PKHeX/PKHeX.Core/Saves/Substructures/PokeDex/Zukan7.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
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/// Pok<6F>dex structure used for Generation 7 games.
/// </summary>>
public class Zukan7 : Zukan
{
private const int MAGIC = 0x2F120F17;
private const int SIZE_MAGIC = 4;
private const int SIZE_FLAGS = 4;
private const int SIZE_MISC = 0x80; // Misc Data (1024 bits)
private const int SIZE_CAUGHT = 0x68; // 832 bits
protected sealed override int OFS_CAUGHT => SIZE_MAGIC + SIZE_FLAGS + SIZE_MISC;
protected sealed override int OFS_SEEN => OFS_CAUGHT + SIZE_CAUGHT;
protected sealed override int BitSeenSize => 0x8C; // 1120 bits
protected sealed override int DexLangFlagByteCount => 920; // 0x398 = 817*9, top off the savedata block.
protected sealed override int DexLangIDCount => 9; // CHT, skipping langID 6 (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
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private readonly IList<int> FormBaseSpecies;
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 Zukan7(SAV7SM sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexSM) { }
public Zukan7(SAV7USUM sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexUSUM) { }
protected Zukan7(SAV7b sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexGG) { }
private Zukan7(SaveFile sav, int dex, int langflag, Func<int, int, int, int> form) : base(sav, dex, langflag)
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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
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DexFormIndexFetcher = form;
FormBaseSpecies = GetFormIndexBaseSpeciesList();
Debug.Assert(!SAV.State.Exportable || ReadUInt32LittleEndian(SAV.Data.AsSpan(PokeDex)) == MAGIC);
}
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 Func<int, int, int, int> DexFormIndexFetcher { get; }
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protected sealed override void SetAllDexSeenFlags(int baseBit, int form, int gender, bool isShiny, bool value = true)
{
int species = baseBit + 1;
if (species == (int)Species.Castform)
isShiny = false;
// Starting with Gen7, form bits are stored in the same region as the species flags.
int formstart = form;
int formend = form;
bool reset = GetSaneFormsToIterate(species, out int fs, out int fe, formstart);
if (reset)
{
formstart = fs;
formend = fe;
}
int shiny = isShiny ? 1 : 0;
for (int f = formstart; f <= formend; f++)
{
int formBit = baseBit;
if (f > 0) // Override the bit to overwrite
{
int fc = SAV.Personal[species].FormCount;
if (fc > 1) // actually has forms
{
int index = DexFormIndexFetcher(species, fc, SAV.MaxSpeciesID - 1);
if (index >= 0) // bit index valid
formBit = index + f;
}
}
SetDexFlags(baseBit, formBit, gender, shiny, value);
}
}
protected override bool GetSaneFormsToIterate(int species, out int formStart, out int formEnd, int formIn)
{
return SanitizeFormsToIterate(species, out formStart, out formEnd, formIn, SAV is SAV7USUM);
}
public static bool SanitizeFormsToIterate(int species, out int formStart, out int formEnd, int formIn, bool USUM)
{
// 004AA370 in Moon
// Simplified in terms of usage -- only overrides to give all the battle forms for a pkm
switch (species)
{
case 351: // Castform
formStart = 0;
formEnd = 3;
return true;
case 421: // Cherrim
case 555: // Darmanitan
case 648: // Meloetta
case 746: // Wishiwashi
case 778: // Mimikyu
// Alolans
case 020: // Raticate
case 105: // Marowak
formStart = 0;
formEnd = 1;
return true;
case 735: // Gumshoos
case 758: // Salazzle
case 754: // Lurantis
case 738: // Vikavolt
case 784: // Kommo-o
case 752: // Araquanid
case 777: // Togedemaru
case 743: // Ribombee
case 744: // Rockruff
break;
case 774 when formIn <= 6: // Minior
break; // don't give meteor forms except the first
case 718 when formIn > 1:
break;
default:
int count = USUM ? DexFormUtil.GetDexFormCountUSUM(species) : DexFormUtil.GetDexFormCountSM(species);
formStart = formEnd = 0;
return count < formIn;
}
formStart = 0;
formEnd = 0;
return true;
}
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protected sealed override int GetDexLangFlag(int lang) => lang switch
{
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> 10 or 6 or <= 0 => -1, // invalid language
// skip over langID 0 (unused) => [0-8]
// skip over langID 6 (unused)
>= 7 => lang - 2,
_ => lang - 1,
};
protected sealed override void SetSpindaDexData(PKM pkm, bool alreadySeen)
{
int shift = (pkm.Gender & 1) | (pkm.IsShiny ? 2 : 0);
if (alreadySeen) // update?
{
var flag1 = (1 << (shift + 4));
if ((SAV.Data[PokeDex + 0x84] & flag1) != 0) // Already showing this one
return;
var span = SAV.Data.AsSpan(PokeDex + 0x8E8 + (shift * 4));
WriteUInt32LittleEndian(span, pkm.EncryptionConstant);
SAV.Data[PokeDex + 0x84] |= (byte)(flag1 | (1 << shift));
}
else if ((SAV.Data[PokeDex + 0x84] & (1 << shift)) == 0)
{
var span = SAV.Data.AsSpan(PokeDex + 0x8E8 + (shift * 4));
WriteUInt32LittleEndian(span, pkm.EncryptionConstant);
SAV.Data[PokeDex + 0x84] |= (byte)(1 << shift);
}
}
// Dex Flags
public bool NationalDex
{
get => (SAV.Data[PokeDex + 4] & 1) == 1;
set => SAV.Data[PokeDex + 4] = (byte)((SAV.Data[PokeDex + 4] & 0xFE) | (value ? 1 : 0));
}
/// <summary>
/// Gets the last viewed dex entry in the Pokedex (by National Dex ID), internally called DefaultMons
/// </summary>
public uint CurrentViewedDex => ReadUInt32LittleEndian(SAV.Data.AsSpan(PokeDex + 4)) >> 9 & 0x3FF;
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public IEnumerable<int> GetAllFormEntries(int species)
{
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var fc = SAV.Personal[species].FormCount;
for (int j = 1; j < fc; j++)
{
int start = j;
int end = j;
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if (GetSaneFormsToIterate(species, out int s, out int n, j))
{
start = s;
end = n;
}
start = Math.Max(1, start);
for (int f = start; f <= end; f++)
{
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int x = GetDexFormIndex(species, fc, f);
if (x >= 0)
yield return x;
}
}
}
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public int GetDexFormIndex(int species, int fc, int f)
{
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var index = DexFormIndexFetcher(species, fc, f);
if (index < 0)
return index;
return index + SAV.MaxSpeciesID - 1;
}
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public IList<string> GetEntryNames(IReadOnlyList<string> speciesNames)
{
var names = new List<string>();
var max = SAV.MaxSpeciesID;
for (int i = 1; i <= max; i++)
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names.Add($"{i:000} - {speciesNames[i]}");
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// Add forms
int ctr = max + 1;
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for (int species = 1; species <= max; species++)
{
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int c = SAV.Personal[species].FormCount;
for (int f = 1; f < c; f++)
{
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int x = GetDexFormIndex(species, c, f);
if (x >= 0)
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names.Add($"{ctr++:000} - {speciesNames[species]}-{f}");
}
}
return names;
}
/// <summary>
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/// Gets a list of Species IDs that a given dex-form index corresponds to.
/// </summary>
/// <returns></returns>
private List<int> GetFormIndexBaseSpeciesList()
{
var baseSpecies = new List<int>();
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for (int species = 1; species <= SAV.MaxSpeciesID; species++)
{
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int c = SAV.Personal[species].FormCount;
for (int f = 1; f < c; f++)
{
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int x = GetDexFormIndex(species, c, f);
if (x >= 0)
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baseSpecies.Add(species);
}
}
return baseSpecies;
}
public int GetBaseSpeciesGenderValue(int index)
{
// meowstic special handling
const int meow = 678;
if (index == meow - 1 || (index >= SAV.MaxSpeciesID && FormBaseSpecies[index - SAV.MaxSpeciesID] == meow))
return index < SAV.MaxSpeciesID ? PersonalInfo.RatioMagicMale : PersonalInfo.RatioMagicFemale; // M : F
if (index < SAV.MaxSpeciesID)
return SAV.Personal[index + 1].Gender;
index -= SAV.MaxSpeciesID;
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int species = FormBaseSpecies[index];
return SAV.Personal[species].Gender;
}
public int GetBaseSpecies(int index)
{
if (index <= SAV.MaxSpeciesID)
return index;
return FormBaseSpecies[index - SAV.MaxSpeciesID - 1];
}
protected sealed override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
{
lang = GetDexLangFlag(lang);
if (lang < 0)
return;
int lbit = (bit * DexLangIDCount) + lang;
if (lbit < DexLangFlagByteCount << 3) // Sanity check for max length of region
SetFlag(PokeDexLanguageFlags, lbit, value);
}
public bool[] GetLanguageBitflags(int species)
{
var result = new bool[DexLangIDCount];
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
result[i] = GetFlag(PokeDexLanguageFlags, lbit);
}
return result;
}
public void SetLanguageBitflags(int species, bool[] value)
{
int bit = species - 1;
for (int i = 0; i < DexLangIDCount; i++)
{
int lbit = (bit * DexLangIDCount) + i;
SetFlag(PokeDexLanguageFlags, lbit, value[i]);
}
}
public void ToggleLanguageFlagsAll(bool value)
{
var arr = GetBlankLanguageBits(value);
for (int i = 1; i <= SAV.MaxSpeciesID; i++)
SetLanguageBitflags(i, arr);
}
public void ToggleLanguageFlagsSingle(int species, bool value)
{
var arr = GetBlankLanguageBits(value);
SetLanguageBitflags(species, arr);
}
private bool[] GetBlankLanguageBits(bool value)
{
var result = new bool[DexLangIDCount];
for (int i = 0; i < DexLangIDCount; i++)
result[i] = value;
return result;
}
}
}