PKHeX/PKHeX.Core/Saves/Substructures/Gen3/StrategyMemo.cs

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C#
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using System;
using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class StrategyMemo
{
private readonly bool XD;
public const int SIZE_ENTRY = 12;
private readonly List<StrategyMemoEntry> Entries;
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 const int MAX_COUNT = 500;
private StrategyMemoEntry? this[int Species] => Entries.Find(e => e.Species == Species);
private readonly ushort _unk;
public StrategyMemo(bool xd = true) : this(new byte[4], 0, xd) { }
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
public StrategyMemo(byte[] input, int offset, bool xd)
{
XD = xd;
int count = ReadUInt16BigEndian(input.AsSpan(offset));
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
if (count > MAX_COUNT)
count = MAX_COUNT;
_unk = ReadUInt16BigEndian(input.AsSpan(offset + 2));
Entries = new List<StrategyMemoEntry>(count);
for (int i = 0; i < count; i++)
{
var entry = Read(input, offset, i);
Entries.Add(entry);
}
}
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private StrategyMemoEntry Read(byte[] input, int offset, int index)
{
var ofs = 4 + offset + (SIZE_ENTRY * index);
var span = input.AsSpan(ofs, SIZE_ENTRY);
var data = span.ToArray();
return new StrategyMemoEntry(XD, data);
}
public byte[] Write()
{
var result = new byte[4 + (Entries.Count * SIZE_ENTRY)];
WriteInt16BigEndian(result.AsSpan(0), (short)Entries.Count);
WriteInt16BigEndian(result.AsSpan(2), (short)_unk);
var count = Math.Min(MAX_COUNT, Entries.Count);
for (int i = 0; i < count; i++)
Entries[i].Data.CopyTo(result, 4 + (i * SIZE_ENTRY));
return result;
}
public StrategyMemoEntry GetEntry(int Species)
{
return this[Species] ?? new StrategyMemoEntry(XD);
}
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public void SetEntry(StrategyMemoEntry entry)
{
int index = Entries.FindIndex(ent => ent.Species == entry.Species);
if (index >= 0)
Entries[index] = entry;
else
Entries.Add(entry);
}
}
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public sealed class StrategyMemoEntry
{
public readonly byte[] Data;
private readonly bool XD;
public StrategyMemoEntry(bool xd) : this(xd, new byte[StrategyMemo.SIZE_ENTRY]) { }
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public StrategyMemoEntry(bool xd, byte[] data)
{
Data = data;
XD = xd;
}
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
public int Species
{
get
{
int val = ReadUInt16BigEndian(Data.AsSpan(0)) & 0x1FF;
return SpeciesConverter.GetG4Species(val);
}
set
{
value = SpeciesConverter.GetG3Species(value);
int cval = ReadUInt16BigEndian(Data.AsSpan(0));
cval &= 0xE00; value &= 0x1FF; cval |= value;
WriteUInt16BigEndian(Data.AsSpan(0x00), (ushort)cval);
}
}
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private bool Flag0 { get => Data[0] >> 6 == 1; set { Data[0] &= 0xBF; if (value) Data[0] |= 0x40; } } // Unused
private bool Flag1 { get => Data[0] >> 7 == 1; set { Data[0] &= 0x7F; if (value) Data[0] |= 0x80; } } // Complete Entry
public int SID { get => ReadUInt16BigEndian(Data.AsSpan(4)); set => WriteUInt16BigEndian(Data.AsSpan(4), (ushort)value); }
public int TID { get => ReadUInt16BigEndian(Data.AsSpan(6)); set => WriteUInt16BigEndian(Data.AsSpan(6), (ushort)value); }
public uint PID { get => ReadUInt32BigEndian(Data.AsSpan(8)); set => WriteUInt32BigEndian(Data.AsSpan(8), value); }
public bool Seen
{
get
{
if (XD) return !Flag1;
return Species != 0;
}
set
{
if (XD)
Flag1 = !value;
else if (!value)
new byte[StrategyMemo.SIZE_ENTRY].CopyTo(Data, 0);
}
}
public bool Owned
{
get
{
if (XD) return false;
return Flag0 || !Flag1;
}
set
{
if (XD) return;
if (!value)
Flag1 = true;
}
}
public bool IsEmpty => Species == 0;
public bool Matches(int species, uint pid, int tid, int sid) => Species == species && PID == pid && TID == tid && SID == sid;
}
}