PKHeX/PKHeX.Core/Saves/SAV1.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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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;
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namespace PKHeX.Core;
/// <summary>
/// Generation 1 <see cref="SaveFile"/> object.
/// </summary>
public sealed class SAV1 : SaveFile, ILangDeviantSave, IEventFlagArray
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{
protected internal override string ShortSummary => $"{OT} ({Version}) - {PlayTimeString}";
public override string Extension => ".sav";
public bool IsVirtualConsole => State.Exportable && Metadata.FileName is { } s && s.StartsWith("sav", StringComparison.Ordinal) && s.Contains(".dat"); // default to GB-Era for non-exportable
public int SaveRevision => Japanese ? 0 : 1;
public string SaveRevisionString => (Japanese ? "J" : "U") + (IsVirtualConsole ? "VC" : "GB");
public bool Japanese { get; }
public bool Korean => false;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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private readonly PersonalTable1 Table;
public override IPersonalTable Personal => Table;
public override IReadOnlyList<ushort> HeldItems => Array.Empty<ushort>();
public override IReadOnlyList<string> PKMExtensions => Array.FindAll(PKM.Extensions, f =>
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{
int gen = f[^1] - 0x30;
return gen is 1 or 2;
});
public SAV1(GameVersion version = GameVersion.RBY, bool japanese = false) : base(SaveUtil.SIZE_G1RAW)
{
Version = version;
Japanese = japanese;
Offsets = Japanese ? SAV1Offsets.JPN : SAV1Offsets.INT;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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Table = version == GameVersion.YW ? PersonalTable.Y : PersonalTable.RB;
Initialize(version);
ClearBoxes();
}
public SAV1(byte[] data, GameVersion versionOverride = GameVersion.Any) : base(data)
{
Japanese = SaveUtil.GetIsG1SAVJ(Data);
Offsets = Japanese ? SAV1Offsets.JPN : SAV1Offsets.INT;
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
Version = versionOverride != GameVersion.Any ? versionOverride : SaveUtil.GetIsG1SAV(data);
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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Table = Version == GameVersion.YW ? PersonalTable.Y : PersonalTable.RB;
if (Version == GameVersion.Invalid)
return;
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Initialize(versionOverride);
}
private void Initialize(GameVersion versionOverride)
{
// see if RBY can be differentiated
if (Starter != 0 && versionOverride is not (GameVersion.RB or GameVersion.YW))
Version = Yellow ? GameVersion.YW : GameVersion.RB;
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
Box = Data.Length;
Array.Resize(ref Data, Data.Length + SIZE_RESERVED);
Party = GetPartyOffset(0);
// Stash boxes after the save file's end.
int stored = SIZE_STOREDBOX;
var capacity = Japanese ? PokeListType.StoredJP : PokeListType.Stored;
int baseDest = Data.Length - SIZE_RESERVED;
for (int box = 0; box < BoxCount; box++)
{
int boxOfs = GetBoxRawDataOffset(box);
UnpackBox(boxOfs, baseDest, stored, box, capacity);
}
if ((uint)CurrentBox < BoxCount)
{
// overwrite previously cached box data.
UnpackBox(Offsets.CurrentBox, baseDest, stored, CurrentBox, capacity);
}
var party = GetData(Offsets.Party, SIZE_STOREDPARTY);
var partyPL = new PokeList1(party, PokeListType.Party, Japanese);
for (int i = 0; i < partyPL.Pokemon.Length; i++)
{
var dest = GetPartyOffset(i);
var pkDat = i < partyPL.Count
? new PokeList1(partyPL[i]).Write()
: new byte[PokeList1.GetDataLength(PokeListType.Single, Japanese)];
pkDat.CopyTo(Data, dest);
}
Span<byte> rawDC = stackalloc byte[0x38];
Data.AsSpan(Offsets.Daycare, rawDC.Length).CopyTo(rawDC);
byte[] TempDaycare = new byte[PokeList1.GetDataLength(PokeListType.Single, Japanese)];
TempDaycare[0] = rawDC[0];
rawDC.Slice(1, StringLength).CopyTo(TempDaycare.AsSpan(2 + 1 + PokeCrypto.SIZE_1PARTY + StringLength));
rawDC.Slice(1 + StringLength, StringLength).CopyTo(TempDaycare.AsSpan(2 + 1 + PokeCrypto.SIZE_1PARTY));
rawDC.Slice(1 + (2 * StringLength), PokeCrypto.SIZE_1STORED).CopyTo(TempDaycare.AsSpan(2 + 1));
PokeList1 daycareList = new(TempDaycare, PokeListType.Single, Japanese);
daycareList.Write().CopyTo(Data, GetPartyOffset(7));
DaycareOffset = GetPartyOffset(7);
// Enable Pokedex editing
PokeDex = 0;
}
private void UnpackBox(int srcOfs, int destOfs, int boxSize, int boxIndex, PokeListType boxCapacity)
{
var boxData = GetData(srcOfs, boxSize);
var boxDest = destOfs + (boxIndex * SIZE_BOX);
var boxPL = new PokeList1(boxData, boxCapacity, Japanese);
for (int i = 0; i < boxPL.Pokemon.Length; i++)
{
var slotOfs = boxDest + (i * SIZE_STORED);
var slotData = Data.AsSpan(slotOfs, SIZE_STORED);
if (i < boxPL.Count)
new PokeList1(boxPL[i]).Write().CopyTo(slotData);
else
slotData.Clear();
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}
}
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private void PackBox(int boxDest, int boxIndex, PokeListType boxCapacity)
{
var boxPL = new PokeList1(boxCapacity, Japanese);
int slot = 0;
for (int i = 0; i < boxPL.Pokemon.Length; i++)
{
var slotOfs = boxDest + (i * SIZE_STORED);
var slotData = Data.AsSpan(slotOfs, SIZE_STORED);
PK1 pk = (PK1)GetPKM(slotData.ToArray());
if (pk.Species > 0)
boxPL[slot++] = pk;
}
// copy to box location
var boxData = boxPL.Write();
int boxSrc = GetBoxRawDataOffset(boxIndex);
SetData(Data, boxData, boxSrc);
// copy to active loc if current box
if (boxIndex == CurrentBox)
SetData(Data, boxData, Offsets.CurrentBox);
}
private const int SIZE_RESERVED = 0x8000; // unpacked box data
private readonly SAV1Offsets Offsets;
// Event Flags
public int EventFlagCount => 0xA00; // 320 * 8
public bool GetEventFlag(int flagNumber)
{
if ((uint)flagNumber >= EventFlagCount)
throw new ArgumentOutOfRangeException(nameof(flagNumber), $"Event Flag to get ({flagNumber}) is greater than max ({EventFlagCount}).");
return GetFlag(Offsets.EventFlag + (flagNumber >> 3), flagNumber & 7);
}
public void SetEventFlag(int flagNumber, bool value)
{
if ((uint)flagNumber >= EventFlagCount)
throw new ArgumentOutOfRangeException(nameof(flagNumber), $"Event Flag to set ({flagNumber}) is greater than max ({EventFlagCount}).");
SetFlag(Offsets.EventFlag + (flagNumber >> 3), flagNumber & 7, value);
}
protected override byte[] GetFinalData()
{
var capacity = Japanese ? PokeListType.StoredJP : PokeListType.Stored;
for (int box = 0; box < BoxCount; box++)
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{
var boxOfs = GetBoxOffset(box);
PackBox(boxOfs, box, capacity);
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}
var partyPL = new PokeList1(PokeListType.Party, Japanese);
int pSlot = 0;
for (int i = 0; i < 6; i++)
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{
PK1 partyPK = (PK1)GetPKM(GetData(GetPartyOffset(i), SIZE_STORED));
if (partyPK.Species > 0)
partyPL[pSlot++] = partyPK;
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}
partyPL.Write().CopyTo(Data, Offsets.Party);
// Daycare is read-only, but in case it ever becomes editable, copy it back in.
Span<byte> rawDC = Data.AsSpan(GetDaycareSlotOffset(loc: 0, slot: 0), SIZE_STORED);
Span<byte> dc = stackalloc byte[1 + (2 * StringLength) + PokeCrypto.SIZE_1STORED];
dc[0] = IsDaycareOccupied(0, 0) == true ? (byte)1 : (byte)0;
rawDC.Slice(2 + 1 + PokeCrypto.SIZE_1PARTY + StringLength, StringLength).CopyTo(dc[1..]);
rawDC.Slice(2 + 1 + PokeCrypto.SIZE_1PARTY, StringLength).CopyTo(dc[(1 + StringLength)..]);
rawDC.Slice(2 + 1, PokeCrypto.SIZE_1STORED).CopyTo(dc[(1 + (2 * StringLength))..]);
dc.CopyTo(Data.AsSpan(Offsets.Daycare));
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SetChecksums();
return Data.AsSpan()[..^SIZE_RESERVED].ToArray();
}
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private int GetBoxRawDataOffset(int box)
{
if (box < BoxCount / 2)
return 0x4000 + (box * SIZE_STOREDBOX);
return 0x6000 + ((box - (BoxCount / 2)) * SIZE_STOREDBOX);
}
// Configuration
protected override SaveFile CloneInternal() => new SAV1(Write(), Version);
protected override int SIZE_STORED => Japanese ? PokeCrypto.SIZE_1JLIST : PokeCrypto.SIZE_1ULIST;
protected override int SIZE_PARTY => Japanese ? PokeCrypto.SIZE_1JLIST : PokeCrypto.SIZE_1ULIST;
private int SIZE_BOX => BoxSlotCount*SIZE_STORED;
private int SIZE_STOREDBOX => PokeList1.GetDataLength(Japanese ? PokeListType.StoredJP : PokeListType.Stored, Japanese);
private int SIZE_STOREDPARTY => PokeList1.GetDataLength(PokeListType.Party, Japanese);
public override PKM BlankPKM => new PK1(Japanese);
public override Type PKMType => typeof(PK1);
public override ushort MaxMoveID => Legal.MaxMoveID_1;
public override ushort MaxSpeciesID => Legal.MaxSpeciesID_1;
public override int MaxAbilityID => Legal.MaxAbilityID_1;
public override int MaxItemID => Legal.MaxItemID_1;
public override int MaxBallID => 0; // unused
public override int MaxGameID => 99; // unused
public override int MaxMoney => 999999;
public override int MaxCoins => 9999;
public override int BoxCount => Japanese ? 8 : 12;
public override int MaxEV => 65535;
public override int MaxIV => 15;
public override int Generation => 1;
public override EntityContext Context => EntityContext.Gen1;
protected override int GiftCountMax => 0;
public override int MaxStringLengthOT => Japanese ? 5 : 7;
public override int MaxStringLengthNickname => Japanese ? 5 : 10;
public override int BoxSlotCount => Japanese ? 30 : 20;
public override bool HasParty => true;
private int StringLength => Japanese ? GBPKML.StringLengthJapanese : GBPKML.StringLengthNotJapan;
public override bool IsPKMPresent(ReadOnlySpan<byte> data) => EntityDetection.IsPresentGB(data);
// Checksums
protected override void SetChecksums() => Data[Offsets.ChecksumOfs] = GetRBYChecksum(Offsets.OT, Offsets.ChecksumOfs);
public override bool ChecksumsValid => Data[Offsets.ChecksumOfs] == GetRBYChecksum(Offsets.OT, Offsets.ChecksumOfs);
public override string ChecksumInfo => ChecksumsValid ? "Checksum valid." : "Checksum invalid";
private byte GetRBYChecksum(int start, int end)
{
byte chksum = 0;
for (int i = start; i < end; i++)
chksum += Data[i];
chksum ^= 0xFF;
return chksum;
}
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// Trainer Info
public override GameVersion Version { get; protected set; }
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public override string OT
{
get => GetString(Offsets.OT, MaxStringLengthOT);
set => SetString(Data.AsSpan(Offsets.OT, MaxStringLengthOT + 1), value.AsSpan(), MaxStringLengthOT, StringConverterOption.ClearZero);
}
public Span<byte> OT_Trash { get => Data.AsSpan(Offsets.OT, StringLength); set { if (value.Length == StringLength) value.CopyTo(Data.AsSpan(Offsets.OT)); } }
public override int Gender
{
get => 0;
set { }
}
public override int TID
{
get => ReadUInt16BigEndian(Data.AsSpan(Offsets.TID));
set => WriteUInt16BigEndian(Data.AsSpan(Offsets.TID), (ushort)value);
}
public override int SID { get => 0; set { } }
public string Rival
{
get => GetString(Offsets.Rival, MaxStringLengthOT);
set => SetString(Data.AsSpan(Offsets.Rival, MaxStringLengthOT), value.AsSpan(), MaxStringLengthOT, StringConverterOption.Clear50);
}
public Span<byte> Rival_Trash { get => Data.AsSpan(Offsets.Rival, StringLength); set { if (value.Length == StringLength) value.CopyTo(Data.AsSpan(Offsets.Rival)); } }
public bool Yellow => Starter == 0x54; // Pikachu
public int Starter => Data[Offsets.Starter];
public byte PikaFriendship
{
get => Data[Offsets.PikaFriendship];
set => Data[Offsets.PikaFriendship] = value;
}
public int PikaBeachScore
{
get => BinaryCodedDecimal.ToInt32LE(Data.AsSpan(Offsets.PikaBeachScore, 2));
set => BinaryCodedDecimal.WriteBytesLE(Data.AsSpan(Offsets.PikaBeachScore, 2), Math.Min(9999, value));
}
public override string PlayTimeString => !PlayedMaximum ? base.PlayTimeString : $"{base.PlayTimeString} {Checksums.CRC16_CCITT(Data):X4}";
public override int PlayedHours
{
get => Data[Offsets.PlayTime + 0];
set
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{
if (value >= byte.MaxValue) // Set 255:00:00.00 and flag
{
PlayedMaximum = true;
value = byte.MaxValue;
PlayedMinutes = PlayedSeconds = PlayedFrames = 0;
}
Data[Offsets.PlayTime + 0] = (byte) value;
}
}
public bool PlayedMaximum
{
get => Data[Offsets.PlayTime + 1] != 0;
set => Data[Offsets.PlayTime + 1] = value ? (byte)1 : (byte)0;
}
public override int PlayedMinutes
{
get => Data[Offsets.PlayTime + 2];
set => Data[Offsets.PlayTime + 2] = (byte)value;
}
public override int PlayedSeconds
{
get => Data[Offsets.PlayTime + 3];
set => Data[Offsets.PlayTime + 3] = (byte)value;
}
public int PlayedFrames
{
get => Data[Offsets.PlayTime + 4];
set => Data[Offsets.PlayTime + 4] = (byte)value;
}
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public int Badges
{
get => Data[Offsets.Badges];
set => Data[Offsets.Badges] = (byte)value;
}
private byte Options
{
get => Data[Offsets.Options];
set => Data[Offsets.Options] = value;
}
public bool BattleEffects
{
get => (Options & 0x80) == 0;
set => Options = (byte)((Options & 0x7F) | (value ? 0 : 0x80));
}
public bool BattleStyleSwitch
{
get => (Options & 0x40) == 0;
set => Options = (byte)((Options & 0xBF) | (value ? 0 : 0x40));
}
public int Sound
{
get => (Options & 0x30) >> 4;
set => Options = (byte)((Options & 0xCF) | ((value & 3) << 4));
}
public int TextSpeed
{
get => Options & 0x7;
set => Options = (byte)((Options & 0xF8) | (value & 7));
}
// yellow only
public byte GBPrinterBrightness { get => Data[Offsets.PrinterBrightness]; set => Data[Offsets.PrinterBrightness] = value; }
public override uint Money
{
get => (uint)BinaryCodedDecimal.ToInt32BE(Data.AsSpan(Offsets.Money, 3));
set
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{
value = (uint)Math.Min(value, MaxMoney);
BinaryCodedDecimal.WriteBytesBE(Data.AsSpan(Offsets.Money, 3), (int)value);
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}
}
public uint Coin
{
get => (uint)BinaryCodedDecimal.ToInt32BE(Data.AsSpan(Offsets.Coin, 2));
set
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{
value = (ushort)Math.Min(value, MaxCoins);
BinaryCodedDecimal.WriteBytesBE(Data.AsSpan(Offsets.Coin, 2), (int)value);
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}
}
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private readonly ushort[] LegalItems = Legal.Pouch_Items_RBY;
public override IReadOnlyList<InventoryPouch> Inventory
{
get
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{
ushort[] legalItems = LegalItems;
InventoryPouch[] pouch =
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{
new InventoryPouchGB(InventoryType.Items, legalItems, 99, Offsets.Items, 20),
new InventoryPouchGB(InventoryType.PCItems, legalItems, 99, Offsets.PCItems, 50),
};
return pouch.LoadAll(Data);
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}
set => value.SaveAll(Data);
}
public override int GetDaycareSlotOffset(int loc, int slot)
{
return DaycareOffset;
}
public override uint? GetDaycareEXP(int loc, int slot)
{
return null;
}
public override bool? IsDaycareOccupied(int loc, int slot)
{
if (loc == 0 && slot == 0)
return Data[Offsets.Daycare] == 0x01;
return null;
}
public override void SetDaycareEXP(int loc, int slot, uint EXP)
{
// todo
}
public override void SetDaycareOccupied(int loc, int slot, bool occupied)
{
// todo
}
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// Storage
public override int PartyCount
{
get => Data[Offsets.Party];
protected set => Data[Offsets.Party] = (byte)value;
}
public override int GetBoxOffset(int box)
{
return Data.Length - SIZE_RESERVED + (box * SIZE_BOX);
}
public override int GetPartyOffset(int slot)
{
return Data.Length - SIZE_RESERVED + (BoxCount * SIZE_BOX) + (slot * SIZE_STORED);
}
public override int CurrentBox
{
get => Data[Offsets.CurrentBoxIndex] & 0x7F;
set => Data[Offsets.CurrentBoxIndex] = (byte)((Data[Offsets.CurrentBoxIndex] & 0x80) | (value & 0x7F));
}
public bool CurrentBoxChanged
{
get => (Data[Offsets.CurrentBoxIndex] & 0x80) != 0;
set => Data[Offsets.CurrentBoxIndex] = (byte)((Data[Offsets.CurrentBoxIndex] & 0x7F) | (byte)(value ? 0x80 : 0));
}
public override string GetBoxName(int box)
{
return $"BOX {box + 1}";
}
public override void SetBoxName(int box, string value)
{
// Don't allow for custom box names
}
protected override PKM GetPKM(byte[] data)
{
if (data.Length == SIZE_STORED)
return new PokeList1(data, PokeListType.Single, Japanese)[0];
return new PK1(data);
}
protected override byte[] DecryptPKM(byte[] data)
{
return data;
}
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// Pokédex
protected override void SetDex(PKM pk)
{
ushort species = pk.Species;
if (!CanSetDex(species))
return;
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SetCaught(pk.Species, true);
SetSeen(pk.Species, true);
}
private bool CanSetDex(ushort species)
{
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if (species == 0)
return false;
if (species > MaxSpeciesID)
return false;
if (Version == GameVersion.Invalid)
return false;
return true;
}
public override bool GetSeen(ushort species) => GetDexFlag(Offsets.DexSeen, species);
public override bool GetCaught(ushort species) => GetDexFlag(Offsets.DexCaught, species);
public override void SetSeen(ushort species, bool seen) => SetDexFlag(Offsets.DexSeen, species, seen);
public override void SetCaught(ushort species, bool caught) => SetDexFlag(Offsets.DexCaught, species, caught);
private bool GetDexFlag(int region, ushort species)
{
int bit = species - 1;
int ofs = bit >> 3;
return GetFlag(region + ofs, bit & 7);
}
private void SetDexFlag(int region, ushort species, bool value)
{
int bit = species - 1;
int ofs = bit >> 3;
SetFlag(region + ofs, bit & 7, value);
}
public override void WriteSlotFormatStored(PKM pk, Span<byte> data, int offset)
{
// pk that have never been boxed have yet to save the 'current level' for box indication
// set this value at this time
((PK1)pk).Stat_LevelBox = pk.CurrentLevel;
base.WriteSlotFormatStored(pk, Data, offset);
}
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public override void WriteBoxSlot(PKM pk, Span<byte> data, int offset)
{
// pk that have never been boxed have yet to save the 'current level' for box indication
// set this value at this time
((PK1)pk).Stat_LevelBox = pk.CurrentLevel;
base.WriteBoxSlot(pk, Data, offset);
}
private const int SpawnFlagCount = 0xF0;
public bool[] EventSpawnFlags
{
get
{
// RB uses 0xE4 (0xE8) flags, Yellow uses 0xF0 flags. Just grab 0xF0
bool[] data = new bool[SpawnFlagCount];
for (int i = 0; i < data.Length; i++)
data[i] = GetFlag(Offsets.ObjectSpawnFlags + (i >> 3), i & 7);
return data;
}
set
{
if (value.Length != SpawnFlagCount)
return;
for (int i = 0; i < value.Length; i++)
SetFlag(Offsets.ObjectSpawnFlags + (i >> 3), i & 7, value[i]);
}
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}
public override string GetString(ReadOnlySpan<byte> data) => StringConverter12.GetString(data, Japanese);
public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
{
return StringConverter12.SetString(destBuffer, value, maxLength, Japanese, option);
}
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}