PKHeX/PKHeX.Core/Saves/SAV3Colosseum.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
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using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
namespace PKHeX.Core
{
/// <summary>
/// Generation 3 <see cref="SaveFile"/> object for Pokémon Colosseum saves.
/// </summary>
public sealed class SAV3Colosseum : SaveFile, IDisposable, IGCSaveFile
{
protected internal override string ShortSummary => $"{OT} ({Version}) - {PlayTimeString}";
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
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public override PersonalTable Personal => PersonalTable.RS;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_COLO;
public bool IsMemoryCardSave => MC != null;
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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private readonly SAV3GCMemoryCard? MC;
// 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;
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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
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private readonly StrategyMemo StrategyMemo;
public const int MaxShadowID = 0x80; // 128
private int Memo;
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 SAV3Colosseum(byte[] data, SAV3GCMemoryCard MC) : this(data, MC.Data) { this.MC = MC; }
public SAV3Colosseum(byte[] data) : this(data, (byte[])data.Clone()) { }
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public SAV3Colosseum() : base(SaveUtil.SIZE_G3COLO)
{
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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StrategyMemo = Initialize();
ClearBoxes();
}
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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private SAV3Colosseum(byte[] data, byte[] bak) : base(data, bak)
{
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
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StrategyMemo = Initialize();
}
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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private StrategyMemo Initialize()
{
// Trainer1 = 0x00078;
Party = 0x000A8;
Box = 0x00B90;
DaycareOffset = 0x08170;
Memo = 0x082B0;
// Since PartyCount is not stored in the save file,
// Count up how many party slots are active.
for (int i = 0; i < 6; i++)
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{
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if (GetPartySlot(Data, GetPartyOffset(i)).Species != 0)
PartyCount++;
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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
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var memo = new StrategyMemo(Data, Memo, xd: false);
return memo;
}
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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);
int SaveCounter = BigEndian.ToInt32(Data, slotOffset + 4);
if (SaveCounter <= SaveCount)
continue;
SaveCount = SaveCounter;
SaveIndex = i;
}
// Decrypt most recent save slot
{
byte[] slot = new byte[SLOT_SIZE];
int slotOffset = SLOT_START + (SaveIndex * SLOT_SIZE);
Array.Copy(Data, slotOffset, slot, 0, slot.Length);
byte[] digest = new byte[20];
Array.Copy(slot, SLOT_SIZE - 20, digest, 0, digest.Length);
// Decrypt Slot
Data = DecryptColosseum(slot, digest);
}
}
protected override byte[] GetFinalData()
{
var newFile = GetInnerData();
// Return the gci if Memory Card is not being exported
if (!IsMemoryCardSave)
return newFile;
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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MC!.SelectedSaveData = newFile;
return MC.Data;
}
private byte[] GetInnerData()
{
StrategyMemo.Write().CopyTo(Data, Memo);
SetChecksums();
// Get updated save slot data
byte[] digest = Data.Slice(Data.Length - 20, 20);
byte[] newSAV = EncryptColosseum(Data, digest);
// Put save slot back in original save data
byte[] newFile = MC != null ? MC.SelectedSaveData : (byte[]) State.BAK.Clone();
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Array.Copy(newSAV, 0, newFile, SLOT_START + (SaveIndex * SLOT_SIZE), newSAV.Length);
return newFile;
}
// Configuration
protected override SaveFile CloneInternal()
{
var data = GetInnerData();
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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var sav = IsMemoryCardSave ? new SAV3Colosseum(data, MC!) : new SAV3Colosseum(data);
return sav;
}
protected override int SIZE_STORED => PokeCrypto.SIZE_3CSTORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_3CSTORED; // unused
public override PKM BlankPKM => new CK3();
public override Type PKMType => typeof(CK3);
public override int MaxMoveID => Legal.MaxMoveID_3;
public override int MaxSpeciesID => Legal.MaxSpeciesID_3;
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;
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public override int MaxEV => 255;
public override int Generation => 3;
protected override int GiftCountMax => 1;
public override int OTLength => 10; // as evident by Mattle Ho-Oh
public override int NickLength => 10;
public override int MaxMoney => 999999;
public override int BoxCount => 3;
public override bool IsPKMPresent(byte[] data, int offset) => PKX.IsPKMPresentGC(data, offset);
// Checksums
private readonly SHA1 sha1 = SHA1.Create();
public void Dispose() => sha1.Dispose();
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private byte[] EncryptColosseum(byte[] input, byte[] digest)
{
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
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throw new ArgumentException(nameof(input));
byte[] d = (byte[])input.Clone();
byte[] k = (byte[])digest.Clone(); // digest
// NOT key
for (int i = 0; i < 20; i++)
k[i] = (byte)~k[i];
for (int i = 0x18; i < 0x1DFD8; i += 20)
{
for (int j = 0; j < 20; j++)
d[i + j] ^= k[j];
k = sha1.ComputeHash(d, i, 20); // update digest
}
return d;
}
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private byte[] DecryptColosseum(byte[] input, byte[] digest)
{
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));
byte[] d = (byte[])input.Clone();
byte[] k = (byte[])digest.Clone();
// NOT key
for (int i = 0; i < 20; i++)
k[i] = (byte)~k[i];
for (int i = 0x18; i < 0x1DFD8; i += 20)
{
byte[] key = sha1.ComputeHash(d, i, 20); // update digest
for (int j = 0; j < 20; j++)
d[i + j] ^= k[j];
Array.Copy(key, k, 20); // for use in next loop
}
return d;
}
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protected override void SetChecksums()
{
// Clear Header Checksum
BitConverter.GetBytes(0).CopyTo(Data, 12);
// Compute checksum of data
byte[] checksum = sha1.ComputeHash(Data, 0, 0x1DFD8);
// Set Checksum to end
Array.Copy(checksum, 0, Data, Data.Length - 20, 20);
// Header Integrity
byte[] H = new byte[8]; Array.Copy(checksum, 0, H, 0, 8);
byte[] D = new byte[8]; Array.Copy(Data, 0x18, D, 0, 8);
// Decrypt Checksum
for (int i = 0; i < 8; i++)
D[i] ^= (byte)~H[i];
// Compute new header checksum
int newHC = 0;
for (int i = 0; i < 0x18; i += 4)
newHC -= BigEndian.ToInt32(Data, i);
newHC -= BigEndian.ToInt32(D, 0);
newHC -= BigEndian.ToInt32(D, 4);
// Set Header Checksum
BigEndian.GetBytes(newHC).CopyTo(Data, 12);
}
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public override bool ChecksumsValid => !ChecksumInfo.Contains("Invalid");
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public override string ChecksumInfo
{
get
{
byte[] data = (byte[])Data.Clone();
int oldHC = BigEndian.ToInt32(data, 12);
// Clear Header Checksum
BitConverter.GetBytes(0).CopyTo(data, 12);
byte[] checksum = sha1.ComputeHash(data, 0, 0x1DFD8);
// Header Integrity
byte[] H = new byte[8];
byte[] D = new byte[8];
Array.Copy(checksum, 0, H, 0, H.Length);
Array.Copy(data, 0x00018, D, 0, D.Length);
for (int i = 0; i < 8; i++)
D[i] ^= (byte)~H[i];
// Compute new header checksum
int newHC = 0;
for (int i = 0; i < 0x18; i += 4)
newHC -= BigEndian.ToInt32(data, i);
newHC -= BigEndian.ToInt32(D, 0);
newHC -= BigEndian.ToInt32(D, 4);
byte[] chk = data.Slice(data.Length - 20, 20);
bool header = newHC == oldHC;
bool body = chk.SequenceEqual(checksum);
static string valid(bool s) => s ? "Valid" : "Invalid";
return $"Header Checksum {valid(header)}, Body Checksum {valid(body)}.";
}
}
// Trainer Info
public override GameVersion Version { get => GameVersion.COLO; protected set { } }
// Storage
public override int GetPartyOffset(int slot)
{
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return Party + (SIZE_STORED * slot);
}
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public override int GetBoxOffset(int box)
{
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return Box + (((30 * SIZE_STORED) + 0x14)*box) + 0x14;
}
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public override string GetBoxName(int box)
{
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return GetString(Box + (0x24A4 * box), 16);
}
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public override void SetBoxName(int box, string value)
{
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SetString(value, 8).CopyTo(Data, Box + (0x24A4 * box));
}
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2019-03-30 02:43:33 +00:00
protected override PKM GetPKM(byte[] data)
{
if (data.Length != SIZE_STORED)
Array.Resize(ref data, SIZE_STORED);
return new CK3(data);
}
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2019-03-30 02:43:33 +00:00
protected override byte[] DecryptPKM(byte[] data)
{
return data;
}
protected override void SetPKM(PKM pkm)
{
if (pkm is not CK3 pk)
return;
if (pk.CurrentRegion == 0)
pk.CurrentRegion = 2; // NTSC-U
if (pk.OriginalRegion == 0)
pk.OriginalRegion = 2; // NTSC-U
}
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protected override void SetDex(PKM pkm)
{
// 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
private TimeSpan PlayedSpan
{
get => TimeSpan.FromSeconds((double)(BigEndian.ToUInt32(Data, 40) - 0x47000000) / 128);
set => BigEndian.GetBytes((uint)(value.TotalSeconds * 128) + 0x47000000).CopyTo(Data, 40);
}
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public override int PlayedHours
{
get => (ushort)PlayedSpan.Hours;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromHours(time.Hours) + TimeSpan.FromHours(value); }
}
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public override int PlayedMinutes
{
get => (byte)PlayedSpan.Minutes;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromMinutes(time.Minutes) + TimeSpan.FromMinutes(value); }
}
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public override int PlayedSeconds
{
get => (byte)PlayedSpan.Seconds;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromSeconds(time.Seconds) + TimeSpan.FromSeconds(value); }
}
// Trainer Info (offset 0x78, length 0xB18, end @ 0xB90)
public override string OT { get => GetString(0x78, 20); set { SetString(value, 10).CopyTo(Data, 0x78); OT2 = value; } }
2020-04-14 17:52:19 +00:00
public string OT2 { get => GetString(0x8C, 20); set => SetString(value, 10).CopyTo(Data, 0x8C); }
public override int SID { get => BigEndian.ToUInt16(Data, 0xA4); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 0xA4); }
public override int TID { get => BigEndian.ToUInt16(Data, 0xA6); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 0xA6); }
public override int Gender { get => Data[0xAF8]; set => Data[0xAF8] = (byte)value; }
public override uint Money { get => BigEndian.ToUInt32(Data, 0xAFC); set => BigEndian.GetBytes(value).CopyTo(Data, 0xAFC); }
public uint Coupons { get => BigEndian.ToUInt32(Data, 0xB00); set => BigEndian.GetBytes(value).CopyTo(Data, 0xB00); }
public string RUI_Name { get => GetString(0xB3A, 20); set => SetString(value, 10).CopyTo(Data, 0xB3A); }
public override IReadOnlyList<InventoryPouch> Inventory
{
get
{
InventoryPouch[] pouch =
{
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.Items, Legal.Pouch_Items_COLO, 999, 0x007F8, 20), // 20 COLO, 30 XD
new InventoryPouch3GC(InventoryType.KeyItems, Legal.Pouch_Key_COLO, 1, 0x00848, 43),
new InventoryPouch3GC(InventoryType.Balls, Legal.Pouch_Ball_RS, 999, 0x008F4, 16),
new InventoryPouch3GC(InventoryType.TMHMs, Legal.Pouch_TM_RS, 999, 0x00934, 64), // no HMs
new InventoryPouch3GC(InventoryType.Berries, Legal.Pouch_Berries_RS, 999, 0x00A34, 46),
new InventoryPouch3GC(InventoryType.Medicine, Legal.Pouch_Cologne_COLO, 999, 0x00AEC, 3), // Cologne
};
2019-03-30 23:10:14 +00:00
return pouch.LoadAll(Data);
}
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set => value.SaveAll(Data);
}
// Daycare Structure:
// 0x00 -- Occupied
// 0x01 -- Deposited Level
// 0x02-0x03 -- unused?
// 0x04-0x07 -- Initial EXP
public override int GetDaycareSlotOffset(int loc, int slot) { return DaycareOffset + 8; }
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) { }
public override string GetString(byte[] data, int offset, int length) => StringConverter3.GetBEString3(data, offset, length);
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
{
if (PadToSize == 0)
PadToSize = maxLength + 1;
return StringConverter3.SetBEString3(value, maxLength, PadToSize, PadWith);
}
}
}