PKHeX/PKHeX.Core/Saves/Substructures/PokeDex/Zukan5.cs

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using System;
namespace PKHeX.Core
{
public sealed class Zukan5 : Zukan
{
protected override int OFS_SEEN => OFS_CAUGHT + BitSeenSize;
protected override int OFS_CAUGHT => 0x8;
protected override int BitSeenSize => 0x54;
protected override int DexLangFlagByteCount => 7;
protected override int DexLangIDCount => 7;
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 Zukan5(SAV5B2W2 sav, int dex, int langflag) : base(sav, dex, langflag)
{
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
DexFormIndexFetcher = DexFormUtil.GetDexFormIndexB2W2;
}
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 Zukan5(SAV5BW sav, int dex, int langflag) : base(sav, dex, langflag)
{
DexFormIndexFetcher = DexFormUtil.GetDexFormIndexBW;
}
public readonly Func<int, int, int> DexFormIndexFetcher;
protected override int GetDexLangFlag(int lang)
{
lang--;
if (lang > 5)
lang--; // 0-6 language vals
if ((uint)lang > 5)
return -1;
return lang;
}
protected override bool GetSaneFormsToIterate(int species, out int formStart, out int formEnd, int formIn)
{
formStart = 0;
formEnd = 0;
return false;
}
protected override void SetSpindaDexData(PKM pkm, bool alreadySeen)
{
}
protected override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
{
lang = GetDexLangFlag(lang);
if (lang < 0)
return;
// Set the Language
int lbit = (bit * DexLangIDCount) + lang;
if (bit < 493) // shifted by 1, Gen5 species do not have international language bits
SetFlag(PokeDexLanguageFlags, lbit, value);
}
protected override void SetAllDexSeenFlags(int baseBit, int altform, int gender, bool isShiny, bool value = true)
{
var shiny = isShiny ? 1 : 0;
SetDexFlags(baseBit, baseBit, gender, shiny);
SetFormFlags(baseBit + 1, altform, shiny, value);
}
public override void SetDex(PKM pkm)
{
if (pkm.Species == 0)
return;
if (pkm.Species > SAV.MaxSpeciesID)
return;
int bit = pkm.Species - 1;
SetCaughtFlag(bit);
// Set the [Species/Gender/Shiny] Seen Flag
SetAllDexSeenFlags(bit, pkm.AltForm, pkm.Gender, pkm.IsShiny);
SetAllDexFlagsLanguage(bit, pkm.Language);
SetFormFlags(pkm);
}
private void SetCaughtFlag(int bit) => SetFlag(OFS_CAUGHT, bit);
protected override void SetDisplayedFlag(int baseBit, int formBit, bool value, int shift)
{
if (!value)
{
SetDisplayed(baseBit, shift, false);
return;
}
bool displayed = GetIsSpeciesAnyDisplayed(baseBit);
if (displayed)
return; // no need to set another bit
SetDisplayed(baseBit, shift, true);
}
private bool GetIsSpeciesAnyDisplayed(int baseBit)
{
// Check Displayed Status for base form
for (int i = 0; i < 4; i++)
{
if (GetDisplayed(baseBit, i))
return true;
}
return false;
}
private int FormLen => SAV is SAV5B2W2 ? 0xB : 0x9;
private int FormDex => 0x8 + (BitSeenSize * 9);
private void SetFormFlags(PKM pkm)
{
int species = pkm.Species;
int form = pkm.AltForm;
var shiny = pkm.IsShiny ? 1 : 0;
SetFormFlags(species, form, shiny);
}
private void SetFormFlags(int species, int form, int shiny, bool value = true)
{
int fc = SAV.Personal[species].FormeCount;
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
int f = DexFormIndexFetcher(species, fc);
if (f < 0)
return;
var bit = f + form;
// Set Form Seen Flag
SetFormFlag(bit, shiny, value);
// Set Displayed Flag if necessary, check all flags
if (!value || !GetIsFormDisplayed(f, fc))
SetFormFlag(bit, 2 + shiny, value);
}
public bool GetFormFlag(int formIndex, int flagRegion) => GetFlag(FormDex + (FormLen * flagRegion), formIndex);
public void SetFormFlag(int formIndex, int flagRegion, bool value = true) => SetFlag(FormDex + (FormLen * flagRegion), formIndex, value);
private bool GetIsFormDisplayed(int f, int fc)
{
for (int i = 0; i < fc; i++)
{
var index = f + i;
if (GetFormFlag(index, 2)) // Nonshiny
return true; // already set
if (GetFormFlag(index, 3)) // Shiny
return true; // already set
}
return false;
}
public bool[] GetLanguageBitflags(int species)
{
var result = new bool[DexLangIDCount];
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
result[i] = GetFlag(PokeDexLanguageFlags, lbit);
}
return result;
}
public void SetLanguageBitflags(int species, bool[] value)
{
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
SetFlag(PokeDexLanguageFlags, lbit, value[i]);
}
}
public void ToggleLanguageFlagsAll(bool value)
{
var arr = GetBlankLanguageBits(value);
for (int i = 1; i <= SAV.MaxSpeciesID; i++)
SetLanguageBitflags(i, arr);
}
public void ToggleLanguageFlagsSingle(int species, bool value)
{
var arr = GetBlankLanguageBits(value);
SetLanguageBitflags(species, arr);
}
private bool[] GetBlankLanguageBits(bool value)
{
var result = new bool[DexLangIDCount];
for (int i = 0; i < DexLangIDCount; i++)
result[i] = value;
return result;
}
}
}