PKHeX/PKHeX.Core/Saves/SAV4HGSS.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 System.Runtime.InteropServices;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// <see cref="SaveFile"/> format for <see cref="GameVersion.HGSS"/>
/// </summary>
public sealed class SAV4HGSS : SAV4
{
public SAV4HGSS() : base(GeneralSize, StorageSize)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public SAV4HGSS(byte[] data) : base(data, GeneralSize, StorageSize, GeneralSize + GeneralGap)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public override Zukan4 Dex { get; }
protected override SAV4 CloneInternal4() => State.Exportable ? new SAV4HGSS((byte[])Data.Clone()) : new SAV4HGSS();
public override PersonalTable4 Personal => PersonalTable.HGSS;
public override ReadOnlySpan<ushort> HeldItems => Legal.HeldItems_HGSS;
public override int MaxItemID => Legal.MaxItemID_4_HGSS;
private const int GeneralSize = 0xF628;
private const int StorageSize = 0x12310; // Start 0xF700, +0 starts box data
private const int GeneralGap = 0xD8;
protected override int FooterSize => 0x10;
private void Initialize()
{
Version = GameVersion.HGSS;
GetSAVOffsets();
}
protected override int EventWork => 0xDE4;
protected override int EventFlag => 0x10C4;
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private void GetSAVOffsets()
{
AdventureInfo = 0;
Trainer1 = 0x64;
Party = 0x98;
PokeDex = 0x12B8;
Geonet = 0x8D45;
WondercardFlags = 0x9D3C;
WondercardData = 0x9E3C;
DaycareOffset = 0x15FC;
Seal = 0x4E20;
Box = 0;
}
private Span<byte> LockCapsuleSpan => General.Slice(0xB064, PCD.Size);
public PCD LockCapsuleSlot
{
get => new(LockCapsuleSpan.ToArray());
set => value.Data.CopyTo(LockCapsuleSpan);
}
#region Storage
// box{pk4[30}[18]
// u32 currentBox
// u32 counter
// g4str[18] boxNames
// byte[18] boxWallpapers
// -- each box is chunked, padded to nearest 0x100 (resulting in 0x10 trailing zeroes)
// -- The final 0x16 bytes in the Storage block are unused (padding to nearest 0x100).
private const int BOX_COUNT = 18;
private const int BOX_SLOTS = 30;
private const int BOX_NAME_LEN = 40; // 20 characters
private const int BOX_DATA_LEN = (BOX_SLOTS * PokeCrypto.SIZE_4STORED) + 0x10; // 0xFF0, each box chunk is padded to nearest 0x100
private const int BOX_END = BOX_COUNT * BOX_DATA_LEN; // 18 * 0x1000
private const int BOX_NAME = 0x12008; // after current & counter
private const int BOX_WP = BOX_NAME + (BOX_COUNT * BOX_NAME_LEN); // 0x122D8;
private const int BOX_FLAGS = 18 + BOX_WP; // 0x122EA;
public override int GetBoxOffset(int box) => box * 0x1000;
private static int GetBoxNameOffset(int box) => BOX_NAME + (box * BOX_NAME_LEN);
protected override int GetBoxWallpaperOffset(int box) => BOX_WP + box;
// 8 bytes current box (align 32) & (stored count?)
public override int CurrentBox
{
get => Storage[BOX_END];
set => Storage[BOX_END] = (byte)value;
}
public override byte[] BoxFlags
{
get => new[] { Storage[BOX_FLAGS] };
set => Storage[BOX_FLAGS] = value[0];
}
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public int Counter
{
get => ReadInt32LittleEndian(Storage[(BOX_END + 4)..]);
set => WriteInt32LittleEndian(Storage[(BOX_END + 4)..], value);
}
private Span<byte> GetBoxNameSpan(int box) => Storage.Slice(GetBoxNameOffset(box), BOX_NAME_LEN);
public override string GetBoxName(int box) => GetString(GetBoxNameSpan(box));
public override void SetBoxName(int box, ReadOnlySpan<char> value)
{
const int maxlen = 8;
var span = GetBoxNameSpan(box);
SetString(span, value, maxlen, StringConverterOption.ClearZero);
}
private static int AdjustWallpaper(int value, int shift)
{
// Pt's Special Wallpapers 1-8 are shifted by +0x8
// HG/SS Special Wallpapers 1-8 (Primo Phrases) are shifted by +0x10
if (value >= 0x10) // special
return value + shift;
return value;
}
public override int GetBoxWallpaper(int box)
{
int offset = GetBoxWallpaperOffset(box);
int value = Storage[offset];
return AdjustWallpaper(value, -0x10);
}
public override void SetBoxWallpaper(int box, int value)
{
value = AdjustWallpaper(value, 0x10);
Storage[GetBoxWallpaperOffset(box)] = (byte)value;
}
#endregion
public override IReadOnlyList<InventoryPouch> Inventory
{
get
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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{
var info = ItemStorage4HGSS.Instance;
InventoryPouch[] pouch =
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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{
new InventoryPouch4(InventoryType.Items, info, 999, 0x644), // 0x644-0x8D7 (0x8CB)
new InventoryPouch4(InventoryType.KeyItems, info, 1, 0x8D8), // 0x8D8-0x99F (0x979)
new InventoryPouch4(InventoryType.TMHMs, info, 99, 0x9A0), // 0x9A0-0xB33 (0xB2F)
new InventoryPouch4(InventoryType.MailItems, info, 999, 0xB34), // 0xB34-0xB63 (0xB63)
new InventoryPouch4(InventoryType.Medicine, info, 999, 0xB64), // 0xB64-0xC03 (0xBFB)
new InventoryPouch4(InventoryType.Berries, info, 999, 0xC04), // 0xC04-0xD03
new InventoryPouch4(InventoryType.Balls, info, 999, 0xD04), // 0xD04-0xD63
new InventoryPouch4(InventoryType.BattleItems, info, 999, 0xD64), // 0xD64-0xD97
};
return pouch.LoadAll(General);
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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}
set => value.SaveAll(General);
}
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 override int M { get => ReadUInt16LittleEndian(General[0x1234..]); set => WriteUInt16LittleEndian(General[0x1234..], (ushort)value); }
public override int X { get => ReadUInt16LittleEndian(General[0x123C..]); set => WriteUInt16LittleEndian(General[0x123C..], (ushort)(X2 = value)); }
public override int Y { get => ReadUInt16LittleEndian(General[0x1240..]); set => WriteUInt16LittleEndian(General[0x1240..], (ushort)(Y2 = value)); }
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public override Span<byte> Rival_Trash
{
get => RivalSpan;
set { if (value.Length == MaxStringLengthOT * 2) value.CopyTo(RivalSpan); }
}
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private Span<byte> RivalSpan => General.Slice(0x22D4, MaxStringLengthOT * 2);
public override int X2 { get => ReadUInt16LittleEndian(General[0x236E..]); set => WriteUInt16LittleEndian(General[0x236E..], (ushort)value); }
public override int Y2 { get => ReadUInt16LittleEndian(General[0x2372..]); set => WriteUInt16LittleEndian(General[0x2372..], (ushort)value); }
public override int Z { get => ReadUInt16LittleEndian(General[0x2376..]); set => WriteUInt16LittleEndian(General[0x2376..], (ushort)value); }
public int Badges16
{
get => General[Trainer1 + 0x1F];
set => General[Trainer1 + 0x1F] = (byte)value;
}
private const int OFS_GearRolodex = 0xC0EC;
private const byte GearMaxCallers = (byte)(PokegearNumber.Ernest + 1);
public PokegearNumber GetCallerAtIndex(int index) => (PokegearNumber)General[OFS_GearRolodex + index];
public void SetCallerAtIndex(int index, PokegearNumber caller) => General[OFS_GearRolodex + index] = (byte)caller;
public PokegearNumber[] GetPokeGearRoloDex()
{
var arr = General.Slice(OFS_GearRolodex, GearMaxCallers);
return MemoryMarshal.Cast<byte, PokegearNumber>(arr).ToArray();
}
public void SetPokeGearRoloDex(ReadOnlySpan<PokegearNumber> value)
{
if (value.Length > GearMaxCallers)
throw new ArgumentOutOfRangeException(nameof(value));
MemoryMarshal.Cast<PokegearNumber, byte>(value).CopyTo(General.Slice(OFS_GearRolodex, GearMaxCallers));
}
public void PokeGearUnlockAllCallers()
{
for (int i = 0; i < GearMaxCallers; i++)
SetCallerAtIndex(i, (PokegearNumber)i);
}
public void PokeGearClearAllCallers(int start = 0)
{
for (int i = start; i < GearMaxCallers; i++)
SetCallerAtIndex(i, PokegearNumber.None);
}
public void PokeGearUnlockAllCallersNoTrainers()
{
var nonTrainers = new[]
{
PokegearNumber.Mother,
PokegearNumber.Professor_Elm,
PokegearNumber.Professor_Oak,
PokegearNumber.Ethan,
PokegearNumber.Lyra,
PokegearNumber.Kurt,
PokegearNumber.Daycare_Man,
PokegearNumber.Daycare_Lady,
PokegearNumber.Bill,
PokegearNumber.Bike_Shop,
PokegearNumber.Baoba,
};
for (int i = 0; i < nonTrainers.Length; i++)
SetCallerAtIndex(i, nonTrainers[i]);
// clear remaining callers
PokeGearClearAllCallers(nonTrainers.Length);
}
// Apricorn Pouch
public int GetApricornCount(int index) => General[0xE558 + index];
public void SetApricornCount(int index, int count) => General[0xE558 + index] = (byte)count;
// Pokewalker
public const int WalkerPair = 0xE5E0;
private const int OFS_WALKER = 0xE704;
public uint PokewalkerSteps { get => ReadUInt32LittleEndian(General[OFS_WALKER..]); set => WriteUInt32LittleEndian(General[OFS_WALKER..], value); }
public uint PokewalkerWatts { get => ReadUInt32LittleEndian(General[(OFS_WALKER + 0x4)..]); set => WriteUInt32LittleEndian(General[(OFS_WALKER + 4)..], value); }
public bool[] GetPokewalkerCoursesUnlocked() => FlagUtil.GitBitFlagArray(General[(OFS_WALKER + 0x8)..], 32);
public void SetPokewalkerCoursesUnlocked(ReadOnlySpan<bool> value) => FlagUtil.SetBitFlagArray(General[(OFS_WALKER + 0x8)..], value);
public void PokewalkerCoursesSetAll(uint value = 0x07FF_FFFFu) => WriteUInt32LittleEndian(General[(OFS_WALKER + 0x8)..], value);
public override uint SwarmSeed { get => ReadUInt32LittleEndian(General[0x68A8..]); set => WriteUInt32LittleEndian(General[0x68A8..], value); }
public override uint SwarmMaxCountModulo => 20;
public Roamer4 RoamerRaikou => GetRoamer(0);
public Roamer4 RoamerEntei => GetRoamer(1);
public Roamer4 RoamerLatias => GetRoamer(2);
public Roamer4 RoamerLatios => GetRoamer(3);
private Roamer4 GetRoamer(int index)
{
const int size = Roamer4.SIZE;
var ofs = 0x68B4 + (index * size);
var mem = GeneralBuffer.Slice(ofs, size);
return new Roamer4(mem);
}
}