2019-06-09 02:56:11 +00:00
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using System;
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2020-05-25 01:31:52 +00:00
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using System.ComponentModel;
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2019-06-09 02:56:11 +00:00
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namespace PKHeX.Core
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{
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2020-05-25 01:31:52 +00:00
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#pragma warning disable CA1819 // Properties should not return arrays
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2019-10-04 02:09:02 +00:00
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public sealed class BattleTree7 : SaveBlock
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2019-06-09 02:56:11 +00:00
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{
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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 BattleTree7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public BattleTree7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
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2019-06-09 02:56:11 +00:00
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public int GetTreeStreak(int battletype, bool super, bool max)
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{
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if (battletype > 3)
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throw new ArgumentException(nameof(battletype));
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var offset = GetStreakOffset(battletype, super, max);
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return BitConverter.ToUInt16(Data, Offset + offset);
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}
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public void SetTreeStreak(int value, int battletype, bool super, bool max)
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{
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if (battletype > 3)
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throw new ArgumentException(nameof(battletype));
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if (value > ushort.MaxValue)
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value = ushort.MaxValue;
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var offset = GetStreakOffset(battletype, super, max);
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BitConverter.GetBytes((ushort)value).CopyTo(Data, Offset + offset);
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}
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private static int GetStreakOffset(int battletype, bool super, bool max)
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{
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int offset = 8 * battletype;
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if (super)
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offset += 2;
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if (max)
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offset += 4;
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return offset;
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}
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2020-05-25 01:31:52 +00:00
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private const int ScoutCount = 50;
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public BattleTreeTrainer GetTrainer(in int index)
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{
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if ((uint)index >= ScoutCount)
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throw new ArgumentException(nameof(index));
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var id = BitConverter.ToInt16(Data, Offset + 0x24 + (index * 2));
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var p1 = BitConverter.ToInt16(Data, Offset + 0x88 + (index * 2));
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var p2 = BitConverter.ToInt16(Data, Offset + 0xEC + (index * 2));
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var a1 = (sbyte)Data[Offset + 0x154 + index];
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2020-05-25 01:42:08 +00:00
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var a2 = (sbyte)Data[Offset + 0x186 + index];
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2020-05-25 01:31:52 +00:00
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var poke1 = new BattleTreePokemon(p1, a1);
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var poke2 = new BattleTreePokemon(p2, a2);
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return new BattleTreeTrainer(id, poke1, poke2);
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}
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public void SetTrainer(BattleTreeTrainer tr, in int index)
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{
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if ((uint)index >= ScoutCount)
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throw new ArgumentException(nameof(index));
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BitConverter.GetBytes(tr.ID).CopyTo(Data, Offset + 0x24 + (index * 2));
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BitConverter.GetBytes(tr.Poke1.ID).CopyTo(Data, Offset + 0x88 + (index * 2));
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BitConverter.GetBytes(tr.Poke2.ID).CopyTo(Data, Offset + 0xEC + (index * 2));
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Data[Offset + 0x154 + index] = (byte)tr.Poke1.AbilityIndex;
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2020-05-25 01:42:08 +00:00
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Data[Offset + 0x186 + index] = (byte)tr.Poke2.AbilityIndex;
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2020-05-25 01:31:52 +00:00
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}
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public int Music
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{
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get => BitConverter.ToInt32(Data, Offset + 0x18);
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set => BitConverter.GetBytes(value).CopyTo(Data, Offset + 0x18);
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}
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public BattleTreeTrainer[] ScoutedTrainers
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{
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get
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{
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var result = new BattleTreeTrainer[ScoutCount];
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for (int i = 0; i < result.Length; i++)
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result[i] = GetTrainer(i);
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return result;
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}
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set
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{
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for (int i = 0; i < value.Length; i++)
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SetTrainer(value[i], i);
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}
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}
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}
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[TypeConverter(typeof(ValueTypeTypeConverter))]
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public class BattleTreeTrainer
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{
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public short ID { get; set; }
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public BattleTreePokemon Poke1 { get; set; }
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public BattleTreePokemon Poke2 { get; set; }
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public BattleTreeTrainer(short id, BattleTreePokemon poke1, BattleTreePokemon poke2)
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{
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ID = id;
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Poke1 = poke1;
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Poke2 = poke2;
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}
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public override string ToString() => $"{ID}: [{Poke1}] & [{Poke2}]";
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}
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[TypeConverter(typeof(ValueTypeTypeConverter))]
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public class BattleTreePokemon
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{
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public short ID { get; set; }
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public sbyte AbilityIndex { get; set; }
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public BattleTreePokemon(short p1, sbyte a1)
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{
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ID = p1;
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AbilityIndex = a1;
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}
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public override string ToString() => $"{ID},{AbilityIndex}";
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2019-06-09 02:56:11 +00:00
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}
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2020-05-25 01:31:52 +00:00
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}
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