PKHeX/PKHeX.Core/PKM/PK8.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 static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary> Generation 8 <see cref="PKM"/> format. </summary>
public sealed class PK8 : G8PKM
{
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private static readonly ushort[] Unused =
{
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// Alignment bytes
0x17, 0x1A, 0x1B, 0x23, 0x33, 0x3E, 0x3F,
0x4C, 0x4D, 0x4E, 0x4F,
0x52, 0x53, 0x54, 0x55, 0x56, 0x57,
0x91, 0x92, 0x93,
0x9C, 0x9D, 0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7,
0xC5,
0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB,
0xE0, 0xE1, // Old Console Region / Region
0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7,
0x115, 0x11F, // Alignment
0x13D, 0x13E, 0x13F,
0x140, 0x141, 0x142, 0x143, 0x144, 0x145, 0x146, 0x147,
};
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public override IReadOnlyList<ushort> ExtraBytes => Unused;
public override PersonalInfo PersonalInfo => PersonalTable.SWSH.GetFormEntry(Species, Form);
public PK8() => AffixedRibbon = -1; // 00 would make it show Kalos Champion :)
public PK8(byte[] data) : base(data) { }
Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately (#3222) * Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately Don't store within the object, track the slot origin data separately. Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty. - Requesting a Box Data report now shows all slots in the save file (party, misc) - Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely) - Replace some linq usages with direct code * Remove WasLink virtual in PKM Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM. * Use Fateful to directly check gen5 mysterygift origins No other encounter types in gen5 apply Fateful * Simplify double ball comparison Used to be separate for deferral cases, now no longer needed to be separate. * Grab move/relearn reference and update locally Fix relearn move identifier * Inline defog HM transfer preference check HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly. * Extract more met location metadata checks: WasBredEgg * Replace Console.Write* with Debug.Write* There's no console output UI, so don't include them in release builds. * Inline WasGiftEgg, WasEvent, and WasEventEgg logic Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
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public override PKM Clone() => new PK8((byte[])Data.Clone());
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public void Trade(ITrainerInfo tr, int Day = 1, int Month = 1, int Year = 2015)
{
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if (IsEgg)
{
// Eggs do not have any modifications done if they are traded
// Apply link trade data, only if it left the OT (ignore if dumped & imported, or cloned, etc)
if ((tr.OT != OT_Name) || (tr.TID != TID) || (tr.SID != SID) || (tr.Gender != OT_Gender))
SetLinkTradeEgg(Day, Month, Year, Locations.LinkTrade6);
return;
}
// Process to the HT if the OT of the Pokémon does not match the SAV's OT info.
if (!TradeOT(tr))
TradeHT(tr);
}
public int DynamaxType { get => ReadUInt16LittleEndian(Data.AsSpan(0x156)); set => WriteUInt16LittleEndian(Data.AsSpan(0x156), (ushort)value); }
public void FixMemories()
{
if (IsEgg) // No memories if is egg.
{
HT_Friendship = HT_TextVar = HT_Memory = HT_Intensity = HT_Feeling = HT_Language = 0;
/* OT_Friendship */ OT_TextVar = OT_Memory = OT_Intensity = OT_Feeling = 0;
// Clear Handler
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HT_Trash.Clear();
return;
}
if (IsUntraded)
HT_Friendship = HT_TextVar = HT_Memory = HT_Intensity = HT_Feeling = HT_Language = 0;
int gen = Generation;
if (gen < 6)
OT_TextVar = OT_Memory = OT_Intensity = OT_Feeling = 0;
if (gen != 8) // must be transferred via HOME, and must have memories
this.SetTradeMemoryHT8(); // not faking HOME tracker.
}
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private bool TradeOT(ITrainerInfo tr)
{
// Check to see if the OT matches the SAV's OT info.
if (!(tr.OT == OT_Name && tr.TID == TID && tr.SID == SID && tr.Gender == OT_Gender))
return false;
CurrentHandler = 0;
return true;
}
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private void TradeHT(ITrainerInfo tr)
{
if (HT_Name != tr.OT)
{
HT_Friendship = 50;
HT_Name = tr.OT;
}
CurrentHandler = 1;
HT_Gender = tr.Gender;
HT_Language = (byte)tr.Language;
this.SetTradeMemoryHT8();
}
// Maximums
public override int MaxMoveID => Legal.MaxMoveID_8;
public override int MaxSpeciesID => Legal.MaxSpeciesID_8;
public override int MaxAbilityID => Legal.MaxAbilityID_8;
public override int MaxItemID => Legal.MaxItemID_8;
public override int MaxBallID => Legal.MaxBallID_8;
public override int MaxGameID => Legal.MaxGameID_8;
}
}