PKHeX/PKHeX.Core/Editing/Saves/Slots/Extensions.cs

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using System.Collections.Generic;
namespace PKHeX.Core
{
public static partial class Extensions
{
public static IReadOnlyList<PKM> GetAllPKM(this SaveFile sav)
{
var pkms = new List<PKM>();
if (sav.HasBox)
pkms.AddRange(sav.BoxData);
if (sav.HasParty)
pkms.AddRange(sav.PartyData);
if (sav.HasBattleBox)
pkms.AddRange(sav.BattleBoxData);
var extra = sav.GetExtraPKM();
pkms.AddRange(extra);
pkms.RemoveAll(z => z.Species == 0);
return pkms;
}
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public static PKM[] GetExtraPKM(this SaveFile sav) => sav.GetExtraPKM(sav.GetExtraSlots());
public static PKM[] GetExtraPKM(this SaveFile sav, IList<SlotInfoMisc> slots)
{
slots ??= sav.GetExtraSlots();
var arr = new PKM[slots.Count];
for (int i = 0; i < slots.Count; i++)
arr[i] = slots[i].Read(sav);
return arr;
}
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public static List<SlotInfoMisc> GetExtraSlots(this SaveFile sav, bool all = false)
{
var slots = GetExtraSlotsUnsafe(sav, all);
for (int i = 0; i < slots.Count;)
{
if (slots[i].Offset < 0)
slots.RemoveAt(i);
else
++i;
}
return slots;
}
private static readonly List<SlotInfoMisc> None = new List<SlotInfoMisc>();
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private static List<SlotInfoMisc> GetExtraSlotsUnsafe(SaveFile sav, bool all)
{
return sav switch
{
SAV2 sav2 => GetExtraSlots2(sav2),
SAV3 sav3 => GetExtraSlots3(sav3),
SAV4 sav4 => GetExtraSlots4(sav4),
SAV5 sav5 => GetExtraSlots5(sav5),
SAV6XY xy => GetExtraSlots6XY(xy),
SAV6AO xy => GetExtraSlots6AO(xy),
SAV7 sav7 => GetExtraSlots7(sav7, all),
_ => None
};
}
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private static List<SlotInfoMisc> GetExtraSlots2(SAV2 sav)
{
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GetDaycareSlotOffset(0, 2)) {Type = StorageSlotType.Daycare } // egg
};
}
private static List<SlotInfoMisc> GetExtraSlots3(SAV3 sav)
{
if (!sav.FRLG)
return None;
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GetBlockOffset(4) + 0xE18) {Type = StorageSlotType.Daycare }
};
}
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private static List<SlotInfoMisc> GetExtraSlots4(SAV4 sav)
{
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GTS) {Type = StorageSlotType.GTS },
};
}
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private static List<SlotInfoMisc> GetExtraSlots5(SAV5 sav)
{
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GTS) {Type = StorageSlotType.GTS},
new SlotInfoMisc(0, sav.Fused) {Type = StorageSlotType.Fused}
};
}
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private static List<SlotInfoMisc> GetExtraSlots6XY(SAV6XY sav)
{
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GTS) {Type = StorageSlotType.GTS},
new SlotInfoMisc(0, sav.Fused) {Type = StorageSlotType.Fused},
new SlotInfoMisc(0, sav.SUBE) {Type = StorageSlotType.Misc},
};
}
private static List<SlotInfoMisc> GetExtraSlots6AO(SAV6AO sav)
{
return new List<SlotInfoMisc>
{
new SlotInfoMisc(0, sav.GTS) {Type = StorageSlotType.GTS},
new SlotInfoMisc(0, sav.Fused) {Type = StorageSlotType.Fused}
};
}
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private static List<SlotInfoMisc> GetExtraSlots7(SAV7 sav, bool all)
{
var list = new List<SlotInfoMisc>
{
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 SlotInfoMisc(0, sav.AllBlocks[07].Offset) {Type = StorageSlotType.GTS},
new SlotInfoMisc(0, sav.GetFusedSlotOffset(0)) {Type = StorageSlotType.Fused}
};
if (sav is SAV7USUM)
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{
list.AddRange(new[]
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{
new SlotInfoMisc(1, sav.GetFusedSlotOffset(1)) {Type = StorageSlotType.Fused},
new SlotInfoMisc(2, sav.GetFusedSlotOffset(2)) {Type = StorageSlotType.Fused},
});
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}
if (!all)
return list;
for (int i = 0; i < ResortSave7.ResortCount; i++)
list.Add(new SlotInfoMisc(i, sav.ResortSave.GetResortSlotOffset(i)) { Type = StorageSlotType.Resort });
return list;
}
}
}