PKHeX/PKHeX.Core/PKM/CK3.cs

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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
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using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary> Generation 3 <see cref="PKM"/> format, exclusively for Pokémon Colosseum. </summary>
public sealed class CK3 : G3PKM, IShadowPKM
{
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private static readonly ushort[] Unused =
{
0x11, 0x12, 0x13,
0x61, 0x62, 0x63, 0x64,
0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xDA, 0xDB,
0xE4, 0xE5, 0xE6, 0xE7, 0xCE,
0xFB, // not fateful -- what is it?
0xD7, // index within party
// 0xFC onwards unused? no, it's some pointers and values used by the game?
};
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public override IReadOnlyList<ushort> ExtraBytes => Unused;
public override int SIZE_PARTY => PokeCrypto.SIZE_3CSTORED;
public override int SIZE_STORED => PokeCrypto.SIZE_3CSTORED;
public override int Format => 3;
public override PersonalInfo PersonalInfo => PersonalTable.RS[Species];
public CK3(byte[] data) : base(data) { }
public CK3() : this(new byte[PokeCrypto.SIZE_3CSTORED]) { }
Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately (#3222) * Track a PKM's Box,Slot,StorageFlags,Identifier metadata separately Don't store within the object, track the slot origin data separately. Batch editing now pre-filters if using Box/Slot/Identifier logic; split up mods/filters as they're starting to get pretty hefty. - Requesting a Box Data report now shows all slots in the save file (party, misc) - Can now exclude backup saves from database search via toggle (separate from settings preventing load entirely) - Replace some linq usages with direct code * Remove WasLink virtual in PKM Inline any logic, since we now have encounter objects to indicate matching, rather than the proto-legality logic checking properties of a PKM. * Use Fateful to directly check gen5 mysterygift origins No other encounter types in gen5 apply Fateful * Simplify double ball comparison Used to be separate for deferral cases, now no longer needed to be separate. * Grab move/relearn reference and update locally Fix relearn move identifier * Inline defog HM transfer preference check HasMove is faster than getting moves & checking contains. Skips allocation by setting values directly. * Extract more met location metadata checks: WasBredEgg * Replace Console.Write* with Debug.Write* There's no console output UI, so don't include them in release builds. * Inline WasGiftEgg, WasEvent, and WasEventEgg logic Adios legality tags that aren't entirely correct for the specific format. Just put the computations in EncounterFinder.
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public override PKM Clone() => new CK3((byte[])Data.Clone());
// Trash Bytes
public override Span<byte> OT_Trash => Data.AsSpan(0x18, 22);
public override Span<byte> Nickname_Trash => Data.AsSpan(0x2E, 22);
public Span<byte> NicknameCopy_Trash => Data.AsSpan(0x44, 22);
// Future Attributes
public override int Species { get => SpeciesConverter.GetG4Species(ReadUInt16BigEndian(Data.AsSpan(0x00))); set => WriteUInt16BigEndian(Data, (ushort)SpeciesConverter.GetG3Species(value)); }
// 02-04 unused
public override uint PID { get => ReadUInt32BigEndian(Data.AsSpan(0x04)); set => WriteUInt32BigEndian(Data.AsSpan(0x04), value); }
public override int Version { get => GetGBAVersionID(Data[0x08]); set => Data[0x08] = GetGCVersionID(value); }
public int CurrentRegion { get => Data[0x09]; set => Data[0x09] = (byte)value; }
public int OriginalRegion { get => Data[0x0A]; set => Data[0x0A] = (byte)value; }
public override int Language { get => Core.Language.GetMainLangIDfromGC(Data[0x0B]); set => Data[0x0B] = Core.Language.GetGCLangIDfromMain((byte)value); }
public override int Met_Location { get => ReadUInt16BigEndian(Data.AsSpan(0x0C)); set => WriteUInt16BigEndian(Data.AsSpan(0x0C), (ushort)value); }
public override int Met_Level { get => Data[0x0E]; set => Data[0x0E] = (byte)value; }
public override int Ball { get => Data[0x0F]; set => Data[0x0F] = (byte)value; }
public override int OT_Gender { get => Data[0x10]; set => Data[0x10] = (byte)value; }
public override int SID { get => ReadUInt16BigEndian(Data.AsSpan(0x14)); set => WriteUInt16BigEndian(Data.AsSpan(0x14), (ushort)value); }
public override int TID { get => ReadUInt16BigEndian(Data.AsSpan(0x16)); set => WriteUInt16BigEndian(Data.AsSpan(0x16), (ushort)value); }
public override string OT_Name { get => StringConverter3GC.GetString(OT_Trash); set => StringConverter3GC.SetString(OT_Trash, value.AsSpan(), 10, StringConverterOption.None); }
public override string Nickname { get => StringConverter3GC.GetString(Nickname_Trash); set { StringConverter3GC.SetString(Nickname_Trash, value.AsSpan(), 10, StringConverterOption.None); NicknameCopy = value; } }
public string NicknameCopy { get => StringConverter3GC.GetString(NicknameCopy_Trash); set => StringConverter3GC.SetString(NicknameCopy_Trash, value.AsSpan(), 10, StringConverterOption.None); }
public override uint EXP { get => ReadUInt32BigEndian(Data.AsSpan(0x5C)); set => WriteUInt32BigEndian(Data.AsSpan(0x5C), value); }
public override int Stat_Level { get => Data[0x60]; set => Data[0x60] = (byte)value; }
// 0x64-0x77 are battle/status related
public override int Status_Condition { get; set; } // where are we
// Not that the program cares
// Moves
public override int Move1 { get => ReadUInt16BigEndian(Data.AsSpan(0x78)); set => WriteUInt16BigEndian(Data.AsSpan(0x78), (ushort)value); }
public override int Move1_PP { get => Data[0x7A]; set => Data[0x7A] = (byte)value; }
public override int Move1_PPUps { get => Data[0x7B]; set => Data[0x7B] = (byte)value; }
public override int Move2 { get => ReadUInt16BigEndian(Data.AsSpan(0x7C)); set => WriteUInt16BigEndian(Data.AsSpan(0x7C), (ushort)value); }
public override int Move2_PP { get => Data[0x7E]; set => Data[0x7E] = (byte)value; }
public override int Move2_PPUps { get => Data[0x7F]; set => Data[0x7F] = (byte)value; }
public override int Move3 { get => ReadUInt16BigEndian(Data.AsSpan(0x80)); set => WriteUInt16BigEndian(Data.AsSpan(0x80), (ushort)value); }
public override int Move3_PP { get => Data[0x82]; set => Data[0x82] = (byte)value; }
public override int Move3_PPUps { get => Data[0x83]; set => Data[0x83] = (byte)value; }
public override int Move4 { get => ReadUInt16BigEndian(Data.AsSpan(0x84)); set => WriteUInt16BigEndian(Data.AsSpan(0x84), (ushort)value); }
public override int Move4_PP { get => Data[0x86]; set => Data[0x86] = (byte)value; }
public override int Move4_PPUps { get => Data[0x87]; set => Data[0x87] = (byte)value; }
public override int SpriteItem => ItemConverter.GetItemFuture3((ushort)HeldItem);
public override int HeldItem { get => ReadUInt16BigEndian(Data.AsSpan(0x88)); set => WriteUInt16BigEndian(Data.AsSpan(0x88), (ushort)value); }
// More party stats
public override int Stat_HPCurrent { get => ReadUInt16BigEndian(Data.AsSpan(0x8A)); set => WriteUInt16BigEndian(Data.AsSpan(0x8A), (ushort)value); }
public override int Stat_HPMax { get => ReadUInt16BigEndian(Data.AsSpan(0x8C)); set => WriteUInt16BigEndian(Data.AsSpan(0x8C), (ushort)value); }
public override int Stat_ATK { get => ReadUInt16BigEndian(Data.AsSpan(0x8E)); set => WriteUInt16BigEndian(Data.AsSpan(0x8E), (ushort)value); }
public override int Stat_DEF { get => ReadUInt16BigEndian(Data.AsSpan(0x90)); set => WriteUInt16BigEndian(Data.AsSpan(0x90), (ushort)value); }
public override int Stat_SPA { get => ReadUInt16BigEndian(Data.AsSpan(0x92)); set => WriteUInt16BigEndian(Data.AsSpan(0x92), (ushort)value); }
public override int Stat_SPD { get => ReadUInt16BigEndian(Data.AsSpan(0x94)); set => WriteUInt16BigEndian(Data.AsSpan(0x94), (ushort)value); }
public override int Stat_SPE { get => ReadUInt16BigEndian(Data.AsSpan(0x96)); set => WriteUInt16BigEndian(Data.AsSpan(0x96), (ushort)value); }
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// EVs
public override int EV_HP {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0x98)));
set => WriteUInt16BigEndian(Data.AsSpan(0x98), (ushort)(value & 0xFF)); }
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public override int EV_ATK {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0x9A)));
set => WriteUInt16BigEndian(Data.AsSpan(0x9A), (ushort)(value & 0xFF)); }
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public override int EV_DEF {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0x9C)));
set => WriteUInt16BigEndian(Data.AsSpan(0x9C), (ushort)(value & 0xFF)); }
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public override int EV_SPA {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0x9E)));
set => WriteUInt16BigEndian(Data.AsSpan(0x9E), (ushort)(value & 0xFF)); }
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public override int EV_SPD {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0xA0)));
set => WriteUInt16BigEndian(Data.AsSpan(0xA0), (ushort)(value & 0xFF)); }
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public override int EV_SPE {
get => Math.Min(byte.MaxValue, ReadUInt16BigEndian(Data.AsSpan(0xA2)));
set => WriteUInt16BigEndian(Data.AsSpan(0xA2), (ushort)(value & 0xFF)); }
// IVs
public override int IV_HP {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xA4)));
set => WriteUInt16BigEndian(Data.AsSpan(0xA4), (ushort)(value & 0x1F)); }
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public override int IV_ATK {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xA6)));
set => WriteUInt16BigEndian(Data.AsSpan(0xA6), (ushort)(value & 0x1F)); }
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public override int IV_DEF {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xA8)));
set => WriteUInt16BigEndian(Data.AsSpan(0xA8), (ushort)(value & 0x1F)); }
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public override int IV_SPA {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xAA)));
set => WriteUInt16BigEndian(Data.AsSpan(0xAA), (ushort)(value & 0x1F)); }
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public override int IV_SPD {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xAC)));
set => WriteUInt16BigEndian(Data.AsSpan(0xAC), (ushort)(value & 0x1F)); }
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public override int IV_SPE {
get => Math.Min((ushort)31, ReadUInt16BigEndian(Data.AsSpan(0xAE)));
set => WriteUInt16BigEndian(Data.AsSpan(0xAE), (ushort)(value & 0x1F)); }
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public override int OT_Friendship { get => Data[0xB0]; set => Data[0xB0] = (byte)value; }
// Contest
public override byte CNT_Cool { get => Data[0xB2]; set => Data[0xB2] = value; }
public override byte CNT_Beauty { get => Data[0xB3]; set => Data[0xB3] = value; }
public override byte CNT_Cute { get => Data[0xB4]; set => Data[0xB4] = value; }
public override byte CNT_Smart { get => Data[0xB5]; set => Data[0xB5] = value; }
public override byte CNT_Tough { get => Data[0xB6]; set => Data[0xB6] = value; }
public override int RibbonCountG3Cool { get => Data[0xB7]; set => Data[0xB7] = (byte)value; }
public override int RibbonCountG3Beauty { get => Data[0xB8]; set => Data[0xB8] = (byte)value; }
public override int RibbonCountG3Cute { get => Data[0xB9]; set => Data[0xB9] = (byte)value; }
public override int RibbonCountG3Smart { get => Data[0xBA]; set => Data[0xBA] = (byte)value; }
public override int RibbonCountG3Tough { get => Data[0xBB]; set => Data[0xBB] = (byte)value; }
public override byte CNT_Sheen { get => Data[0xBC]; set => Data[0xBC] = value; }
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// Ribbons
public override bool RibbonChampionG3 { get => Data[0xBD] == 1; set => Data[0xBD] = value ? (byte)1 : (byte)0; }
public override bool RibbonWinning { get => Data[0xBE] == 1; set => Data[0xBE] = value ? (byte)1 : (byte)0; }
public override bool RibbonVictory { get => Data[0xBF] == 1; set => Data[0xBF] = value ? (byte)1 : (byte)0; }
public override bool RibbonArtist { get => Data[0xC0] == 1; set => Data[0xC0] = value ? (byte)1 : (byte)0; }
public override bool RibbonEffort { get => Data[0xC1] == 1; set => Data[0xC1] = value ? (byte)1 : (byte)0; }
public override bool RibbonChampionBattle { get => Data[0xC2] == 1; set => Data[0xC2] = value ? (byte)1 : (byte)0; }
public override bool RibbonChampionRegional { get => Data[0xC3] == 1; set => Data[0xC3] = value ? (byte)1 : (byte)0; }
public override bool RibbonChampionNational { get => Data[0xC4] == 1; set => Data[0xC4] = value ? (byte)1 : (byte)0; }
public override bool RibbonCountry { get => Data[0xC5] == 1; set => Data[0xC5] = value ? (byte)1 : (byte)0; }
public override bool RibbonNational { get => Data[0xC6] == 1; set => Data[0xC6] = value ? (byte)1 : (byte)0; }
public override bool RibbonEarth { get => Data[0xC7] == 1; set => Data[0xC7] = value ? (byte)1 : (byte)0; }
public override bool RibbonWorld { get => Data[0xC8] == 1; set => Data[0xC8] = value ? (byte)1 : (byte)0; }
public override bool Unused1 { get => ((Data[0xC9] >> 0) & 1) == 1; set => Data[0xC9] = (byte)((Data[0xC9] & ~1) | (value ? 1 : 0)); }
public override bool Unused2 { get => ((Data[0xC9] >> 1) & 1) == 1; set => Data[0xC9] = (byte)((Data[0xC9] & ~2) | (value ? 2 : 0)); }
public override bool Unused3 { get => ((Data[0xC9] >> 2) & 1) == 1; set => Data[0xC9] = (byte)((Data[0xC9] & ~4) | (value ? 4 : 0)); }
public override bool Unused4 { get => ((Data[0xC9] >> 3) & 1) == 1; set => Data[0xC9] = (byte)((Data[0xC9] & ~8) | (value ? 8 : 0)); }
public override bool FatefulEncounter { get => ((Data[0xC9] >> 4) & 1) == 1; set => Data[0xC9] = (byte)((Data[0xC9] &~16) | (value ?16 : 0)); }
public override int PKRS_Strain { get => Data[0xCA] & 0xF; set => Data[0xCA] = (byte)(value & 0xF); }
public override bool IsEgg { get => Data[0xCB] == 1; set => Data[0xCB] = value ? (byte)1 : (byte)0; }
public override bool AbilityBit { get => Data[0xCC] == 1; set => Data[0xCC] = value ? (byte)1 : (byte)0; }
public override bool Valid { get => Data[0xCD] == 0; set => Data[0xCD] = !value ? (byte)1 : (byte)0; }
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public override int MarkValue { get => SwapBits(Data[0xCF], 1, 2); protected set => Data[0xCF] = (byte)SwapBits(value, 1, 2); }
public override int PKRS_Days { get => Math.Max((sbyte)Data[0xD0], (sbyte)0); set => Data[0xD0] = (byte)(value == 0 ? 0xFF : value & 0xF); }
public int PartySlot { get => Data[0xD7]; set => Data[0xD7] = (byte)value; } // or not; only really used while in party?
public int ShadowID { get => ReadUInt16BigEndian(Data.AsSpan(0xD8)); set => WriteUInt16BigEndian(Data.AsSpan(0xD8), (ushort)value); }
public int Purification { get => ReadInt32BigEndian(Data.AsSpan(0xDC)); set => WriteInt32BigEndian(Data.AsSpan(0xDC), value); }
public uint EXP_Shadow { get => ReadUInt32BigEndian(Data.AsSpan(0xC0)); set => WriteUInt32BigEndian(Data.AsSpan(0xC0), value); }
public const int Purified = -100;
public bool IsShadow => ShadowID != 0 && Purification != Purified;
protected override byte[] Encrypt()
{
return (byte[])Data.Clone();
}
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public PK3 ConvertToPK3()
{
var pk = ConvertTo<PK3>();
pk.RefreshChecksum();
return pk;
}
}
}