PKHeX/PKHeX.Core/PKM/PK3.cs

351 lines
20 KiB
C#
Raw Normal View History

using System;
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
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary> Generation 3 <see cref="PKM"/> format. </summary>
public sealed class PK3 : G3PKM
{
2019-11-16 01:34:18 +00:00
private static readonly ushort[] Unused =
{
0x2A, 0x2B
};
2018-09-15 05:37:47 +00:00
public override int SIZE_PARTY => PokeCrypto.SIZE_3PARTY;
public override int SIZE_STORED => PokeCrypto.SIZE_3STORED;
public override int Format => 3;
public override PersonalInfo PersonalInfo => PersonalTable.RS[Species];
2019-11-16 01:34:18 +00:00
public override IReadOnlyList<ushort> ExtraBytes => Unused;
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 override byte[] Data { get; }
public PK3() => Data = new byte[PokeCrypto.SIZE_3PARTY];
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 PK3(byte[] data)
{
PokeCrypto.DecryptIfEncrypted3(ref data);
if (data.Length != PokeCrypto.SIZE_3PARTY)
Array.Resize(ref data, PokeCrypto.SIZE_3PARTY);
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
Data = data;
}
2018-09-15 05:37:47 +00:00
2019-06-19 03:55:35 +00:00
public override PKM Clone()
{
// Don't use the byte[] constructor, the DecryptIfEncrypted call is based on checksum.
2019-06-19 03:55:35 +00:00
// An invalid checksum will shuffle the data; we already know it's un-shuffled. Set up manually.
var pk = new PK3 {Identifier = Identifier};
Data.CopyTo(pk.Data, 0);
return pk;
}
private string GetString(int Offset, int Count) => StringConverter3.GetString3(Data, Offset, Count, Japanese);
private byte[] SetString(string value, int maxLength) => StringConverter3.SetString3(value, maxLength, Japanese);
private const string EggNameJapanese = "タマゴ";
// Trash Bytes
public override byte[] Nickname_Trash { get => GetData(0x08, 10); set { if (value?.Length == 10) value.CopyTo(Data, 0x08); } }
public override byte[] OT_Trash { get => GetData(0x14, 7); set { if (value?.Length == 7) value.CopyTo(Data, 0x14); } }
// At top for System.Reflection execution order hack
// 0x20 Intro
public override uint PID { get => BitConverter.ToUInt32(Data, 0x00); set => BitConverter.GetBytes(value).CopyTo(Data, 0x00); }
public override int TID { get => BitConverter.ToUInt16(Data, 0x04); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x04); }
public override int SID { get => BitConverter.ToUInt16(Data, 0x06); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x06); }
public override string Nickname { get => GetString(0x08, 10); set => SetString(IsEgg ? EggNameJapanese : value, 10).CopyTo(Data, 0x08); }
public override int Language { get => Data[0x12]; set => Data[0x12] = (byte)value; }
public bool FlagIsBadEgg { get => (Data[0x13] & 1) != 0; set => Data[0x13] = (byte)((Data[0x13] & ~1) | (value ? 1 : 0)); }
public bool FlagHasSpecies { get => (Data[0x13] & 2) != 0; set => Data[0x13] = (byte)((Data[0x13] & ~2) | (value ? 2 : 0)); }
public bool FlagIsEgg { get => (Data[0x13] & 4) != 0; set => Data[0x13] = (byte)((Data[0x13] & ~4) | (value ? 4 : 0)); }
public override string OT_Name { get => GetString(0x14, 7); set => SetString(value, 7).CopyTo(Data, 0x14); }
2017-09-17 20:07:12 +00:00
public override int MarkValue { get => SwapBits(Data[0x1B], 1, 2); protected set => Data[0x1B] = (byte)SwapBits(value, 1, 2); }
public override ushort Checksum { get => BitConverter.ToUInt16(Data, 0x1C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x1C); }
public override ushort Sanity { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes(value).CopyTo(Data, 0x1E); }
#region Block A
public int SpeciesID3 { get => BitConverter.ToUInt16(Data, 0x20); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x20); } // raw access
public override int Species
{
get => SpeciesConverter.GetG4Species(SpeciesID3);
set
{
SpeciesID3 = SpeciesConverter.GetG3Species(value);
FlagHasSpecies = Species > 0;
}
}
public override int SpriteItem => ItemConverter.GetG4Item((ushort)HeldItem);
public override int HeldItem { get => BitConverter.ToUInt16(Data, 0x22); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x22); }
public override uint EXP { get => BitConverter.ToUInt32(Data, 0x24); set => BitConverter.GetBytes(value).CopyTo(Data, 0x24); }
private byte PPUps { get => Data[0x28]; set => Data[0x28] = value; }
public override int Move1_PPUps { get => (PPUps >> 0) & 3; set => PPUps = (byte)((PPUps & ~(3 << 0)) | value << 0); }
public override int Move2_PPUps { get => (PPUps >> 2) & 3; set => PPUps = (byte)((PPUps & ~(3 << 2)) | value << 2); }
public override int Move3_PPUps { get => (PPUps >> 4) & 3; set => PPUps = (byte)((PPUps & ~(3 << 4)) | value << 4); }
public override int Move4_PPUps { get => (PPUps >> 6) & 3; set => PPUps = (byte)((PPUps & ~(3 << 6)) | value << 6); }
public override int OT_Friendship { get => Data[0x29]; set => Data[0x29] = (byte)value; }
// Unused 0x2A 0x2B
#endregion
#region Block B
public override int Move1 { get => BitConverter.ToUInt16(Data, 0x2C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x2C); }
public override int Move2 { get => BitConverter.ToUInt16(Data, 0x2E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x2E); }
public override int Move3 { get => BitConverter.ToUInt16(Data, 0x30); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x30); }
public override int Move4 { get => BitConverter.ToUInt16(Data, 0x32); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x32); }
public override int Move1_PP { get => Data[0x34]; set => Data[0x34] = (byte)value; }
public override int Move2_PP { get => Data[0x35]; set => Data[0x35] = (byte)value; }
public override int Move3_PP { get => Data[0x36]; set => Data[0x36] = (byte)value; }
public override int Move4_PP { get => Data[0x37]; set => Data[0x37] = (byte)value; }
#endregion
#region Block C
public override int EV_HP { get => Data[0x38]; set => Data[0x38] = (byte)value; }
public override int EV_ATK { get => Data[0x39]; set => Data[0x39] = (byte)value; }
public override int EV_DEF { get => Data[0x3A]; set => Data[0x3A] = (byte)value; }
public override int EV_SPE { get => Data[0x3B]; set => Data[0x3B] = (byte)value; }
public override int EV_SPA { get => Data[0x3C]; set => Data[0x3C] = (byte)value; }
public override int EV_SPD { get => Data[0x3D]; set => Data[0x3D] = (byte)value; }
public override int CNT_Cool { get => Data[0x3E]; set => Data[0x3E] = (byte)value; }
public override int CNT_Beauty { get => Data[0x3F]; set => Data[0x3F] = (byte)value; }
public override int CNT_Cute { get => Data[0x40]; set => Data[0x40] = (byte)value; }
public override int CNT_Smart { get => Data[0x41]; set => Data[0x41] = (byte)value; }
public override int CNT_Tough { get => Data[0x42]; set => Data[0x42] = (byte)value; }
public override int CNT_Sheen { get => Data[0x43]; set => Data[0x43] = (byte)value; }
#endregion
#region Block D
private byte PKRS { get => Data[0x44]; set => Data[0x44] = value; }
2018-09-15 05:37:47 +00:00
public override int PKRS_Days { get => PKRS & 0xF; set => PKRS = (byte)((PKRS & ~0xF) | value); }
public override int PKRS_Strain { get => PKRS >> 4; set => PKRS = (byte)((PKRS & 0xF) | value << 4); }
public override int Met_Location { get => Data[0x45]; set => Data[0x45] = (byte)value; }
// Origins
private ushort Origins { get => BitConverter.ToUInt16(Data, 0x46); set => BitConverter.GetBytes(value).CopyTo(Data, 0x46); }
public override int Met_Level { get => Origins & 0x7F; set => Origins = (ushort)((Origins & ~0x7F) | value); }
public override int Version { get => (Origins >> 7) & 0xF; set => Origins = (ushort)((Origins & ~0x780) | ((value & 0xF) << 7)); }
public override int Ball { get => (Origins >> 11) & 0xF; set => Origins = (ushort)((Origins & ~0x7800) | ((value & 0xF) << 11)); }
2018-09-15 05:37:47 +00:00
public override int OT_Gender { get => (Origins >> 15) & 1; set => Origins = (ushort)((Origins & ~(1 << 15)) | ((value & 1) << 15)); }
public uint IV32 { get => BitConverter.ToUInt32(Data, 0x48); set => BitConverter.GetBytes(value).CopyTo(Data, 0x48); }
public override int IV_HP { get => (int)(IV32 >> 00) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 00)) | ((value > 31 ? 31u : (uint)value) << 00); }
public override int IV_ATK { get => (int)(IV32 >> 05) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 05)) | ((value > 31 ? 31u : (uint)value) << 05); }
public override int IV_DEF { get => (int)(IV32 >> 10) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 10)) | ((value > 31 ? 31u : (uint)value) << 10); }
public override int IV_SPE { get => (int)(IV32 >> 15) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 15)) | ((value > 31 ? 31u : (uint)value) << 15); }
public override int IV_SPA { get => (int)(IV32 >> 20) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 20)) | ((value > 31 ? 31u : (uint)value) << 20); }
public override int IV_SPD { get => (int)(IV32 >> 25) & 0x1F; set => IV32 = (IV32 & ~(0x1Fu << 25)) | ((value > 31 ? 31u : (uint)value) << 25); }
public override bool IsEgg
{
get => ((IV32 >> 30) & 1) == 1;
set
{
IV32 = (IV32 & ~0x40000000u) | (value ? 0x40000000u : 0);
FlagIsEgg = value;
if (value)
{
Nickname = EggNameJapanese;
Language = (int) LanguageID.Japanese;
}
}
}
public override bool AbilityBit { get => IV32 >> 31 == 1; set => IV32 = (IV32 & 0x7FFFFFFF) | (value ? 1u << 31 : 0u); }
private uint RIB0 { get => BitConverter.ToUInt32(Data, 0x4C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x4C); }
public override int RibbonCountG3Cool { get => (int)(RIB0 >> 00) & 7; set => RIB0 = ((RIB0 & ~(7u << 00)) | (uint)(value & 7) << 00); }
public override int RibbonCountG3Beauty { get => (int)(RIB0 >> 03) & 7; set => RIB0 = ((RIB0 & ~(7u << 03)) | (uint)(value & 7) << 03); }
public override int RibbonCountG3Cute { get => (int)(RIB0 >> 06) & 7; set => RIB0 = ((RIB0 & ~(7u << 06)) | (uint)(value & 7) << 06); }
public override int RibbonCountG3Smart { get => (int)(RIB0 >> 09) & 7; set => RIB0 = ((RIB0 & ~(7u << 09)) | (uint)(value & 7) << 09); }
public override int RibbonCountG3Tough { get => (int)(RIB0 >> 12) & 7; set => RIB0 = ((RIB0 & ~(7u << 12)) | (uint)(value & 7) << 12); }
public override bool RibbonChampionG3Hoenn { get => (RIB0 & (1 << 15)) == 1 << 15; set => RIB0 = ((RIB0 & ~(1u << 15)) | (value ? 1u << 15 : 0u)); }
public override bool RibbonWinning { get => (RIB0 & (1 << 16)) == 1 << 16; set => RIB0 = ((RIB0 & ~(1u << 16)) | (value ? 1u << 16 : 0u)); }
public override bool RibbonVictory { get => (RIB0 & (1 << 17)) == 1 << 17; set => RIB0 = ((RIB0 & ~(1u << 17)) | (value ? 1u << 17 : 0u)); }
public override bool RibbonArtist { get => (RIB0 & (1 << 18)) == 1 << 18; set => RIB0 = ((RIB0 & ~(1u << 18)) | (value ? 1u << 18 : 0u)); }
public override bool RibbonEffort { get => (RIB0 & (1 << 19)) == 1 << 19; set => RIB0 = ((RIB0 & ~(1u << 19)) | (value ? 1u << 19 : 0u)); }
public override bool RibbonChampionBattle { get => (RIB0 & (1 << 20)) == 1 << 20; set => RIB0 = ((RIB0 & ~(1u << 20)) | (value ? 1u << 20 : 0u)); }
public override bool RibbonChampionRegional { get => (RIB0 & (1 << 21)) == 1 << 21; set => RIB0 = ((RIB0 & ~(1u << 21)) | (value ? 1u << 21 : 0u)); }
public override bool RibbonChampionNational { get => (RIB0 & (1 << 22)) == 1 << 22; set => RIB0 = ((RIB0 & ~(1u << 22)) | (value ? 1u << 22 : 0u)); }
public override bool RibbonCountry { get => (RIB0 & (1 << 23)) == 1 << 23; set => RIB0 = ((RIB0 & ~(1u << 23)) | (value ? 1u << 23 : 0u)); }
public override bool RibbonNational { get => (RIB0 & (1 << 24)) == 1 << 24; set => RIB0 = ((RIB0 & ~(1u << 24)) | (value ? 1u << 24 : 0u)); }
public override bool RibbonEarth { get => (RIB0 & (1 << 25)) == 1 << 25; set => RIB0 = ((RIB0 & ~(1u << 25)) | (value ? 1u << 25 : 0u)); }
public override bool RibbonWorld { get => (RIB0 & (1 << 26)) == 1 << 26; set => RIB0 = ((RIB0 & ~(1u << 26)) | (value ? 1u << 26 : 0u)); }
public override bool Unused1 { get => (RIB0 & (1 << 27)) == 1 << 27; set => RIB0 = ((RIB0 & ~(1u << 27)) | (value ? 1u << 27 : 0u)); }
public override bool Unused2 { get => (RIB0 & (1 << 28)) == 1 << 28; set => RIB0 = ((RIB0 & ~(1u << 28)) | (value ? 1u << 28 : 0u)); }
public override bool Unused3 { get => (RIB0 & (1 << 29)) == 1 << 29; set => RIB0 = ((RIB0 & ~(1u << 29)) | (value ? 1u << 29 : 0u)); }
public override bool Unused4 { get => (RIB0 & (1 << 30)) == 1 << 30; set => RIB0 = ((RIB0 & ~(1u << 30)) | (value ? 1u << 30 : 0u)); }
public override bool FatefulEncounter { get => RIB0 >> 31 == 1; set => RIB0 = (RIB0 & ~(1 << 31)) | (uint)(value ? 1 << 31 : 0); }
#endregion
#region Battle Stats
public override int Status_Condition { get => BitConverter.ToInt32(Data, 0x50); set => BitConverter.GetBytes(value).CopyTo(Data, 0x50); }
public override int Stat_Level { get => Data[0x54]; set => Data[0x54] = (byte)value; }
public sbyte HeldMailID { get => (sbyte)Data[0x55]; set => Data[0x55] = (byte)value; }
public override int Stat_HPCurrent { get => BitConverter.ToUInt16(Data, 0x56); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x56); }
public override int Stat_HPMax { get => BitConverter.ToUInt16(Data, 0x58); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x58); }
public override int Stat_ATK { get => BitConverter.ToUInt16(Data, 0x5A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5A); }
public override int Stat_DEF { get => BitConverter.ToUInt16(Data, 0x5C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5C); }
public override int Stat_SPE { get => BitConverter.ToUInt16(Data, 0x5E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x5E); }
public override int Stat_SPA { get => BitConverter.ToUInt16(Data, 0x60); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x60); }
public override int Stat_SPD { get => BitConverter.ToUInt16(Data, 0x62); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x62); }
#endregion
// Generated Attributes
public override bool Japanese => IsEgg || Language == (int)LanguageID.Japanese;
protected override byte[] Encrypt()
{
RefreshChecksum();
return PokeCrypto.EncryptArray3(Data);
}
2018-09-15 05:37:47 +00:00
public override void RefreshChecksum()
{
FlagIsBadEgg = false;
base.RefreshChecksum();
}
public PK4 ConvertToPK4()
{
PK4 pk4 = new PK4 // Convert away!
{
PID = PID,
Species = Species,
TID = TID,
SID = SID,
2019-11-16 01:34:18 +00:00
EXP = IsEgg ? Experience.GetEXP(5, PersonalInfo.EXPGrowth) : EXP,
Gender = PKX.GetGenderFromPID(Species, PID),
AltForm = AltForm,
// IsEgg = false, -- already false
OT_Friendship = 70,
Markings = Markings,
Language = Language,
EV_HP = EV_HP,
EV_ATK = EV_ATK,
EV_DEF = EV_DEF,
EV_SPA = EV_SPA,
EV_SPD = EV_SPD,
EV_SPE = EV_SPE,
CNT_Cool = CNT_Cool,
CNT_Beauty = CNT_Beauty,
CNT_Cute = CNT_Cute,
CNT_Smart = CNT_Smart,
CNT_Tough = CNT_Tough,
CNT_Sheen = CNT_Sheen,
Move1 = Move1,
Move2 = Move2,
Move3 = Move3,
Move4 = Move4,
Move1_PPUps = Move1_PPUps,
Move2_PPUps = Move2_PPUps,
Move3_PPUps = Move3_PPUps,
Move4_PPUps = Move4_PPUps,
IV_HP = IV_HP,
IV_ATK = IV_ATK,
IV_DEF = IV_DEF,
IV_SPA = IV_SPA,
IV_SPD = IV_SPD,
IV_SPE = IV_SPE,
Ability = Ability,
Version = Version,
Ball = Ball,
PKRS_Strain = PKRS_Strain,
PKRS_Days = PKRS_Days,
OT_Gender = OT_Gender,
MetDate = DateTime.Now,
Met_Level = CurrentLevel,
Met_Location = Locations.Transfer3, // Pal Park
RibbonChampionG3Hoenn = RibbonChampionG3Hoenn,
RibbonWinning = RibbonWinning,
RibbonVictory = RibbonVictory,
RibbonArtist = RibbonArtist,
RibbonEffort = RibbonEffort,
RibbonChampionBattle = RibbonChampionBattle,
RibbonChampionRegional = RibbonChampionRegional,
RibbonChampionNational = RibbonChampionNational,
RibbonCountry = RibbonCountry,
RibbonNational = RibbonNational,
RibbonEarth = RibbonEarth,
RibbonWorld = RibbonWorld,
// byte -> bool contest ribbons
RibbonG3Cool = RibbonCountG3Cool > 0,
RibbonG3CoolSuper = RibbonCountG3Cool > 1,
RibbonG3CoolHyper = RibbonCountG3Cool > 2,
RibbonG3CoolMaster = RibbonCountG3Cool > 3,
RibbonG3Beauty = RibbonCountG3Beauty > 0,
RibbonG3BeautySuper = RibbonCountG3Beauty > 1,
RibbonG3BeautyHyper = RibbonCountG3Beauty > 2,
RibbonG3BeautyMaster = RibbonCountG3Beauty > 3,
RibbonG3Cute = RibbonCountG3Cute > 0,
RibbonG3CuteSuper = RibbonCountG3Cute > 1,
RibbonG3CuteHyper = RibbonCountG3Cute > 2,
RibbonG3CuteMaster = RibbonCountG3Cute > 3,
RibbonG3Smart = RibbonCountG3Smart > 0,
RibbonG3SmartSuper = RibbonCountG3Smart > 1,
RibbonG3SmartHyper = RibbonCountG3Smart > 2,
RibbonG3SmartMaster = RibbonCountG3Smart > 3,
RibbonG3Tough = RibbonCountG3Tough > 0,
RibbonG3ToughSuper = RibbonCountG3Tough > 1,
RibbonG3ToughHyper = RibbonCountG3Tough > 2,
RibbonG3ToughMaster = RibbonCountG3Tough > 3,
FatefulEncounter = FatefulEncounter,
};
2016-08-14 16:55:58 +00:00
// Yay for reusing string buffers! The game allocates a buffer and reuses it when creating strings.
// Trash from the {unknown source} is currently in buffer. Set it to the Nickname region.
var trash = StringConverter345.G4TransferTrashBytes;
if (pk4.Language < trash.Length)
trash[pk4.Language].CopyTo(pk4.Data, 0x48 + 4);
pk4.Nickname = IsEgg ? SpeciesName.GetSpeciesNameGeneration(pk4.Species, pk4.Language, 4) : Nickname;
pk4.IsNicknamed = !IsEgg && IsNicknamed;
// Trash from the current string (Nickname) is in our string buffer. Slap the OT name over-top.
Buffer.BlockCopy(pk4.Data, 0x48, pk4.Data, 0x68, 0x10);
pk4.OT_Name = OT_Name;
2018-05-12 15:13:39 +00:00
if (HeldItem > 0)
{
ushort item = ItemConverter.GetG4Item((ushort)HeldItem);
if (ItemConverter.IsItemTransferable34(item))
pk4.HeldItem = item;
}
// Remove HM moves
int[] newMoves = pk4.Moves;
for (int i = 0; i < 4; i++)
2018-09-15 05:37:47 +00:00
{
if (Legal.HM_3.Contains(newMoves[i]))
newMoves[i] = 0;
2018-09-15 05:37:47 +00:00
}
pk4.Moves = newMoves;
pk4.FixMoves();
pk4.HealPP();
pk4.RefreshChecksum();
return pk4;
}
public XK3 ConvertToXK3()
{
var pk = ConvertTo<XK3>();
pk.ResetPartyStats();
return pk;
}
2018-09-15 05:37:47 +00:00
public CK3 ConvertToCK3()
{
var pk = ConvertTo<CK3>();
pk.ResetPartyStats();
return pk;
}
}
}