2018-11-14 03:14:23 +00:00
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using System;
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2019-07-06 01:04:36 +00:00
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using System.Diagnostics;
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2018-11-14 03:14:23 +00:00
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2018-11-01 22:38:09 +00:00
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namespace PKHeX.Core
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{
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2019-07-06 01:04:36 +00:00
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public abstract class Zukan6 : Zukan
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2018-11-01 22:38:09 +00:00
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{
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protected override int OFS_SEEN => OFS_CAUGHT + BitSeenSize;
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protected override int OFS_CAUGHT => 0x8;
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protected override int BitSeenSize => 0x60;
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2019-10-20 01:18:44 +00:00
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protected override int DexLangFlagByteCount => 631; // 721 * 7, rounded up
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2018-11-01 22:38:09 +00:00
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protected override int DexLangIDCount => 7;
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2019-07-06 04:39:47 +00:00
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protected int SpindaOffset { get; set; }
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2018-11-01 22:38:09 +00:00
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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protected Zukan6(SAV6XY sav, int dex, int langflag) : base(sav, dex, langflag)
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{
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DexFormIndexFetcher = DexFormUtil.GetDexFormIndexXY;
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}
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private Func<int, int, int> DexFormIndexFetcher { get; }
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protected Zukan6(SAV6AO sav, int dex, int langflag) : base(sav, dex, langflag)
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{
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DexFormIndexFetcher = DexFormUtil.GetDexFormIndexORAS;
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}
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2018-11-14 03:14:23 +00:00
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2018-11-01 22:38:09 +00:00
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protected override int GetDexLangFlag(int lang)
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{
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lang--;
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if (lang > 5)
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lang--; // 0-6 language vals
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if ((uint)lang > 5)
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return -1;
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return lang;
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}
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protected override bool GetSaneFormsToIterate(int species, out int formStart, out int formEnd, int formIn)
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{
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formStart = 0;
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formEnd = 0;
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return false;
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}
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protected override void SetSpindaDexData(PKM pkm, bool alreadySeen)
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{
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}
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protected override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
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{
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lang = GetDexLangFlag(lang);
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if (lang < 0)
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return;
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int lbit = (bit * DexLangIDCount) + lang;
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if (lbit < DexLangFlagByteCount << 3) // Sanity check for max length of region
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SetFlag(PokeDexLanguageFlags, lbit, value);
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}
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protected override void SetAllDexSeenFlags(int baseBit, int altform, int gender, bool isShiny, bool value = true)
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{
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var shiny = isShiny ? 1 : 0;
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SetDexFlags(baseBit, 0, gender, shiny);
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SetFormFlags(baseBit + 1, altform, shiny, value);
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}
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public override void SetDex(PKM pkm)
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{
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if (PokeDex < 0)
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return;
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if (pkm.Species == 0)
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return;
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if (pkm.Species > SAV.MaxSpeciesID)
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return;
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if (SAV.Version == GameVersion.Invalid)
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return;
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int bit = pkm.Species - 1;
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SetCaughtFlag(bit, pkm.Version);
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// Set the [Species/Gender/Shiny] Seen Flag
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SetAllDexSeenFlags(pkm.Species - 1, pkm.AltForm, pkm.Gender, pkm.IsShiny);
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SetAllDexFlagsLanguage(bit, pkm.Language);
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SetFormFlags(pkm);
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}
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2019-07-06 01:04:36 +00:00
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protected abstract void SetCaughtFlag(int bit, int origin);
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2018-11-01 22:38:09 +00:00
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2019-07-14 22:06:45 +00:00
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private int FormLen => SAV is SAV6XY ? 0x18 : 0x26;
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2019-07-06 01:04:36 +00:00
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private int FormDex => 0x8 + (BitSeenSize * 9);
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public bool GetFormFlag(int formIndex, int flagRegion) => GetFlag(FormDex + (FormLen * flagRegion), formIndex);
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public void SetFormFlag(int formIndex, int flagRegion, bool value = true) => SetFlag(FormDex + (FormLen * flagRegion), formIndex, value);
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2018-11-01 22:38:09 +00:00
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private void SetFormFlags(PKM pkm)
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{
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int species = pkm.Species;
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int form = pkm.AltForm;
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var shiny = pkm.IsShiny ? 1 : 0;
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SetFormFlags(species, form, shiny);
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}
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private void SetFormFlags(int species, int form, int shiny, bool value = true)
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{
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int fc = SAV.Personal[species].FormeCount;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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int f = DexFormIndexFetcher(species, fc);
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2018-11-01 22:38:09 +00:00
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if (f < 0)
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return;
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var bit = f + form;
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// Set Form Seen Flag
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2019-07-06 01:04:36 +00:00
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SetFormFlag(bit, shiny, value);
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2018-11-01 22:38:09 +00:00
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// Set Displayed Flag if necessary, check all flags
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if (!value || !GetIsFormDisplayed(f, fc))
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2019-07-06 01:04:36 +00:00
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SetFormFlag(bit, 2 + shiny, value);
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2018-11-01 22:38:09 +00:00
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}
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private bool GetIsFormDisplayed(int f, int fc)
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{
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for (int i = 0; i < fc; i++)
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{
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2019-07-06 01:04:36 +00:00
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var index = f + i;
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if (GetFormFlag(index, 2)) // Nonshiny
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2018-11-01 22:38:09 +00:00
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return true; // already set
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2019-07-06 01:04:36 +00:00
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if (GetFormFlag(index, 3)) // Shiny
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2018-11-01 22:38:09 +00:00
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return true; // already set
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}
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return false;
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}
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2019-07-06 04:39:47 +00:00
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public uint SpindaPID
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{
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get => BitConverter.ToUInt32(SAV.Data, PokeDex + SpindaOffset);
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set => SAV.SetData(BitConverter.GetBytes(value), PokeDex + SpindaOffset);
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}
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2018-11-01 22:38:09 +00:00
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public bool[] GetLanguageBitflags(int species)
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{
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var result = new bool[DexLangIDCount];
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int bit = species - 1;
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for (int i = 0; i < DexLangIDCount; i++)
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{
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int lbit = (bit * DexLangIDCount) + i;
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result[i] = GetFlag(PokeDexLanguageFlags, lbit);
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}
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return result;
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}
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public void SetLanguageBitflags(int species, bool[] value)
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{
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int bit = species - 1;
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for (int i = 0; i < DexLangIDCount; i++)
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{
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int lbit = (bit * DexLangIDCount) + i;
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SetFlag(PokeDexLanguageFlags, lbit, value[i]);
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}
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}
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public void ToggleLanguageFlagsAll(bool value)
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{
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var arr = GetBlankLanguageBits(value);
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for (int i = 1; i <= SAV.MaxSpeciesID; i++)
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SetLanguageBitflags(i, arr);
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}
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public void ToggleLanguageFlagsSingle(int species, bool value)
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{
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var arr = GetBlankLanguageBits(value);
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SetLanguageBitflags(species, arr);
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}
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private bool[] GetBlankLanguageBits(bool value)
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{
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var result = new bool[DexLangIDCount];
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for (int i = 0; i < DexLangIDCount; i++)
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result[i] = value;
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return result;
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}
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}
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2019-07-06 01:04:36 +00:00
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2019-10-04 02:09:02 +00:00
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public sealed class Zukan6AO : Zukan6
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2019-07-06 01:04:36 +00:00
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{
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public Zukan6AO(SAV6AO sav, int dex, int langflag) : base(sav, dex, langflag)
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2019-07-06 01:04:36 +00:00
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{
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2019-07-06 04:39:47 +00:00
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SpindaOffset = 0x680;
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2019-07-06 01:04:36 +00:00
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}
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protected override void SetCaughtFlag(int bit, int origin)
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{
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SetFlag(OFS_CAUGHT, bit);
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if (GetEncounterCount(bit) == 0)
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SetEncounterCount(bit, 1);
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}
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public ushort GetEncounterCount(int index)
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{
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var ofs = PokeDex + 0x686 + (index * 2);
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return BitConverter.ToUInt16(SAV.Data, ofs);
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}
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public void SetEncounterCount(int index, ushort value)
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{
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var ofs = PokeDex + 0x686 + (index * 2);
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var data = BitConverter.GetBytes(value);
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SAV.SetData(data, ofs);
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}
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}
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2019-10-04 02:09:02 +00:00
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public sealed class Zukan6XY : Zukan6
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2019-07-06 01:04:36 +00:00
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{
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public Zukan6XY(SAV6XY sav, int dex, int langflag) : base(sav, dex, langflag)
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2019-07-06 01:04:36 +00:00
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{
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2019-07-06 04:39:47 +00:00
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SpindaOffset = 0x648;
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2019-07-06 01:04:36 +00:00
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}
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protected override void SetCaughtFlag(int bit, int origin)
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{
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// Species: 1-649 for X/Y, and not for ORAS; Set the Foreign Owned Flag
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2019-07-06 01:49:43 +00:00
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if (origin < (int)GameVersion.X && bit < (int)Species.Genesect)
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2019-07-06 01:04:36 +00:00
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SetForeignFlag(bit);
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else
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SetFlag(OFS_CAUGHT, bit);
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}
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public bool GetForeignFlag(int bit)
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{
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Debug.Assert(bit < (int)Species.Genesect);
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return GetFlag(0x64C, bit);
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}
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public void SetForeignFlag(int bit, bool value = true)
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{
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Debug.Assert(bit < (int)Species.Genesect);
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SetFlag(0x64C, bit, value);
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}
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}
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2018-11-01 22:38:09 +00:00
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}
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