PKHeX/PKHeX.Core/Saves/Substructures/Gen7/BattleTree7.cs

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4.3 KiB
C#
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using System;
using System.ComponentModel;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class BattleTree7 : SaveBlock
{
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 BattleTree7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public BattleTree7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public int GetTreeStreak(int battletype, bool super, bool max)
{
if (battletype > 3)
throw new ArgumentOutOfRangeException(nameof(battletype));
var offset = GetStreakOffset(battletype, super, max);
return ReadUInt16LittleEndian(Data.AsSpan(Offset + offset));
}
public void SetTreeStreak(int value, int battletype, bool super, bool max)
{
if (battletype > 3)
throw new ArgumentOutOfRangeException(nameof(battletype));
if (value > ushort.MaxValue)
value = ushort.MaxValue;
var offset = GetStreakOffset(battletype, super, max);
WriteUInt16LittleEndian(Data.AsSpan(Offset + offset), (ushort)value);
}
private static int GetStreakOffset(int battletype, bool super, bool max)
{
int offset = 8 * battletype;
if (super)
offset += 2;
if (max)
offset += 4;
return offset;
}
private const int ScoutCount = 50;
public BattleTreeTrainer GetTrainer(in int index)
{
if ((uint)index >= ScoutCount)
throw new ArgumentOutOfRangeException(nameof(index));
var id = ReadInt16LittleEndian(Data.AsSpan(Offset + 0x24 + (index * 2)));
var p1 = ReadInt16LittleEndian(Data.AsSpan(Offset + 0x88 + (index * 2)));
var p2 = ReadInt16LittleEndian(Data.AsSpan(Offset + 0xEC + (index * 2)));
var a1 = (sbyte)Data[Offset + 0x154 + index];
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var a2 = (sbyte)Data[Offset + 0x186 + index];
var poke1 = new BattleTreePokemon(p1, a1);
var poke2 = new BattleTreePokemon(p2, a2);
return new BattleTreeTrainer(id, poke1, poke2);
}
public void SetTrainer(BattleTreeTrainer tr, in int index)
{
if ((uint)index >= ScoutCount)
throw new ArgumentOutOfRangeException(nameof(index));
WriteInt16LittleEndian(Data.AsSpan(Offset + 0x24 + (index * 2)), tr.ID );
WriteInt16LittleEndian(Data.AsSpan(Offset + 0x88 + (index * 2)), tr.Poke1.ID);
WriteInt16LittleEndian(Data.AsSpan(Offset + 0xEC + (index * 2)), tr.Poke2.ID);
Data[Offset + 0x154 + index] = (byte)tr.Poke1.AbilityIndex;
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Data[Offset + 0x186 + index] = (byte)tr.Poke2.AbilityIndex;
}
public int Music
{
get => ReadInt32LittleEndian(Data.AsSpan(Offset + 0x18));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x18), value);
}
public BattleTreeTrainer[] ScoutedTrainers
{
get
{
var result = new BattleTreeTrainer[ScoutCount];
for (int i = 0; i < result.Length; i++)
result[i] = GetTrainer(i);
return result;
}
set
{
for (int i = 0; i < value.Length; i++)
SetTrainer(value[i], i);
}
}
}
[TypeConverter(typeof(ValueTypeTypeConverter))]
public sealed class BattleTreeTrainer
{
public short ID { get; set; }
public BattleTreePokemon Poke1 { get; set; }
public BattleTreePokemon Poke2 { get; set; }
public BattleTreeTrainer(short id, BattleTreePokemon poke1, BattleTreePokemon poke2)
{
ID = id;
Poke1 = poke1;
Poke2 = poke2;
}
public override string ToString() => $"{ID}: [{Poke1}] & [{Poke2}]";
}
[TypeConverter(typeof(ValueTypeTypeConverter))]
public sealed class BattleTreePokemon
{
public short ID { get; set; }
public sbyte AbilityIndex { get; set; }
public BattleTreePokemon(short p1, sbyte a1)
{
ID = p1;
AbilityIndex = a1;
}
public override string ToString() => $"{ID},{AbilityIndex}";
}
}