2018-08-02 01:30:51 +00:00
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using System;
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2017-02-28 04:57:24 +00:00
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using System.Linq;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2016-11-08 16:43:57 +00:00
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-11-08 16:43:57 +00:00
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{
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public abstract class EggMoves
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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 readonly int[] Moves;
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protected EggMoves(int[] moves) => Moves = moves;
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2018-06-09 23:04:06 +00:00
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public bool GetHasEggMove(int move) => Moves.Contains(move);
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2016-11-08 16:43:57 +00:00
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}
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2017-02-28 04:57:24 +00:00
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2018-08-03 03:11:42 +00:00
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public sealed class EggMoves2 : EggMoves
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2017-02-28 04:57:24 +00:00
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{
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2020-12-28 18:22:13 +00:00
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private EggMoves2(int[] moves) : base(moves) { }
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2018-08-03 03:11:42 +00:00
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2022-01-03 05:35:59 +00:00
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public static EggMoves2[] GetArray(ReadOnlySpan<byte> data, int count)
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2017-02-28 04:57:24 +00:00
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{
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2020-12-28 18:22:13 +00:00
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var entries = new EggMoves2[count + 1];
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var empty = entries[0] = new EggMoves2(Array.Empty<int>());
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2017-02-28 04:57:24 +00:00
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2022-01-03 05:35:59 +00:00
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int baseOffset = ReadInt16LittleEndian(data) - (count * 2);
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2017-02-28 04:57:24 +00:00
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for (int i = 1; i < entries.Length; i++)
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2020-12-28 18:22:13 +00:00
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{
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2022-01-03 05:35:59 +00:00
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int start = ReadInt16LittleEndian(data[((i - 1) * 2)..]) - baseOffset;
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2022-03-01 02:06:45 +00:00
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var slice = data[start..];
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int moveCount = slice.IndexOf((byte)0xFF);
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if (moveCount == 0)
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2020-12-28 18:22:13 +00:00
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{
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entries[i] = empty;
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continue;
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}
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2022-03-01 02:06:45 +00:00
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int[] moves = new int[moveCount];
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for (int m = 0; m < moves.Length; m++)
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moves[m] = slice[m];
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2020-12-28 18:22:13 +00:00
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entries[i] = new EggMoves2(moves);
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}
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2017-02-28 04:57:24 +00:00
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return entries;
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}
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}
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2018-08-03 03:11:42 +00:00
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public sealed class EggMoves6 : EggMoves
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2016-11-08 16:43:57 +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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private EggMoves6(int[] moves) : base(moves) { }
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2022-02-05 01:35:15 +00:00
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public static EggMoves6[] GetArray(BinLinkerAccessor entries)
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2016-11-08 16:43:57 +00:00
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{
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2022-03-01 02:06:45 +00:00
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var result = new EggMoves6[entries.Length];
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var empty = result[0] = new EggMoves6(Array.Empty<int>());
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for (int i = 1; i < result.Length; i++)
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{
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var data = entries[i];
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int count = ReadInt16LittleEndian(data);
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if (count == 0)
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{
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result[i] = empty;
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continue;
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}
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var moves = new int[count];
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var span = data[2..];
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for (int j = 0; j < moves.Length; j++)
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moves[j] = ReadInt16LittleEndian(span[(j * 2)..]);
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result[i] = new EggMoves6(moves);
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}
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return result;
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2016-11-08 16:43:57 +00:00
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}
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}
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2018-08-03 03:11:42 +00:00
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public sealed class EggMoves7 : EggMoves
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2016-11-08 16:43:57 +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 readonly int FormTableIndex;
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private EggMoves7(int[] moves, int formIndex = 0) : base(moves) => FormTableIndex = formIndex;
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2022-02-05 01:35:15 +00:00
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public static EggMoves7[] GetArray(BinLinkerAccessor entries)
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2016-11-08 16:43:57 +00:00
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{
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2022-03-01 02:06:45 +00:00
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var result = new EggMoves7[entries.Length];
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var empty = result[0] = new EggMoves7(Array.Empty<int>());
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for (int i = 1; i < result.Length; i++)
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{
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var data = entries[i];
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int count = ReadInt16LittleEndian(data[2..]);
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int formIndex = ReadInt16LittleEndian(data);
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if (count == 0)
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{
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// Might need to keep track of the Form Index for unavailable forms pointing to valid forms.
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if (formIndex != 0)
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result[i] = new EggMoves7(Array.Empty<int>(), formIndex);
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else
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result[i] = empty;
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continue;
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}
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var moves = new int[count];
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var span = data[4..];
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for (int j = 0; j < moves.Length; j++)
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moves[j] = ReadInt16LittleEndian(span[(j * 2)..]);
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result[i] = new EggMoves7(moves, formIndex);
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}
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return result;
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2016-11-08 16:43:57 +00:00
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}
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}
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}
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