2019-09-23 23:56:47 +00:00
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using System;
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2020-08-18 22:39:45 +00:00
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using System.Collections.Generic;
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2019-09-23 23:56:47 +00:00
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Generation 8 <see cref="SaveFile"/> object.
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/// </summary>
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2019-11-16 01:34:18 +00:00
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public abstract class SAV8 : SaveFile, ISaveBlock8Main
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2019-09-23 23:56:47 +00:00
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{
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// Save Data Attributes
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2020-12-05 13:36:23 +00:00
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protected internal override string ShortSummary => $"{OT} ({Version}) - {Played.LastSavedTime}";
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2019-11-16 01:34:18 +00:00
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public override string Extension => string.Empty;
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2019-09-23 23:56:47 +00:00
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2020-08-18 22:39:45 +00:00
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public override IReadOnlyList<string> PKMExtensions => PKM.Extensions.Where(f =>
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2019-09-23 23:56:47 +00:00
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{
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int gen = f.Last() - 0x30;
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2020-08-18 22:39:45 +00:00
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return gen <= 8; // future: change to <= when HOME released
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2019-09-23 23:56:47 +00:00
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}).ToArray();
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2019-11-16 01:34:18 +00:00
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protected SAV8(byte[] data) : base(data) { }
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protected SAV8() { }
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2019-09-23 23:56:47 +00:00
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// Configuration
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2020-08-07 23:16:10 +00:00
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protected override int SIZE_STORED => PokeCrypto.SIZE_8STORED;
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2020-01-04 22:48:39 +00:00
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protected override int SIZE_PARTY => PokeCrypto.SIZE_8PARTY;
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2020-08-07 23:16:10 +00:00
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public override int SIZE_BOXSLOT => PokeCrypto.SIZE_8PARTY;
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2019-09-23 23:56:47 +00:00
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public override PKM BlankPKM => new PK8();
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public override Type PKMType => typeof(PK8);
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public override int BoxCount => BoxLayout8.BoxCount;
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public override int MaxEV => 252;
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public override int Generation => 8;
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// protected override int GiftCountMax => 48;
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// protected override int GiftFlagMax => 0x100 * 8;
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protected override int EventConstMax => 1000;
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public override int OTLength => 12;
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public override int NickLength => 12;
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protected override PKM GetPKM(byte[] data) => new PK8(data);
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2020-01-04 22:48:39 +00:00
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protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray8(data);
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2019-09-23 23:56:47 +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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#region Blocks
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2019-11-16 01:34:18 +00:00
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public abstract Box8 BoxInfo { get; }
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public abstract Party8 PartyInfo { get; }
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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 abstract MyItem Items { get; }
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public abstract PlayTime8 Played { get; }
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public abstract MyStatus8 MyStatus { get; }
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2019-10-19 03:42:03 +00:00
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public abstract Misc8 Misc { get; }
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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 abstract Zukan8 Zukan { get; }
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public abstract BoxLayout8 BoxLayout { get; }
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2019-11-16 01:34:18 +00:00
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public abstract Fused8 Fused { get; }
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public abstract Daycare8 Daycare { get; }
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public abstract Record8 Records { get; }
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2019-11-19 01:57:33 +00:00
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public abstract TrainerCard8 TrainerCard { get; }
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2020-01-22 07:23:27 +00:00
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public abstract RaidSpawnList8 Raid { get; }
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2020-06-19 23:51:15 +00:00
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public abstract RaidSpawnList8 RaidArmor { get; }
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2020-10-24 18:09:29 +00:00
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public abstract RaidSpawnList8 RaidCrown { get; }
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2020-01-22 07:23:27 +00:00
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public abstract TitleScreen8 TitleScreen { get; }
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2020-02-02 02:56:23 +00:00
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public abstract TeamIndexes8 TeamIndexes { get; }
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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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#endregion
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2019-09-23 23:56:47 +00:00
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public override GameVersion Version
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{
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get
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{
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var game = (GameVersion)Game;
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if (game == GameVersion.SW || game == GameVersion.SH)
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return game;
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return GameVersion.Invalid;
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}
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}
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public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString7(data, offset, length);
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
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{
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if (PadToSize == 0)
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PadToSize = maxLength + 1;
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2020-10-27 16:24:06 +00:00
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return StringConverter.SetString7b(value, maxLength, Language, PadToSize, PadWith);
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2019-09-23 23:56:47 +00:00
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}
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// Player Information
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public override int TID { get => MyStatus.TID; set => MyStatus.TID = value; }
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public override int SID { get => MyStatus.SID; set => MyStatus.SID = value; }
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public override int Game { get => MyStatus.Game; set => MyStatus.Game = value; }
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public override int Gender { get => MyStatus.Gender; set => MyStatus.Gender = value; }
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public override int Language { get => MyStatus.Language; set => MyStatus.Language = value; }
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public override string OT { get => MyStatus.OT; set => MyStatus.OT = value; }
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2019-10-19 03:42:03 +00:00
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public override uint Money { get => Misc.Money; set => Misc.Money = value; }
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2019-11-16 01:34:18 +00:00
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public int Badges { get => Misc.Badges; set => Misc.Badges = value; }
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2019-09-23 23:56:47 +00:00
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public override int PlayedHours { get => Played.PlayedHours; set => Played.PlayedHours = value; }
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public override int PlayedMinutes { get => Played.PlayedMinutes; set => Played.PlayedMinutes = value; }
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public override int PlayedSeconds { get => Played.PlayedSeconds; set => Played.PlayedSeconds = value; }
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// Inventory
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public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
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// Storage
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public override int GetPartyOffset(int slot) => Party + (SIZE_PARTY * slot);
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2019-11-16 01:34:18 +00:00
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public override int GetBoxOffset(int box) => Box + (SIZE_PARTY * box * 30);
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2019-09-23 23:56:47 +00:00
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public override string GetBoxName(int box) => BoxLayout[box];
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public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
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2019-11-16 01:34:18 +00:00
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public override byte[] GetDataForBox(PKM pkm) => pkm.EncryptedPartyData;
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2019-09-23 23:56:47 +00:00
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protected override void SetPKM(PKM pkm)
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{
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PK8 pk = (PK8)pkm;
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// Apply to this Save File
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DateTime Date = DateTime.Now;
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pk.Trade(this, Date.Day, Date.Month, Date.Year);
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pkm.RefreshChecksum();
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AddCountAcquired(pkm);
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}
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private void AddCountAcquired(PKM pkm)
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{
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2020-02-06 03:42:46 +00:00
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if (pkm.WasEgg)
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{
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Records.AddRecord(00);
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}
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else // capture, assume wild
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{
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Records.AddRecord(01); // wild capture
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Records.AddRecord(06); // total captured
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Records.AddRecord(16); // wild encountered
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}
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if (pkm.CurrentHandler == 1)
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Records.AddRecord(17, 2); // trade * 2 -- these games count 1 trade as 2 for some reason.
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2019-09-23 23:56:47 +00:00
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}
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protected override void SetDex(PKM pkm) => Zukan.SetDex(pkm);
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public override bool GetCaught(int species) => Zukan.GetCaught(species);
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public override bool GetSeen(int species) => Zukan.GetSeen(species);
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public override int PartyCount
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{
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2019-11-16 01:34:18 +00:00
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get => PartyInfo.PartyCount;
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protected set => PartyInfo.PartyCount = value;
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2019-09-23 23:56:47 +00:00
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}
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2019-11-16 01:34:18 +00:00
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protected override byte[] BoxBuffer => BoxInfo.Data;
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protected override byte[] PartyBuffer => PartyInfo.Data;
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public override PKM GetDecryptedPKM(byte[] data) => GetPKM(DecryptPKM(data));
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public override PKM GetBoxSlot(int offset) => GetDecryptedPKM(GetData(BoxInfo.Data, offset, SIZE_PARTY)); // party format in boxes!
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2019-09-23 23:56:47 +00:00
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}
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}
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