[] key = sha1.ComputeHash(output, i, 20); // update digest
|
|
|
|
|
key.AsSpan(0, 20).CopyTo(digest); // for use in next loop
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2022-01-03 05:35:59 +00:00
|
|
|
|
return output;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
private static byte[] DecryptColosseum(ReadOnlySpan<byte> input, Span<byte> digest)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
|
|
|
|
if (input.Length != SLOT_SIZE)
|
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
|
|
|
|
throw new ArgumentException(nameof(input));
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
byte[] output = input.ToArray();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// NOT key
|
|
|
|
|
for (int i = 0; i < 20; i++)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
digest[i] = (byte)~digest[i];
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2021-01-08 08:32:04 +00:00
|
|
|
|
using var sha1 = SHA1.Create();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
for (int i = 0x18; i < 0x1DFD8; i += 20)
|
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
byte[] key = sha1.ComputeHash(output, i, 20); // update digest
|
2016-09-26 23:15:40 +00:00
|
|
|
|
for (int j = 0; j < 20; j++)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
output[i + j] ^= digest[j];
|
|
|
|
|
key.AsSpan(0, 20).CopyTo(digest); // for use in next loop
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2022-01-03 05:35:59 +00:00
|
|
|
|
return output;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2017-06-18 01:37:19 +00:00
|
|
|
|
protected override void SetChecksums()
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
|
|
|
|
// Clear Header Checksum
|
2022-02-07 03:17:46 +00:00
|
|
|
|
var headerCHK = Data.AsSpan(12);
|
|
|
|
|
WriteInt32BigEndian(headerCHK, 0);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
// Compute checksum of data
|
2021-01-08 08:32:04 +00:00
|
|
|
|
using var sha1 = SHA1.Create();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
byte[] checksum = sha1.ComputeHash(Data, 0, 0x1DFD8);
|
|
|
|
|
// Set Checksum to end
|
2022-02-07 03:17:46 +00:00
|
|
|
|
var checkSpan = checksum.AsSpan();
|
2022-01-03 05:35:59 +00:00
|
|
|
|
checkSpan.CopyTo(Data.AsSpan(Data.Length - checkSpan.Length));
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Compute new header checksum
|
2022-01-03 05:35:59 +00:00
|
|
|
|
var header = Data.AsSpan(0, 0x20);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
int newHC = 0;
|
|
|
|
|
for (int i = 0; i < 0x18; i += 4)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
newHC -= ReadInt32BigEndian(header[i..]);
|
|
|
|
|
newHC -= ReadInt32BigEndian(header[0x18..]) ^ ~ReadInt32BigEndian(checkSpan);
|
|
|
|
|
newHC -= ReadInt32BigEndian(header[0x1C..]) ^ ~ReadInt32BigEndian(checkSpan[4..]);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Set Header Checksum
|
2022-02-07 03:17:46 +00:00
|
|
|
|
WriteInt32BigEndian(headerCHK, newHC);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override bool ChecksumsValid => !ChecksumInfo.Contains("Invalid");
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override string ChecksumInfo
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
byte[] data = (byte[])Data.Clone();
|
2022-01-03 05:35:59 +00:00
|
|
|
|
var hc = data.AsSpan(12);
|
|
|
|
|
int oldHC = ReadInt32BigEndian(hc);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
// Clear Header Checksum
|
2022-01-03 05:35:59 +00:00
|
|
|
|
WriteUInt32BigEndian(hc, 0);
|
2021-01-08 08:32:04 +00:00
|
|
|
|
using var sha1 = SHA1.Create();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
byte[] checksum = sha1.ComputeHash(data, 0, 0x1DFD8);
|
2022-02-07 03:17:46 +00:00
|
|
|
|
var checkSpan = checksum.AsSpan();
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Compute new header checksum
|
2022-01-03 05:35:59 +00:00
|
|
|
|
var header = data.AsSpan(0, 0x20);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
int newHC = 0;
|
|
|
|
|
for (int i = 0; i < 0x18; i += 4)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
newHC -= ReadInt32BigEndian(header[i..]);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
newHC -= ReadInt32BigEndian(header[0x18..]) ^ ~ReadInt32BigEndian(checkSpan);
|
|
|
|
|
newHC -= ReadInt32BigEndian(header[0x1C..]) ^ ~ReadInt32BigEndian(checkSpan[4..]);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2021-08-06 05:39:38 +00:00
|
|
|
|
var chk = data.AsSpan(data.Length - 20, 20);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
bool isHeaderValid = newHC == oldHC;
|
|
|
|
|
bool isBodyValid = chk.SequenceEqual(checkSpan);
|
2019-10-08 01:40:09 +00:00
|
|
|
|
static string valid(bool s) => s ? "Valid" : "Invalid";
|
2022-01-03 05:35:59 +00:00
|
|
|
|
return $"Header Checksum {valid(isHeaderValid)}, Body Checksum {valid(isBodyValid)}.";
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Trainer Info
|
2017-05-13 03:32:36 +00:00
|
|
|
|
public override GameVersion Version { get => GameVersion.COLO; protected set { } }
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
|
|
|
|
// Storage
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public override int GetPartyOffset(int slot)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2018-09-15 05:37:47 +00:00
|
|
|
|
return Party + (SIZE_STORED * slot);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public override int GetBoxOffset(int box)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2018-09-15 05:37:47 +00:00
|
|
|
|
return Box + (((30 * SIZE_STORED) + 0x14)*box) + 0x14;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public override string GetBoxName(int box)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2018-09-15 05:37:47 +00:00
|
|
|
|
return GetString(Box + (0x24A4 * box), 16);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public override void SetBoxName(int box, string value)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
SetString(Data.AsSpan(Box + (0x24A4 * box), 16), value.AsSpan(), 8, StringConverterOption.ClearZero);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2019-03-30 02:43:33 +00:00
|
|
|
|
protected override PKM GetPKM(byte[] data)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
2019-02-17 18:42:43 +00:00
|
|
|
|
if (data.Length != SIZE_STORED)
|
|
|
|
|
Array.Resize(ref data, SIZE_STORED);
|
|
|
|
|
return new CK3(data);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2019-03-30 02:43:33 +00:00
|
|
|
|
protected override byte[] DecryptPKM(byte[] data)
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
|
2021-02-09 04:26:53 +00:00
|
|
|
|
protected override void SetPKM(PKM pkm, bool isParty = false)
|
2016-12-27 05:26:45 +00:00
|
|
|
|
{
|
2020-12-22 01:12:39 +00:00
|
|
|
|
if (pkm is not CK3 pk)
|
2016-12-27 05:26:45 +00:00
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (pk.CurrentRegion == 0)
|
|
|
|
|
pk.CurrentRegion = 2; // NTSC-U
|
|
|
|
|
if (pk.OriginalRegion == 0)
|
|
|
|
|
pk.OriginalRegion = 2; // NTSC-U
|
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2017-06-18 01:37:19 +00:00
|
|
|
|
protected override void SetDex(PKM pkm)
|
2016-10-01 02:05:35 +00:00
|
|
|
|
{
|
2021-06-05 00:29:55 +00:00
|
|
|
|
if (pkm.Species is 0 or > Legal.MaxSpeciesID_3)
|
|
|
|
|
return;
|
|
|
|
|
if (pkm.IsEgg)
|
|
|
|
|
return;
|
|
|
|
|
|
2016-10-01 02:05:35 +00:00
|
|
|
|
// Dex Related
|
|
|
|
|
var entry = StrategyMemo.GetEntry(pkm.Species);
|
|
|
|
|
if (entry.IsEmpty) // Populate
|
|
|
|
|
{
|
|
|
|
|
entry.Species = pkm.Species;
|
|
|
|
|
entry.PID = pkm.PID;
|
|
|
|
|
entry.TID = pkm.TID;
|
|
|
|
|
entry.SID = pkm.SID;
|
|
|
|
|
}
|
|
|
|
|
if (entry.Matches(pkm.Species, pkm.PID, pkm.TID, pkm.SID))
|
|
|
|
|
{
|
|
|
|
|
entry.Seen = true;
|
|
|
|
|
entry.Owned = true;
|
|
|
|
|
}
|
|
|
|
|
StrategyMemo.SetEntry(entry);
|
|
|
|
|
}
|
2018-05-12 15:13:39 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
private TimeSpan PlayedSpan
|
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
get => TimeSpan.FromSeconds((double)(ReadUInt32BigEndian(Data.AsSpan(40)) - 0x47000000) / 128);
|
|
|
|
|
set => WriteUInt32BigEndian(Data.AsSpan(40), (uint)(value.TotalSeconds * 128) + 0x47000000);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override int PlayedHours
|
|
|
|
|
{
|
2017-05-13 03:32:36 +00:00
|
|
|
|
get => (ushort)PlayedSpan.Hours;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromHours(time.Hours) + TimeSpan.FromHours(value); }
|
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override int PlayedMinutes
|
|
|
|
|
{
|
2017-05-13 03:32:36 +00:00
|
|
|
|
get => (byte)PlayedSpan.Minutes;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromMinutes(time.Minutes) + TimeSpan.FromMinutes(value); }
|
|
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2016-09-26 23:15:40 +00:00
|
|
|
|
public override int PlayedSeconds
|
|
|
|
|
{
|
2017-05-13 03:32:36 +00:00
|
|
|
|
get => (byte)PlayedSpan.Seconds;
|
2016-09-26 23:15:40 +00:00
|
|
|
|
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromSeconds(time.Seconds) + TimeSpan.FromSeconds(value); }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Trainer Info (offset 0x78, length 0xB18, end @ 0xB90)
|
2022-01-03 05:35:59 +00:00
|
|
|
|
public override string OT { get => GetString(0x78, 20); set { SetString(Data.AsSpan(0x78, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); OT2 = value; } }
|
|
|
|
|
public string OT2 { get => GetString(0x8C, 20); set => SetString(Data.AsSpan(0x8C, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); }
|
|
|
|
|
public override int SID { get => ReadUInt16BigEndian(Data.AsSpan(0xA4)); set => WriteUInt16BigEndian(Data.AsSpan(0xA4), (ushort)value); }
|
|
|
|
|
public override int TID { get => ReadUInt16BigEndian(Data.AsSpan(0xA6)); set => WriteUInt16BigEndian(Data.AsSpan(0xA6), (ushort)value); }
|
2017-05-13 03:32:36 +00:00
|
|
|
|
|
|
|
|
|
public override int Gender { get => Data[0xAF8]; set => Data[0xAF8] = (byte)value; }
|
2022-01-03 05:35:59 +00:00
|
|
|
|
public override uint Money { get => ReadUInt32BigEndian(Data.AsSpan(0xAFC)); set => WriteUInt32BigEndian(Data.AsSpan(0xAFC), value); }
|
|
|
|
|
public uint Coupons { get => ReadUInt32BigEndian(Data.AsSpan(0xB00)); set => WriteUInt32BigEndian(Data.AsSpan(0xB00), value); }
|
|
|
|
|
public string RUI_Name { get => GetString(0xB3A, 20); set => SetString(Data.AsSpan(0xB3A, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); }
|
2016-09-26 23:15:40 +00:00
|
|
|
|
|
2020-12-05 14:09:33 +00:00
|
|
|
|
public override IReadOnlyList<InventoryPouch> Inventory
|
2016-09-26 23:15:40 +00:00
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
InventoryPouch[] pouch =
|
|
|
|
|
{
|
2021-04-28 23:55:37 +00:00
|
|
|
|
new InventoryPouch3GC(InventoryType.Items, Legal.Pouch_Items_COLO, 99, 0x007F8, 20), // 20 COLO, 30 XD
|
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
|
|
|
|
new InventoryPouch3GC(InventoryType.KeyItems, Legal.Pouch_Key_COLO, 1, 0x00848, 43),
|
2021-04-28 23:55:37 +00:00
|
|
|
|
new InventoryPouch3GC(InventoryType.Balls, Legal.Pouch_Ball_RS, 99, 0x008F4, 16),
|
|
|
|
|
new InventoryPouch3GC(InventoryType.TMHMs, Legal.Pouch_TM_RS, 99, 0x00934, 64), // no HMs
|
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
|
|
|
|
new InventoryPouch3GC(InventoryType.Berries, Legal.Pouch_Berries_RS, 999, 0x00A34, 46),
|
2021-04-28 23:55:37 +00:00
|
|
|
|
new InventoryPouch3GC(InventoryType.Medicine, Legal.Pouch_Cologne_COLO, 99, 0x00AEC, 3), // Cologne
|
2016-09-26 23:15:40 +00:00
|
|
|
|
};
|
2019-03-30 23:10:14 +00:00
|
|
|
|
return pouch.LoadAll(Data);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
2019-03-30 23:10:14 +00:00
|
|
|
|
set => value.SaveAll(Data);
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Daycare Structure:
|
|
|
|
|
// 0x00 -- Occupied
|
|
|
|
|
// 0x01 -- Deposited Level
|
|
|
|
|
// 0x02-0x03 -- unused?
|
|
|
|
|
// 0x04-0x07 -- Initial EXP
|
2019-10-19 03:42:03 +00:00
|
|
|
|
public override int GetDaycareSlotOffset(int loc, int slot) { return DaycareOffset + 8; }
|
2017-06-18 01:37:19 +00:00
|
|
|
|
public override uint? GetDaycareEXP(int loc, int slot) { return null; }
|
|
|
|
|
public override bool? IsDaycareOccupied(int loc, int slot) { return null; }
|
|
|
|
|
public override void SetDaycareEXP(int loc, int slot, uint EXP) { }
|
|
|
|
|
public override void SetDaycareOccupied(int loc, int slot, bool occupied) { }
|
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
public override string GetString(ReadOnlySpan<byte> data) => StringConverter3GC.GetString(data);
|
2018-09-15 05:37:47 +00:00
|
|
|
|
|
2022-01-03 05:35:59 +00:00
|
|
|
|
public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
|
2017-04-09 21:06:50 +00:00
|
|
|
|
{
|
2022-01-03 05:35:59 +00:00
|
|
|
|
return StringConverter3GC.SetString(destBuffer, value, maxLength, option);
|
2017-04-09 21:06:50 +00:00
|
|
|
|
}
|
2016-09-26 23:15:40 +00:00
|
|
|
|
}
|
|
|
|
|
}
|