PKHeX/PKHeX.Core/Saves/Util/SaveExtensions.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core
{
/// <summary>
/// Extension methods for <see cref="SaveFile"/> syntax sugar.
/// </summary>
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public static class SaveExtensions
{
/// <summary>
/// Checks if the <see cref="PKM"/> is compatible with the input <see cref="SaveFile"/>, and makes any necessary modifications to force compatibility.
/// </summary>
/// <remarks>Should only be used when forcing a backwards conversion to sanitize the PKM fields to the target format.
/// If the PKM is compatible, some properties may be forced to sanitized values.</remarks>
/// <param name="sav">Save File target that the PKM will be injected.</param>
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/// <param name="pk">PKM input that is to be injected into the Save File.</param>
/// <returns>Indication whether or not the PKM is compatible.</returns>
public static bool IsPKMCompatibleWithModifications(this SaveFile sav, PKM pk) => PKMConverter.IsPKMCompatibleWithModifications(pk, sav);
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/// <summary>
/// Sets the details of a path to a <see cref="SaveFile"/> object.
/// </summary>
/// <param name="sav">Save File to set path details to.</param>
/// <param name="path">Full Path of the file</param>
public static void SetFileInfo(this SaveFile sav, string path)
{
if (!sav.Exportable) // Blank save file
{
sav.FileFolder = sav.FilePath = string.Empty;
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sav.FileName = "Blank Save File";
return;
}
sav.FilePath = path;
sav.FileFolder = Path.GetDirectoryName(path);
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sav.FileName = string.Empty;
var bakName = Util.CleanFileName(sav.BAKName);
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sav.FileName = Path.GetFileName(path);
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if (sav.FileName?.EndsWith(bakName) == true)
sav.FileName = sav.FileName.Substring(0, sav.FileName.Length - bakName.Length);
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}
/// <summary>
/// Gets suggested export options for the save file.
/// </summary>
/// <param name="sav">SaveFile to be exported</param>
/// <param name="ext">Selected export extension</param>
public static ExportFlags GetSuggestedFlags(this SaveFile sav, string ext)
{
var flags = ExportFlags.None;
if (ext == ".dsv")
flags |= ExportFlags.IncludeFooter;
if (ext == ".gci" || (sav is IGCSaveFile gc && !gc.IsMemoryCardSave))
flags |= ExportFlags.IncludeHeader;
return flags;
}
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/// <summary>
/// Checks a <see cref="PKM"/> file for compatibility to the <see cref="SaveFile"/>.
/// </summary>
/// <param name="sav"><see cref="SaveFile"/> that is being checked.</param>
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/// <param name="pkm"><see cref="PKM"/> that is being tested for compatibility.</param>
/// <returns></returns>
public static IReadOnlyList<string> IsPKMCompatible(this SaveFile sav, PKM pkm)
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{
return sav.GetSaveFileErrata(pkm, GameInfo.Strings);
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}
private static IReadOnlyList<string> GetSaveFileErrata(this SaveFile sav, PKM pkm, IBasicStrings strings)
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{
var errata = new List<string>();
ushort held = (ushort)pkm.HeldItem;
if (sav.Generation > 1 && held != 0)
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{
string? msg = null;
if (held > sav.MaxItemID)
msg = MsgIndexItemGame;
else if (!pkm.CanHoldItem(sav.HeldItems))
msg = MsgIndexItemHeld;
if (msg != null)
{
var itemstr = GameInfo.Strings.GetItemStrings(pkm.Format, (GameVersion)pkm.Version);
errata.Add($"{msg} {(held >= itemstr.Count ? held.ToString() : itemstr[held])}");
}
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}
if (pkm.Species > strings.Species.Count)
errata.Add($"{MsgIndexSpeciesRange} {pkm.Species}");
else if (sav.MaxSpeciesID < pkm.Species)
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errata.Add($"{MsgIndexSpeciesGame} {strings.Species[pkm.Species]}");
if (!sav.Personal[pkm.Species].IsFormeWithinRange(pkm.AltForm) && !FormConverter.IsValidOutOfBoundsForme(pkm.Species, pkm.AltForm, pkm.GenNumber))
errata.Add(string.Format(LegalityCheckStrings.LFormInvalidRange, Math.Max(0, sav.Personal[pkm.Species].FormeCount - 1), pkm.AltForm));
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if (pkm.Moves.Any(m => m > strings.Move.Count))
errata.Add($"{MsgIndexMoveRange} {string.Join(", ", pkm.Moves.Where(m => m > strings.Move.Count).Select(m => m.ToString()))}");
else if (pkm.Moves.Any(m => m > sav.MaxMoveID))
errata.Add($"{MsgIndexMoveGame} {string.Join(", ", pkm.Moves.Where(m => m > sav.MaxMoveID).Select(m => strings.Move[m]))}");
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if (pkm.Ability > strings.Ability.Count)
errata.Add($"{MsgIndexAbilityRange} {pkm.Ability}");
else if (pkm.Ability > sav.MaxAbilityID)
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errata.Add($"{MsgIndexAbilityGame} {strings.Ability[pkm.Ability]}");
return errata;
}
/// <summary>
/// Imports compatible <see cref="PKM"/> data to the <see cref="sav"/>, starting at the provided box.
/// </summary>
/// <param name="sav">Save File that will receive the <see cref="compat"/> data.</param>
/// <param name="compat">Compatible <see cref="PKM"/> data that can be set to the <see cref="sav"/> without conversion.</param>
/// <param name="overwrite">Overwrite existing full slots. If true, will only overwrite empty slots.</param>
/// <param name="boxStart">First box to start loading to. All prior boxes are not modified.</param>
/// <param name="noSetb">Bypass option to not modify <see cref="PKM"/> properties when setting to Save File.</param>
/// <returns>Count of injected <see cref="PKM"/>.</returns>
public static int ImportPKMs(this SaveFile sav, IEnumerable<PKM> compat, bool overwrite = false, int boxStart = 0, PKMImportSetting noSetb = PKMImportSetting.UseDefault)
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{
int startCount = boxStart * sav.BoxSlotCount;
int maxCount = sav.SlotCount;
int index = startCount;
int nonOverwriteImport = 0;
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foreach (var pk in compat)
{
if (overwrite)
{
while (sav.IsSlotOverwriteProtected(index))
++index;
sav.SetBoxSlotAtIndex(pk, index, noSetb);
}
else
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{
index = sav.NextOpenBoxSlot(index-1);
if (index < 0) // Boxes full!
break;
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sav.SetBoxSlotAtIndex(pk, index, noSetb);
nonOverwriteImport++;
}
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if (++index == maxCount) // Boxes full!
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break;
}
return overwrite ? index - startCount : nonOverwriteImport; // actual imported count
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}
public static IEnumerable<PKM> GetCompatible(this SaveFile sav, IEnumerable<PKM> pks)
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{
var savtype = sav.PKMType;
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foreach (var temp in pks)
{
var pk = PKMConverter.ConvertToType(temp, savtype, out string c);
if (pk == null)
{
Debug.WriteLine(c);
continue;
}
if (sav is ILangDeviantSave il && PKMConverter.IsIncompatibleGB(pk, il.Japanese, pk.Japanese))
{
c = PKMConverter.GetIncompatibleGBMessage(pk, il.Japanese);
Debug.WriteLine(c);
continue;
}
var compat = sav.IsPKMCompatible(pk);
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if (compat.Count > 0)
continue;
yield return pk;
}
}
/// <summary>
/// Gets a compatible <see cref="PKM"/> for editing with a new <see cref="SaveFile"/>.
/// </summary>
/// <param name="sav">SaveFile to receive the compatible <see cref="pk"/></param>
/// <param name="pk">Current Pokémon being edited</param>
/// <returns>Current Pokémon, assuming conversion is possible. If conversion is not possible, a blank <see cref="PKM"/> will be obtained from the <see cref="sav"/>.</returns>
public static PKM GetCompatiblePKM(this SaveFile sav, PKM pk)
{
if (pk.Format >= 3 || sav.Generation >= 7)
return PKMConverter.ConvertToType(pk, sav.PKMType, out _) ?? sav.BlankPKM;
// gen1-2 compatibility check
if (pk.Japanese != ((ILangDeviantSave)sav).Japanese)
return sav.BlankPKM;
if (sav is SAV2 s2 && s2.Korean != pk.Korean)
return sav.BlankPKM;
return PKMConverter.ConvertToType(pk, sav.PKMType, out _) ?? sav.BlankPKM;
}
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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/// <summary>
/// Gets a blank file for the save file. If the template path exists, a template load will be attempted.
/// </summary>
/// <param name="sav">Save File to fetch a template for</param>
/// <returns>Template if it exists, or a blank <see cref="PKM"/> from the <see cref="sav"/></returns>
public static PKM LoadTemplate(this SaveFile sav) => sav.BlankPKM;
/// <summary>
/// Gets a blank file for the save file. If the template path exists, a template load will be attempted.
/// </summary>
/// <param name="sav">Save File to fetch a template for</param>
/// <param name="templatePath">Path to look for a template in</param>
/// <returns>Template if it exists, or a blank <see cref="PKM"/> from the <see cref="sav"/></returns>
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 static PKM LoadTemplate(this SaveFile sav, string templatePath)
{
if (!Directory.Exists(templatePath))
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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return LoadTemplate(sav);
var di = new DirectoryInfo(templatePath);
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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string path = Path.Combine(templatePath, $"{di.Name}.{sav.PKMType.Name.ToLower()}");
if (!File.Exists(path) || !PKX.IsPKM(new FileInfo(path).Length))
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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return LoadTemplate(sav);
var pk = PKMConverter.GetPKMfromBytes(File.ReadAllBytes(path), prefer: sav.Generation);
if (pk == null)
return LoadTemplate(sav);
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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return PKMConverter.ConvertToType(pk, sav.BlankPKM.GetType(), out _) ?? LoadTemplate(sav);
}
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}
}