PKHeX/PKHeX.Core/PKM/Shared/GBPKM.cs

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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
public abstract class GBPKM : PKM
{
internal const int STRLEN_J = 6;
internal const int STRLEN_U = 11;
public override int MaxBallID => -1;
public override int MaxGameID => -1;
public override int MaxIV => 15;
public override int MaxEV => ushort.MaxValue;
public override int OTLength => Japanese ? 5 : 7;
public override int NickLength => Japanese ? 5 : 10;
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public override IReadOnlyList<ushort> ExtraBytes => Array.Empty<ushort>();
public override string FileNameWithoutExtension
{
get
{
string form = AltForm > 0 ? $"-{AltForm:00}" : string.Empty;
string star = IsShiny ? " ★" : string.Empty;
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return $"{Species:000}{form}{star} - {Nickname} - {Checksums.CRC16_CCITT(Encrypt()):X4}";
}
}
private int StringLength => Japanese ? STRLEN_J : STRLEN_U;
public override bool Japanese => otname.Length == STRLEN_J;
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 byte[] Data { get; }
protected GBPKM(byte[] data, bool jp = false)
{
int partySize = SIZE_PARTY;
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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if (data.Length != partySize)
Array.Resize(ref data, partySize);
Data = data;
int strLen = jp ? STRLEN_J : STRLEN_U;
// initialize string buffers
otname = new byte[strLen];
nick = new byte[strLen];
for (int i = 0; i < otname.Length; i++)
otname[i] = nick[i] = 0x50;
}
internal byte[] otname;
internal byte[] nick;
// Trash Bytes
public override byte[] Nickname_Trash { get => nick; set { if (value.Length == nick.Length) nick = value; } }
public override byte[] OT_Trash { get => otname; set { if (value.Length == otname.Length) otname = value; } }
public override byte[] EncryptedPartyData => Encrypt();
public override byte[] EncryptedBoxData => Encrypt();
public override byte[] DecryptedBoxData => Encrypt();
public override byte[] DecryptedPartyData => Encrypt();
private bool? _isnicknamed;
public override bool IsNicknamed
{
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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get => _isnicknamed ??= !nick.SequenceEqual(GetNonNickname(GuessedLanguage()));
set
{
_isnicknamed = value;
if (_isnicknamed == false)
SetNotNicknamed(GuessedLanguage());
}
}
protected bool IsNicknamedBank
{
get
{
var spName = SpeciesName.GetSpeciesNameGeneration(Species, GuessedLanguage(), Format);
return Nickname != spName;
}
}
public override int Language
{
get
{
if (Japanese)
return (int)LanguageID.Japanese;
if (Korean)
return (int)LanguageID.Korean;
if (StringConverter12.IsG12German(otname))
return (int)LanguageID.German; // german
int lang = SpeciesName.GetSpeciesNameLanguage(Species, Nickname, Format);
if (lang > 0)
return lang;
return 0;
}
set
{
if (Japanese)
return;
if (Korean)
return;
if (IsNicknamed)
return;
SetNotNicknamed(value);
}
}
public override string Nickname
{
get
{
if (Korean)
return StringConverter2KOR.GetString2KOR(nick, 0, nick.Length);
return StringConverter12.GetString1(nick, 0, nick.Length, Japanese);
}
set
{
if (!IsNicknamed && Nickname == value)
return;
GetStringSpecial(value, StringLength).CopyTo(nick, 0);
}
}
public override string OT_Name
{
get
{
if (Korean)
return StringConverter2KOR.GetString2KOR(otname, 0, otname.Length);
return StringConverter12.GetString1(otname, 0, otname.Length, Japanese);
}
set => GetStringSpecial(value, StringLength).CopyTo(otname, 0);
}
public override int Gender
{
get
{
int gv = PersonalInfo.Gender;
if (gv == 255)
return 2;
if (gv == 254)
return 1;
if (gv == 0)
return 0;
return IV_ATK > gv >> 4 ? 0 : 1;
}
set { }
}
#region Future, Unused Attributes
public override bool IsGenderValid() => true; // not a separate property, derived via IVs
public override uint EncryptionConstant { get => 0; set { } }
public override uint PID { get => 0; set { } }
public override int Met_Level { get => 0; set { } }
public override int Nature { get => 0; set { } }
public override bool IsEgg { get => false; set { } }
public override int HeldItem { get => 0; set { } }
public override ushort Sanity { get => 0; set { } }
public override bool ChecksumValid => true;
public override ushort Checksum { get => 0; set { } }
public override bool FatefulEncounter { get => false; set { } }
public override int TSV => 0x0000;
public override int PSV => 0xFFFF;
public override int Characteristic => -1;
public override int MarkValue { get => 0; protected set { } }
public override int CurrentFriendship { get => 0; set { } }
public override int Ability { get => -1; set { } }
public override int CurrentHandler { get => 0; set { } }
public override int Met_Location { get => 0; set { } }
public override int Egg_Location { get => 0; set { } }
public override int OT_Friendship { get => 0; set { } }
public override int OT_Gender { get => 0; set { } }
public override int Ball { get => 0; set { } }
public override int SID { get => 0; set { } }
#endregion
public override bool IsShiny => IV_DEF == 10 && IV_SPE == 10 && IV_SPC == 10 && (IV_ATK & 2) == 2;
private int HPVal => GetHiddenPowerBitVal(new[] { IV_SPC, IV_SPE, IV_DEF, IV_ATK });
public override int HPPower => (((5 * HPVal) + (IV_SPC % 4)) / 2) + 31;
public override int HPType
{
get => ((IV_ATK & 3) << 2) | (IV_DEF & 3); set
{
IV_DEF = ((IV_DEF >> 2) << 2) | (value & 3);
IV_DEF = ((IV_ATK >> 2) << 2) | ((value >> 2) & 3);
}
}
public override int AltForm
{
get
{
if (Species != 201) // Unown
return 0;
uint formeVal = 0;
formeVal |= (uint)((IV_ATK & 0x6) << 5);
formeVal |= (uint)((IV_DEF & 0x6) << 3);
formeVal |= (uint)((IV_SPE & 0x6) << 1);
formeVal |= (uint)((IV_SPC & 0x6) >> 1);
return (int)(formeVal / 10);
}
set { }
}
public abstract ushort DV16 { get; set; }
public override int IV_HP { get => ((IV_ATK & 1) << 3) | ((IV_DEF & 1) << 2) | ((IV_SPE & 1) << 1) | ((IV_SPC & 1) << 0); set { } }
public override int IV_ATK { get => (DV16 >> 12) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 12)) | (ushort)((value > 0xF ? 0xF : value) << 12)); }
public override int IV_DEF { get => (DV16 >> 8) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 8)) | (ushort)((value > 0xF ? 0xF : value) << 8)); }
public override int IV_SPE { get => (DV16 >> 4) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 4)) | (ushort)((value > 0xF ? 0xF : value) << 4)); }
public int IV_SPC { get => (DV16 >> 0) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 0)) | (ushort)((value > 0xF ? 0xF : value) << 0)); }
public override int IV_SPA { get => IV_SPC; set => IV_SPC = value; }
public override int IV_SPD { get => IV_SPC; set { } }
public void SetNotNicknamed() => nick = GetNonNickname(GuessedLanguage()).ToArray();
public void SetNotNicknamed(int language) => nick = GetNonNickname(language).ToArray();
private IEnumerable<byte> GetNonNickname(int language)
{
var name = SpeciesName.GetSpeciesNameGeneration(Species, language, Format);
var bytes = SetString(name, StringLength);
var data = bytes.Concat(Enumerable.Repeat((byte)0x50, nick.Length - bytes.Length));
if (!Korean)
data = data.Select(b => (byte)(b == 0xF2 ? 0xE8 : b)); // Decimal point<->period fix
return data;
}
public int GuessedLanguage(int fallback = (int)LanguageID.English)
{
int lang = Language;
if (lang > 0)
return lang;
if (fallback == (int)LanguageID.French || fallback == (int)LanguageID.German) // only other permitted besides English
return fallback;
return (int)LanguageID.English;
}
/// <summary>
/// Tries to guess the source language ID when transferred to future generations (7+)
/// </summary>
/// <param name="destLanguage">Destination language ID</param>
/// <returns>Source language ID</returns>
protected int TransferLanguage(int destLanguage)
{
// if the Species name of the destination language matches the current nickname, transfer with that language.
var expect = SpeciesName.GetSpeciesNameGeneration(Species, destLanguage, 2);
if (Nickname == expect)
return destLanguage;
return GuessedLanguage(destLanguage);
}
public override ushort[] GetStats(PersonalInfo p)
{
var lv = Stat_Level;
ushort[] stats =
{
GetStat(p.HP , IV_HP , EV_HP , lv),
GetStat(p.ATK, IV_ATK, EV_ATK, lv),
GetStat(p.DEF, IV_DEF, EV_DEF, lv),
GetStat(p.SPE, IV_SPE, EV_SPE, lv),
GetStat(p.SPA, IV_SPA, EV_SPA, lv),
GetStat(p.SPD, IV_SPD, EV_SPD, lv),
};
stats[0] += (ushort)(5 + lv); // HP
return stats;
}
protected static ushort GetStat(int BV, int IV, int EV, int LV)
{
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EV = (ushort)Math.Min(255, Math.Sqrt(EV) + 1) >> 2;
return (ushort)((((2 * (BV + IV)) + EV) * LV / 100) + 5);
}
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public override int GetMovePP(int move, int ppup)
{
var pp = base.GetMovePP(move, 0);
return pp + (ppup * Math.Min(7, pp / 5));
}
/// <summary>
/// Applies <see cref="PKM.IVs"/> to the <see cref="PKM"/> to make it shiny.
/// </summary>
public override void SetShiny()
{
IV_ATK |= 2;
IV_DEF = 10;
IV_SPE = 10;
IV_SPA = 10;
}
protected string GetString(int Offset, int Count)
{
if (Korean)
return StringConverter2KOR.GetString2KOR(Data, Offset, Count);
return StringConverter12.GetString1(Data, Offset, Count, Japanese);
}
private byte[] SetString(string value, int maxLength)
{
if (Korean)
return StringConverter2KOR.SetString2KOR(value, maxLength - 1);
return StringConverter12.SetString1(value, maxLength - 1, Japanese);
}
private byte[] GetStringSpecial(string value, int length)
{
byte[] strdata = SetString(value, length);
if (nick.All(b => b != 0) || nick[length - 1] != 0x50 || Array.FindIndex(nick, b => b == 0) != strdata.Length - 1)
return strdata;
int firstInd = Array.FindIndex(nick, b => b == 0);
for (int i = firstInd; i < length - 1; i++)
{
if (nick[i] != 0)
break;
}
return strdata.Take(strdata.Length - 1).ToArray();
}
}
}