PKHeX/PKHeX.Core/PersonalInfo/PersonalInfo.cs

390 lines
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using System;
namespace PKHeX.Core
{
/// <summary>
/// Stat/misc data for individual species or their associated alternate forme data.
/// </summary>
public abstract class PersonalInfo
{
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/// <summary>
/// Raw Data
/// </summary>
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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protected readonly byte[] Data;
protected PersonalInfo(byte[] data) => Data = data;
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/// <summary>
/// Writes entry to raw bytes.
/// </summary>
/// <returns></returns>
public abstract byte[] Write();
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/// <summary>
/// Base HP
/// </summary>
public abstract int HP { get; set; }
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/// <summary>
/// Base Attack
/// </summary>
public abstract int ATK { get; set; }
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/// <summary>
/// Base Defense
/// </summary>
public abstract int DEF { get; set; }
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/// <summary>
/// Base Speed
/// </summary>
public abstract int SPE { get; set; }
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/// <summary>
/// Base Special Attack
/// </summary>
public abstract int SPA { get; set; }
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/// <summary>
/// Base Special Defense
/// </summary>
public abstract int SPD { get; set; }
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/// <summary>
/// Base Stat values
/// </summary>
public int[] Stats
{
get => new[] { HP, ATK, DEF, SPE, SPA, SPD };
set
{
HP = value[0];
ATK = value[1];
DEF = value[2];
SPE = value[3];
SPA = value[4];
SPD = value[5];
}
}
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/// <summary>
/// Amount of HP Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_HP { get; set; }
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/// <summary>
/// Amount of Attack Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_ATK { get; set; }
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/// <summary>
/// Amount of Defense Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_DEF { get; set; }
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/// <summary>
/// Amount of Speed Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_SPE { get; set; }
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/// <summary>
/// Amount of Special Attack Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_SPA { get; set; }
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/// <summary>
/// Amount of Special Defense Effort Values to yield when defeating this entry.
/// </summary>
public abstract int EV_SPD { get; set; }
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/// <summary>
/// Primary Type
/// </summary>
public abstract int Type1 { get; set; }
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/// <summary>
/// Secondary Type
/// </summary>
public abstract int Type2 { get; set; }
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/// <summary>
/// First Egg Group
/// </summary>
public abstract int EggGroup1 { get; set; }
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/// <summary>
/// Second Egg Group
/// </summary>
public abstract int EggGroup2 { get; set; }
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/// <summary>
/// Catch Rate
/// </summary>
public abstract int CatchRate { get; set; }
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/// <summary>
/// Evolution Stage value (or equivalent for unevolved).
/// </summary>
public virtual int EvoStage { get; set; }
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/// <summary>
/// Held Items the entry can be randomly encountered with.
/// </summary>
public abstract int[] Items { get; set; }
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/// <summary>
/// Gender Ratio value determining if the entry is a fixed gender or bigendered.
/// </summary>
public abstract int Gender { get; set; }
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/// <summary>
/// Amount of Hatching Step Cycles required to hatch if in an egg.
/// </summary>
public abstract int HatchCycles { get; set; }
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/// <summary>
/// Initial Friendship when captured or received.
/// </summary>
public abstract int BaseFriendship { get; set; }
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/// <summary>
/// Experience-Level Growth Rate type
/// </summary>
public abstract int EXPGrowth { get; set; }
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/// <summary>
/// Full list of <see cref="PKM.Ability"/> values the entry can have.
/// </summary>
public abstract int [] Abilities { get; set; }
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/// <summary>
/// Escape factor used for fleeing the Safari Zone or calling for help in SOS Battles.
/// </summary>
public abstract int EscapeRate { get; set; }
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/// <summary>
/// Count of <see cref="PKM.AltForm"/> values the entry can have.
/// </summary>
public virtual int FormeCount { get; set; } = 1;
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/// <summary>
/// Pointer to the first <see cref="PKM.AltForm"/> <see cref="PersonalInfo"/> index
/// </summary>
protected internal virtual int FormStatsIndex { get; set; }
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/// <summary>
/// Pointer to the <see cref="PKM.AltForm"/> sprite index.
/// </summary>
public virtual int FormeSprite { get; set; }
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/// <summary>
/// Base Experience Yield factor
/// </summary>
public abstract int BaseEXP { get; set; }
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/// <summary>
/// Main color ID of the entry. The majority of the pkm's color is of this color, usually.
/// </summary>
public abstract int Color { get; set; }
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/// <summary>
/// Height of the entry in meters (m).
/// </summary>
public virtual int Height { get; set; } = 0;
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/// <summary>
/// Mass of the entry in kilograms (kg).
/// </summary>
public virtual int Weight { get; set; } = 0;
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/// <summary>
/// Dual Type IDs used for same-type attack bonuses, weakness, etc.
/// </summary>
public int[] Types
{
get => new[] { Type1, Type2 };
set
{
if (value.Length != 2) return;
Type1 = value[0];
Type2 = value[1];
}
}
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/// <summary>
/// Dual Egg Group IDs used to determine if an egg should be created as a result of both parents sharing at least one group ID.
/// </summary>
public int[] EggGroups
{
get => new[] { EggGroup1, EggGroup2 };
set
{
if (value.Length != 2) return;
EggGroup1 = (byte)value[0];
EggGroup2 = (byte)value[1];
}
}
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/// <summary>
/// TM/HM learn compatibility flags for individual moves.
/// </summary>
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 bool[] TMHM { get; protected set; } = Array.Empty<bool>();
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/// <summary>
/// Grass-Fire-Water-Etc typed learn compatibility flags for individual moves.
/// </summary>
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 bool[] TypeTutors { get; protected set; } = Array.Empty<bool>();
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/// <summary>
/// Special tutor learn compatibility flags for individual moves.
/// </summary>
public bool[][] SpecialTutors { get; protected set; } = Array.Empty<bool[]>();
protected static bool[] GetBits(byte[] data, int start = 0, int length = -1)
{
if (length < 0)
length = data.Length;
bool[] result = new bool[length << 3];
for (int i = 0; i < result.Length; i++)
result[i] = (data[start + (i >> 3)] >> (i & 7) & 0x1) == 1;
return result;
}
protected static byte[] SetBits(bool[] bits)
{
byte[] data = new byte[bits.Length>>3];
for (int i = 0; i < bits.Length; i++)
data[i>>3] |= (byte)(bits[i] ? 1 << (i&0x7) : 0);
return data;
}
/// <summary>
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/// Injects supplementary TM/HM compatibility which is not present in the generation specific <see cref="PersonalInfo"/> format.
/// </summary>
/// <param name="data">Data to read from</param>
/// <param name="start">Starting offset to read at</param>
/// <param name="length">Amount of bytes to decompose into bits</param>
internal void AddTMHM(byte[] data, int start = 0, int length = -1) => TMHM = GetBits(data, start, length);
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/// <summary>
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/// Injects supplementary Type Tutor compatibility which is not present in the generation specific <see cref="PersonalInfo"/> format.
/// </summary>
/// <param name="data">Data to read from</param>
/// <param name="start">Starting offset to read at</param>
/// <param name="length">Amount of bytes to decompose into bits</param>
internal void AddTypeTutors(byte[] data, int start = 0, int length = -1) => TypeTutors = GetBits(data, start, length);
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/// <summary>
/// Gets the <see cref="PersonalTable"/> <see cref="PKM.AltForm"/> entry index for the input criteria, with fallback for the original species entry.
/// </summary>
/// <param name="species"><see cref="PKM.Species"/> to retrieve for</param>
/// <param name="forme"><see cref="PKM.AltForm"/> to retrieve for</param>
/// <returns>Index the <see cref="PKM.AltForm"/> exists as in the <see cref="PersonalTable"/>.</returns>
public int FormeIndex(int species, int forme)
{
if (forme <= 0) // no forme requested
return species;
if (FormStatsIndex <= 0) // no formes present
return species;
if (forme >= FormeCount) // beyond range of species' formes
return species;
return FormStatsIndex + forme - 1;
}
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/// <summary>
/// Gets a random valid gender for the entry.
/// </summary>
public int RandomGender()
{
var fix = FixedGender;
return fix >= 0 ? fix : Util.Rand.Next(2);
}
public bool IsDualGender => FixedGender < 0;
public int FixedGender
{
get
{
if (Genderless)
return 2;
if (OnlyFemale)
return 1;
if (OnlyMale)
return 0;
return -1;
}
}
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/// <summary>
/// Indicates that the entry is exclusively Genderless.
/// </summary>
public bool Genderless => Gender == 255;
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/// <summary>
/// Indicates that the entry is exclusively Female gendered.
/// </summary>
public bool OnlyFemale => Gender == 254;
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/// <summary>
/// Indicates that the entry is exclusively Male gendered.
/// </summary>
public bool OnlyMale => Gender == 0;
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/// <summary>
/// Indicates if the entry has Formes or not.
/// </summary>
public bool HasFormes => FormeCount > 1;
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/// <summary>
/// Base Stat Total sum of all stats.
/// </summary>
public int BST => HP + ATK + DEF + SPE + SPA + SPD;
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/// <summary>
/// Checks to see if the <see cref="PKM.AltForm"/> is valid within the <see cref="FormeCount"/>
/// </summary>
/// <param name="forme"></param>
/// <returns></returns>
public bool IsFormeWithinRange(int forme)
{
if (forme == 0)
return true;
return forme < FormeCount;
}
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/// <summary>
/// Checks to see if the provided Types match the entry's types.
/// </summary>
/// <remarks>Input order matters! If input order does not matter, use <see cref="o:IsType(type1, type2)"/>.</remarks>
/// <param name="type1">First type</param>
/// <param name="type2">Second type</param>
/// <returns>Typing is an exact match</returns>
public bool IsValidTypeCombination(int type1, int type2) => Type1 == type1 && Type2 == type2;
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/// <summary>
/// Checks if the entry has either type equal to the input type.
/// </summary>
/// <param name="type1">Type</param>
/// <returns>Typing is present in entry</returns>
public bool IsType(int type1) => Type1 == type1 || Type2 == type1;
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/// <summary>
/// Checks if the entry has either type equal to both input types.
/// </summary>
/// <remarks>Input order does not matter.</remarks>
/// <param name="type1">Type 1</param>
/// <param name="type2">Type 2</param>
/// <returns>Typing is present in entry</returns>
public bool IsType(int type1, int type2) => (Type1 == type1 || Type2 == type1) && (Type1 == type2 || Type2 == type2);
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/// <summary>
/// Checks if the entry has either egg group equal to the input type.
/// </summary>
/// <param name="group">Egg group</param>
/// <returns>Egg is present in entry</returns>
public bool IsEggGroup(int group) => EggGroup1 == group || EggGroup2 == group;
}
}