2022-01-03 05:35:59 +00:00
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using System;
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using Xunit;
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2019-07-11 07:13:52 +00:00
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using FluentAssertions;
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2019-07-13 06:43:12 +00:00
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using PKHeX.Core;
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2019-07-11 07:13:52 +00:00
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2019-07-13 06:43:12 +00:00
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namespace PKHeX.Tests.Saves
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2019-07-11 07:13:52 +00:00
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{
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public static class PokeDex
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{
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[Theory]
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[InlineData(Species.Bulbasaur)]
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[InlineData(Species.Voltorb)]
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[InlineData(Species.Genesect)]
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public static void Gen5(Species species)
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{
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var bw = new SAV5B2W2();
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SetDexSpecies(bw, (int)species, 0x54);
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}
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[Theory]
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[InlineData(Species.Landorus)]
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public static void Gen5Form(Species species)
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{
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var bw = new SAV5B2W2();
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SetDexSpecies(bw, (int)species, 0x54);
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CheckDexFlags5(bw, (int)species, 0, 0x54, 0xB);
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}
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private static void SetDexSpecies(SaveFile sav, int species, int regionSize)
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{
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var pk5 = new PK5 {Species = species, TID = 1337}; // non-shiny
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2019-07-13 06:43:12 +00:00
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pk5.Gender = pk5.GetSaneGender();
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2019-07-11 07:13:52 +00:00
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2019-11-16 01:34:18 +00:00
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sav.SetBoxSlotAtIndex(pk5, 0);
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2019-07-11 07:13:52 +00:00
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CheckFlags(sav, species, regionSize);
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}
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private static void CheckFlags(SaveFile sav, int species, int regionSize)
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{
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var dex = sav.PokeDex;
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var data = sav.Data;
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var bit = species - 1;
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2022-01-03 05:35:59 +00:00
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var value = (byte) (1 << (bit & 7));
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var offset = bit >> 3;
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// Check the regular flag regions.
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var span = data.AsSpan(dex + 0x08);
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span[offset].Should().Be(value, "caught flag");
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span[offset + regionSize].Should().Be(value, "seen flag");
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span[offset + regionSize + (regionSize * 4)].Should().Be(value, "displayed flag");
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2019-07-11 07:13:52 +00:00
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}
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private static void CheckDexFlags5(SaveFile sav, int species, int form, int regionSize, int formRegionSize)
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{
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var dex = sav.PokeDex;
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var data = sav.Data;
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2020-12-11 04:42:30 +00:00
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int fc = sav.Personal[species].FormCount;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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var bit = ((SAV5)sav).Zukan.DexFormIndexFetcher(species, fc);
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2019-07-11 07:13:52 +00:00
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if (bit < 0)
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return;
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bit += form;
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2022-01-03 05:35:59 +00:00
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var value = (byte)(1 << (bit & 7));
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var offset = bit >> 3;
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// Check the form flag regions.
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var span = data.AsSpan(dex + 0x08 + (regionSize * 9));
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span[offset].Should().Be(value, "seen flag");
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span[offset + (formRegionSize * 2)].Should().Be(value, "displayed flag");
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2019-07-11 07:13:52 +00:00
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}
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}
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}
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