PKHeX/PKHeX.Core/Saves/Storage/SAV4Ranch.cs

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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;
using System.Linq;
using System.Security.Cryptography;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Generation 4 <see cref="SaveFile"/> object for My Pokémon Ranch saves.
/// </summary>
public sealed class SAV4Ranch : BulkStorage, ISaveFileRevision
{
protected override int SIZE_STORED => PokeCrypto.SIZE_4RSTORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_4RSTORED;
public int SaveRevision => Version == GameVersion.DP ? 0 : 1;
public string SaveRevisionString => Version == GameVersion.DP ? "-DP" : "-Pt";
// ReSharper disable PrivateFieldCanBeConvertedToLocalVariable
private readonly int DataEndMarker;
private int DataEndMarkerOffset;
private readonly int MiiDataOffset;
private readonly int MiiCountOffset;
private readonly int TrainerMiiDataOffset;
private readonly int TrainerMiiCountOffset;
private readonly int PokemonCountOffset;
public override int SlotCount => RanchLevel.GetSlotCount(CurrentRanchLevelIndex);
public override int BoxCount => (int)Math.Ceiling((decimal)SlotCount / SlotsPerBox);
public int MiiCount { get; }
public int TrainerMiiCount { get; }
public int MaxToys => RanchLevel.GetMaxToys(CurrentRanchLevelIndex);
public int MaxMiiCount => RanchLevel.GetMaxMiis(CurrentRanchLevelIndex);
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
public override IPersonalTable Personal => PersonalTable.Pt;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_Pt;
protected override SaveFile CloneInternal() => new SAV4Ranch((byte[])Data.Clone());
protected internal override string ShortSummary => $"{OT} {PlayTimeString}";
public override string Extension => ".bin";
protected override PKM GetPKM(byte[] data) => new RK4(data);
public override StorageSlotSource GetSlotFlags(int index) => index >= SlotCount ? StorageSlotSource.Locked : StorageSlotSource.None;
protected override bool IsSlotSwapProtected(int box, int slot) => IsSlotOverwriteProtected(box, slot);
public override bool IsPKMPresent(ReadOnlySpan<byte> data) => EntityDetection.IsPresentSAV4Ranch(data);
public SAV4Ranch(byte[] data) : base(data, typeof(RK4), 0)
{
Version = Data.Length == SaveUtil.SIZE_G4RANCH_PLAT ? GameVersion.Pt : GameVersion.DP;
OT = GetString(0x770, 0x12);
// 0x18 starts the header table: [u32 BlockID, u32 Offset]
// Block 00, Offset = Metadata object
// Block 01, Offset = Mii Data Array object
// Block 02, Offset = Mii Link Data Array object
// Block 03, Offset = Pokemon Data Array object
// Block 04, Offset = reserved object
// Unpack the binary a little:
// 00: size, ???
// 01: size, count, Mii data[count]
// 02: size, count, Mii Link data[count]
// 03: size, count, Pokemon (PK4 + metadata)[count]
// 04: size, count, ???
MiiCountOffset = ReadInt32BigEndian(Data.AsSpan(0x24)) + 4;
TrainerMiiCountOffset = ReadInt32BigEndian(Data.AsSpan(0x2C)) + 4;
MiiCount = ReadInt32BigEndian(Data.AsSpan(MiiCountOffset));
TrainerMiiCount = ReadInt32BigEndian(Data.AsSpan(TrainerMiiCountOffset));
MiiDataOffset = MiiCountOffset + 4;
TrainerMiiDataOffset = TrainerMiiCountOffset + 4;
PokemonCountOffset = ReadInt32BigEndian(Data.AsSpan(0x34)) + 4;
Box = PokemonCountOffset + 4;
DataEndMarkerOffset = ReadInt32BigEndian(Data.AsSpan(0x3C));
DataEndMarker = ReadInt32BigEndian(Data.AsSpan(DataEndMarkerOffset));
}
private const int ToyBaseOffset = 0x227B;
public byte CurrentRanchLevelIndex { get => Data[0x5A]; set => Data[0x5A] = value; }
public byte PlannedRanchLevelIndex { get => Data[0x5B]; set => Data[0x5B] = value; } // tomorrow's level
public uint SecondsSince2000 { get => ReadUInt32BigEndian(Data.AsSpan(0x5C)); set => WriteUInt32BigEndian(Data.AsSpan(0x5C), value); }
public uint TotalSeconds { get => ReadUInt32BigEndian(Data.AsSpan(0x60)); set => WriteUInt32BigEndian(Data.AsSpan(0x60), value); }
public ushort NextHayleyBringNationalDex { get => ReadUInt16LittleEndian(Data.AsSpan(0x6A)); set => WriteUInt16LittleEndian(Data.AsSpan(0x6A), value); }
public RanchToy GetRanchToy(int index)
{
if ((uint)index >= MaxToys)
throw new ArgumentOutOfRangeException(nameof(index));
int toyOffset = ToyBaseOffset + (RanchToy.SIZE * index);
var data = Data.Slice(toyOffset, RanchToy.SIZE);
return new RanchToy(data);
}
public void SetRanchToy(RanchToy toy, int index)
{
if ((uint)index >= MaxToys)
throw new ArgumentOutOfRangeException(nameof(index));
int toyOffset = ToyBaseOffset + (RanchToy.SIZE * index);
SetData(Data, toy.Data, toyOffset);
}
public RanchMii GetRanchMii(int index)
{
if ((uint)index >= MiiCount)
throw new ArgumentOutOfRangeException(nameof(index));
int offset = MiiDataOffset + (RanchMii.SIZE * index);
var data = Data.Slice(offset, RanchMii.SIZE);
return new RanchMii(data);
}
public void SetRanchMii(RanchMii trainer, int index)
{
if ((uint)index >= MiiCount)
throw new ArgumentOutOfRangeException(nameof(index));
int offset = MiiDataOffset + (RanchMii.SIZE * index);
SetData(Data, trainer.Data, offset);
}
public RanchTrainerMii GetRanchTrainerMii(int index)
{
if ((uint)index >= TrainerMiiCount)
throw new ArgumentOutOfRangeException(nameof(index));
int offset = TrainerMiiDataOffset + (RanchTrainerMii.SIZE * index);
var data = Data.Slice(offset, RanchTrainerMii.SIZE);
return new RanchTrainerMii(data);
}
public void SetRanchTrainerMii(RanchTrainerMii mii, int index)
{
if ((uint)index >= TrainerMiiCount)
throw new ArgumentOutOfRangeException(nameof(index));
int offset = TrainerMiiDataOffset + (RanchTrainerMii.SIZE * index);
SetData(Data, mii.Data, offset);
}
protected override void SetChecksums()
{
// ensure the final data is written if the user screws stuff up
WriteInt32BigEndian(Data.AsSpan(DataEndMarkerOffset), DataEndMarker);
var goodlen = (DataEndMarkerOffset + 4);
Array.Clear(Data, goodlen, Data.Length - goodlen);
// 20 byte SHA checksum at the top of the file, which covers all data that follows.
using var hash = SHA1.Create();
var result = hash.ComputeHash(Data, 20, Data.Length - 20);
SetData(result, 0);
}
protected override byte[] DecryptPKM(byte[] data)
{
var pokeData = PokeCrypto.DecryptArray45(data.Slice(0, PokeCrypto.SIZE_4STORED));
var ranchData = data.AsSpan(PokeCrypto.SIZE_4STORED, 0x1C);
var finalData = new byte[SIZE_STORED];
pokeData.CopyTo(finalData, 0);
ranchData.CopyTo(finalData.AsSpan(PokeCrypto.SIZE_4STORED));
return finalData;
}
public void WriteBoxSlotInternal(PKM pk, Span<byte> data, int offset, string htName = "", ushort htTID = 0, ushort htSID = 0, RanchOwnershipType type = RanchOwnershipType.Hayley)
{
RK4 rk = (RK4)this.GetCompatiblePKM(pk);
rk.OwnershipType = type;
rk.HT_TID = htTID;
rk.HT_SID = htSID;
rk.HT_Name = htName;
WriteBoxSlot(rk, data, offset);
}
public override void WriteBoxSlot(PKM pk, Span<byte> data, int offset)
{
bool isBlank = pk.Data.SequenceEqual(BlankPKM.Data);
if (pk is not RK4 rk4)
{
WriteBoxSlotInternal(pk, data, offset);
return;
}
if (!isBlank && rk4.OwnershipType == RanchOwnershipType.None)
rk4.OwnershipType = RanchOwnershipType.Hayley; // Pokemon without an Ownership type get erased when the save is loaded. Hayley is considered 'default'.
base.WriteBoxSlot(rk4, data, offset);
if ((offset + SIZE_STORED) > DataEndMarkerOffset)
{
DataEndMarkerOffset = (offset + SIZE_STORED);
WriteInt32BigEndian(Data.AsSpan(0x3C), DataEndMarkerOffset);
WriteInt32BigEndian(Data.AsSpan(DataEndMarkerOffset), DataEndMarker);
}
int pkStart = PokemonCountOffset + 4;
int pkEnd = DataEndMarkerOffset;
int pkCount = (pkEnd - pkStart) / SIZE_STORED;
WriteInt32BigEndian(Data.AsSpan(PokemonCountOffset), pkCount);
}
private TimeSpan PlayedSpan
{
get => TimeSpan.FromSeconds(TotalSeconds);
set => TotalSeconds = (uint)value.TotalSeconds;
}
public override int PlayedHours
{
get => (ushort)PlayedSpan.TotalHours;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromHours(time.TotalHours) + TimeSpan.FromHours(value); }
}
public override int PlayedMinutes
{
get => (byte)PlayedSpan.Minutes;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromMinutes(time.Minutes) + TimeSpan.FromMinutes(value); }
}
public override int PlayedSeconds
{
get => (byte)PlayedSpan.Seconds;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromSeconds(time.Seconds) + TimeSpan.FromSeconds(value); }
}
public override string GetString(ReadOnlySpan<byte> data) => StringConverter4GC.GetStringUnicode(data);
public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
{
return StringConverter4GC.SetStringUnicode(value, destBuffer, maxLength, option);
}
}