PKHeX/PKHeX.Core/MysteryGifts/PCD.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Generation 4 Mystery Gift Template File
/// </summary>
/// <remarks>
/// Big thanks to Grovyle91's Pokémon Mystery Gift Editor, from which the structure was referenced.
/// https://projectpokemon.org/home/profile/859-grovyle91/
/// https://projectpokemon.org/home/forums/topic/5870-pok%C3%A9mon-mystery-gift-editor-v143-now-with-bw-support/
/// See also: http://tccphreak.shiny-clique.net/debugger/pcdfiles.htm
/// </remarks>
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
public sealed class PCD : DataMysteryGift
{
public const int Size = 0x358; // 856
public override int Format => 4;
public override int Level
{
get => Gift.Level;
set => Gift.Level = value;
}
public override int Ball
{
get => Gift.Ball;
set => Gift.Ball = value;
}
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
public PCD() : this(new byte[Size]) { }
public PCD(byte[] data) : base(data) { }
public override byte[] Write()
{
// Ensure PGT content is encrypted
var clone = (PCD)Clone();
if (clone.Gift.VerifyPKEncryption())
clone.Gift = clone.Gift;
return clone.Data;
}
public PGT Gift
{
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
get => _gift ??= new PGT(Data.Slice(0, PGT.Size));
set => (_gift = value).Data.CopyTo(Data, 0);
}
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
private PGT? _gift;
public byte[] Information
{
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
get => Data.SliceEnd(PGT.Size);
set => value.CopyTo(Data, Data.Length - PGT.Size);
}
public override object Content => Gift.PK;
public override bool GiftUsed { get => Gift.GiftUsed; set => Gift.GiftUsed = value; }
public override bool IsPokémon { get => Gift.IsPokémon; set => Gift.IsPokémon = value; }
public override bool IsItem { get => Gift.IsItem; set => Gift.IsItem = value; }
public override int ItemID { get => Gift.ItemID; set => Gift.ItemID = value; }
public override int CardID
{
get => BitConverter.ToUInt16(Data, 0x150);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x150);
}
private const int TitleLength = 0x48;
public override string CardTitle
{
get => StringConverter4.GetString4(Data, 0x104, TitleLength);
set
{
byte[] data = StringConverter4.SetString4(value, (TitleLength / 2) - 1, TitleLength / 2, 0xFFFF);
int len = data.Length;
Array.Resize(ref data, 0x48);
for (int i = 0; i < len; i++)
data[i] = 0xFF;
data.CopyTo(Data, 0x104);
}
}
public ushort CardCompatibility => BitConverter.ToUInt16(Data, 0x14C); // rest of bytes we don't really care about
public override int Species { get => Gift.IsManaphyEgg ? 490 : Gift.Species; set => Gift.Species = value; }
public override IReadOnlyList<int> Moves { get => Gift.Moves; set => Gift.Moves = value; }
public override int HeldItem { get => Gift.HeldItem; set => Gift.HeldItem = value; }
public override bool IsShiny => Gift.IsShiny;
public override bool IsEgg { get => Gift.IsEgg; set => Gift.IsEgg = value; }
public override int Gender { get => Gift.Gender; set => Gift.Gender = value; }
public override int Form { get => Gift.Form; set => Gift.Form = value; }
public override int TID { get => Gift.TID; set => Gift.TID = value; }
public override int SID { get => Gift.SID; set => Gift.SID = value; }
public override string OT_Name { get => Gift.OT_Name; set => Gift.OT_Name = value; }
// ILocation overrides
public override int Location { get => IsEgg ? 0 : Gift.EggLocation + 3000; set { } }
public override int EggLocation { get => IsEgg ? Gift.EggLocation + 3000 : 0; set { } }
public bool GiftEquals(PGT pgt)
{
// Skip over the PGT's "Corresponding PCD Slot" @ 0x02
byte[] g = pgt.Data;
byte[] c = Gift.Data;
if (g.Length != c.Length || g.Length < 3)
return false;
for (int i = 0; i < 2; i++)
{
if (g[i] != c[i])
return false;
}
for (int i = 3; i < g.Length; i++)
{
if (g[i] != c[i])
return false;
}
return true;
}
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
return Gift.ConvertToPKM(sav, criteria);
}
public bool CanBeReceivedBy(int pkmVersion) => (CardCompatibility >> pkmVersion & 1) == 1;
protected override bool IsMatchExact(PKM pkm, DexLevel evo)
{
var wc = Gift.PK;
if (!wc.IsEgg)
{
if (wc.TID != pkm.TID) return false;
if (wc.SID != pkm.SID) return false;
if (wc.OT_Name != pkm.OT_Name) return false;
if (wc.OT_Gender != pkm.OT_Gender) return false;
if (wc.Language != 0 && wc.Language != pkm.Language) return false;
if (pkm.Format != 4) // transferred
{
// met location: deferred to general transfer check
if (wc.CurrentLevel > pkm.Met_Level) return false;
}
else
{
if (wc.Egg_Location + 3000 != pkm.Met_Location) return false;
if (wc.CurrentLevel != pkm.Met_Level) return false;
}
}
else // Egg
{
if (wc.Egg_Location + 3000 != pkm.Egg_Location && pkm.Egg_Location != Locations.LinkTrade4) // traded
return false;
if (wc.CurrentLevel != pkm.Met_Level)
return false;
if (pkm.IsEgg && !pkm.IsNative)
return false;
}
if (wc.AltForm != evo.Form && !Legal.IsFormChangeable(wc.Species, wc.AltForm, pkm.Format))
return false;
if (wc.Ball != pkm.Ball) return false;
if (wc.OT_Gender < 3 && wc.OT_Gender != pkm.OT_Gender) return false;
if (wc.PID == 1)
{
// Random PID, never shiny
// PID=0 was never used (pure random).
if (pkm.IsShiny)
return false;
// Don't check gender. All gifts that have PID=1 are genderless, with one exception.
// The KOR Arcanine can end up with either gender, even though the template may have a specified gender.
}
else
{
// Fixed PID
if (wc.Gender != pkm.Gender)
return false;
}
// Milotic is the only gift to come with Contest stats.
if (wc.Species == (int)Core.Species.Milotic && pkm is IContestStats s && s.IsContestBelow(wc))
return false;
return true;
}
protected override bool IsMatchDeferred(PKM pkm)
{
if (!CanBeReceivedBy(pkm.Version))
return false;
return Species != pkm.Species;
}
}
}