2022-06-18 21:11:22 +00:00
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using System;
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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
2019-10-17 01:47:31 +00:00
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using System.Collections.Generic;
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2022-03-26 02:47:23 +00:00
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using System.Runtime.InteropServices;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// <see cref="SaveFile"/> format for <see cref="GameVersion.HGSS"/>
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/// </summary>
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public sealed class SAV4HGSS : SAV4
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2019-09-03 02:30:58 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public SAV4HGSS() : base(GeneralSize, StorageSize)
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2019-09-03 02:30:58 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Initialize();
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Dex = new Zukan4(this, PokeDex);
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}
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2021-02-21 17:59:10 +00:00
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2022-06-18 18:04:24 +00:00
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public SAV4HGSS(byte[] data) : base(data, GeneralSize, StorageSize, GeneralSize + GeneralGap)
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{
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Initialize();
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Dex = new Zukan4(this, PokeDex);
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}
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2021-02-21 17:59:10 +00:00
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2022-06-18 18:04:24 +00:00
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public override Zukan4 Dex { get; }
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protected override SAV4 CloneInternal4() => State.Exportable ? new SAV4HGSS((byte[])Data.Clone()) : new SAV4HGSS();
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2019-09-03 02:30:58 +00:00
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public override IPersonalTable Personal => PersonalTable.HGSS;
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_HGSS;
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public override int MaxItemID => Legal.MaxItemID_4_HGSS;
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private const int GeneralSize = 0xF628;
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private const int StorageSize = 0x12310; // Start 0xF700, +0 starts box data
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private const int GeneralGap = 0xD8;
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protected override int StorageStart => 0xF700; // unused section right after GeneralSize, alignment?
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protected override int FooterSize => 0x10;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private void Initialize()
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{
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Version = GameVersion.HGSS;
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GetSAVOffsets();
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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protected override int EventWork => 0xDE4;
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protected override int EventFlag => 0x10C4;
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2022-04-10 01:12:57 +00:00
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2022-06-18 18:04:24 +00:00
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private void GetSAVOffsets()
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{
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AdventureInfo = 0;
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Trainer1 = 0x64;
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Party = 0x98;
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PokeDex = 0x12B8;
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WondercardFlags = 0x9D3C;
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WondercardData = 0x9E3C;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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DaycareOffset = 0x15FC;
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Seal = 0x4E20;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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Box = 0;
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private Span<byte> LockCapsuleSpan => General.AsSpan(0xB064, PCD.Size);
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2022-05-06 04:21:03 +00:00
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2022-06-18 18:04:24 +00:00
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public PCD LockCapsuleSlot
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{
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get => new(LockCapsuleSpan.ToArray());
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set => value.Data.CopyTo(LockCapsuleSpan);
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}
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2022-05-06 04:21:03 +00:00
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2022-06-18 18:04:24 +00:00
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#region Storage
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// box{pk4[30}[18]
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// u32 currentBox
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// u32 counter
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// g4str[18] boxNames
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// byte[18] boxWallpapers
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// -- each box is chunked, padded to nearest 0x100 (resulting in 0x10 trailing zeroes)
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// -- The final 0x16 bytes in the Storage block are unused (padding to nearest 0x100).
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private const int BOX_COUNT = 18;
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private const int BOX_SLOTS = 30;
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private const int BOX_NAME_LEN = 40; // 20 characters
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private const int BOX_DATA_LEN = (BOX_SLOTS * PokeCrypto.SIZE_4STORED) + 0x10; // 0xFF0, each box chunk is padded to nearest 0x100
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private const int BOX_END = BOX_COUNT * BOX_DATA_LEN; // 18 * 0x1000
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private const int BOX_NAME = 0x12008; // after current & counter
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private const int BOX_WP = BOX_NAME + (BOX_COUNT * BOX_NAME_LEN); // 0x122D8;
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private const int BOX_FLAGS = 18 + BOX_WP; // 0x122EA;
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public override int GetBoxOffset(int box) => box * 0x1000;
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private static int GetBoxNameOffset(int box) => BOX_NAME + (box * BOX_NAME_LEN);
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protected override int GetBoxWallpaperOffset(int box) => BOX_WP + box;
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// 8 bytes current box (align 32) & (stored count?)
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public override int CurrentBox
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{
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get => Storage[BOX_END];
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set => Storage[BOX_END] = (byte)value;
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override byte[] BoxFlags
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{
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get => new[] { Storage[BOX_FLAGS] };
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set => Storage[BOX_FLAGS] = value[0];
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}
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2019-11-20 19:39:31 +00:00
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2022-06-18 18:04:24 +00:00
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public int Counter
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{
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get => ReadInt32LittleEndian(Storage.AsSpan(BOX_END + 4));
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set => WriteInt32LittleEndian(Storage.AsSpan(BOX_END + 4), value);
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override string GetBoxName(int box) => GetString(Storage.AsSpan(GetBoxNameOffset(box), BOX_NAME_LEN));
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override void SetBoxName(int box, string value)
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{
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const int maxlen = 8;
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var span = Storage.AsSpan(GetBoxNameOffset(box), BOX_NAME_LEN);
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SetString(span, value.AsSpan(), maxlen, StringConverterOption.ClearZero);
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private static int AdjustWallpaper(int value, int shift)
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{
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// Pt's Special Wallpapers 1-8 are shifted by +0x8
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// HG/SS Special Wallpapers 1-8 (Primo Phrases) are shifted by +0x10
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if (value >= 0x10) // special
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return value + shift;
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return value;
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override int GetBoxWallpaper(int box)
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{
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int offset = GetBoxWallpaperOffset(box);
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int value = Storage[offset];
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return AdjustWallpaper(value, -0x10);
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override void SetBoxWallpaper(int box, int value)
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{
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value = AdjustWallpaper(value, 0x10);
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Storage[GetBoxWallpaperOffset(box)] = (byte)value;
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}
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#endregion
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public override IReadOnlyList<InventoryPouch> Inventory
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{
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get
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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
2019-10-17 01:47:31 +00:00
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{
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2022-06-18 18:04:24 +00:00
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InventoryPouch[] pouch =
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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
2019-10-17 01:47:31 +00:00
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{
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2022-06-18 18:04:24 +00:00
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new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_HGSS, 999, 0x644), // 0x644-0x8D7 (0x8CB)
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new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_HGSS, 1, 0x8D8), // 0x8D8-0x99F (0x979)
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new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_HGSS, 99, 0x9A0), // 0x9A0-0xB33 (0xB2F)
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new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_HGSS, 999, 0xB34), // 0xB34-0xB63 (0xB63)
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new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_HGSS, 999, 0xB64), // 0xB64-0xC03 (0xBFB)
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new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_HGSS, 999, 0xC04), // 0xC04-0xD03
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new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_HGSS, 999, 0xD04), // 0xD04-0xD63
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new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_HGSS, 999, 0xD64), // 0xD64-0xD97
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};
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return pouch.LoadAll(General);
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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
2019-10-17 01:47:31 +00:00
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}
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2022-06-18 18:04:24 +00:00
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set => value.SaveAll(General);
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}
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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
2019-10-17 01:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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public override int M { get => ReadUInt16LittleEndian(General.AsSpan(0x1234)); set => WriteUInt16LittleEndian(General.AsSpan(0x1234), (ushort)value); }
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public override int X { get => ReadUInt16LittleEndian(General.AsSpan(0x123C)); set => WriteUInt16LittleEndian(General.AsSpan(0x123C), (ushort)(X2 = value)); }
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public override int Y { get => ReadUInt16LittleEndian(General.AsSpan(0x1240)); set => WriteUInt16LittleEndian(General.AsSpan(0x1240), (ushort)(Y2 = value)); }
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2022-02-25 07:17:16 +00:00
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2022-06-18 18:04:24 +00:00
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public override Span<byte> Rival_Trash
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{
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2022-11-25 01:42:17 +00:00
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get => General.AsSpan(0x22D4, MaxStringLengthOT * 2);
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set { if (value.Length == MaxStringLengthOT * 2) value.CopyTo(General.AsSpan(0x22D4)); }
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2022-06-18 18:04:24 +00:00
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}
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2021-05-18 20:04:23 +00:00
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2022-06-18 18:04:24 +00:00
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public override int X2 { get => ReadUInt16LittleEndian(General.AsSpan(0x236E)); set => WriteUInt16LittleEndian(General.AsSpan(0x236E), (ushort)value); }
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public override int Y2 { get => ReadUInt16LittleEndian(General.AsSpan(0x2372)); set => WriteUInt16LittleEndian(General.AsSpan(0x2372), (ushort)value); }
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public override int Z { get => ReadUInt16LittleEndian(General.AsSpan(0x2376)); set => WriteUInt16LittleEndian(General.AsSpan(0x2376), (ushort)value); }
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public int Badges16
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{
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get => General[Trainer1 + 0x1F];
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set => General[Trainer1 + 0x1F] = (byte)value;
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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private const int OFS_GearRolodex = 0xC0EC;
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private const byte GearMaxCallers = (byte)(PokegearNumber.Ernest + 1);
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public PokegearNumber GetCallerAtIndex(int index) => (PokegearNumber)General[OFS_GearRolodex + index];
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public void SetCallerAtIndex(int index, PokegearNumber caller) => General[OFS_GearRolodex + index] = (byte)caller;
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2020-12-05 14:09:33 +00:00
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2022-06-18 18:04:24 +00:00
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public PokegearNumber[] GetPokeGearRoloDex()
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{
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var arr = General.AsSpan(OFS_GearRolodex, GearMaxCallers);
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return MemoryMarshal.Cast<byte, PokegearNumber>(arr).ToArray();
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public void SetPokeGearRoloDex(ReadOnlySpan<PokegearNumber> value)
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{
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if (value.Length > GearMaxCallers)
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throw new ArgumentOutOfRangeException(nameof(value));
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MemoryMarshal.Cast<PokegearNumber, byte>(value).CopyTo(General.AsSpan(OFS_GearRolodex, GearMaxCallers));
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public void PokeGearUnlockAllCallers()
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{
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for (int i = 0; i < GearMaxCallers; i++)
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SetCallerAtIndex(i, (PokegearNumber)i);
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}
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2019-09-03 04:24:49 +00:00
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2022-06-18 18:04:24 +00:00
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public void PokeGearClearAllCallers(int start = 0)
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{
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for (int i = start; i < GearMaxCallers; i++)
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SetCallerAtIndex(i, PokegearNumber.None);
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}
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2019-09-03 04:24:49 +00:00
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2022-06-18 18:04:24 +00:00
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public void PokeGearUnlockAllCallersNoTrainers()
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{
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var nonTrainers = new[]
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{
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PokegearNumber.Mother,
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PokegearNumber.Professor_Elm,
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PokegearNumber.Professor_Oak,
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PokegearNumber.Ethan,
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PokegearNumber.Lyra,
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PokegearNumber.Kurt,
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PokegearNumber.Daycare_Man,
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PokegearNumber.Daycare_Lady,
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PokegearNumber.Bill,
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PokegearNumber.Bike_Shop,
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PokegearNumber.Baoba,
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};
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for (int i = 0; i < nonTrainers.Length; i++)
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SetCallerAtIndex(i, nonTrainers[i]);
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// clear remaining callers
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PokeGearClearAllCallers(nonTrainers.Length);
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}
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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// Apricorn Pouch
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public int GetApricornCount(int index) => General[0xE558 + index];
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public void SetApricornCount(int index, int count) => General[0xE558 + index] = (byte)count;
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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// Pokewalker
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public const int WalkerPair = 0xE5E0;
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private const int OFS_WALKER = 0xE704;
|
2020-08-01 16:20:13 +00:00
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2022-06-18 18:04:24 +00:00
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public uint PokewalkerSteps { get => ReadUInt32LittleEndian(General.AsSpan(OFS_WALKER)); set => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER), value); }
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public uint PokewalkerWatts { get => ReadUInt32LittleEndian(General.AsSpan(OFS_WALKER + 0x4)); set => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER + 4), value); }
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2019-09-03 02:30:58 +00:00
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2022-06-18 18:04:24 +00:00
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public bool[] GetPokewalkerCoursesUnlocked() => ArrayUtil.GitBitFlagArray(General.AsSpan(OFS_WALKER + 0x8), 32);
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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|
|
public void SetPokewalkerCoursesUnlocked(ReadOnlySpan<bool> value) => ArrayUtil.SetBitFlagArray(General.AsSpan(OFS_WALKER + 0x8), value);
|
2019-09-03 02:30:58 +00:00
|
|
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|
2022-06-18 18:04:24 +00:00
|
|
|
public void PokewalkerCoursesSetAll(uint value = 0x07FF_FFFFu) => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER + 0x8), value);
|
2021-08-21 02:52:31 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public override uint SwarmSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x68A8)); set => WriteUInt32LittleEndian(General.AsSpan(0x68A8), value); }
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|
|
|
public override uint SwarmMaxCountModulo => 20;
|
2022-06-18 21:11:22 +00:00
|
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|
2022-06-19 02:46:53 +00:00
|
|
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public Roamer4 RoamerRaikou => new(General, 0x68B4);
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public Roamer4 RoamerEntei => new(General, 0x68C8);
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|
public Roamer4 RoamerLatias => new(General, 0x68DC);
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|
public Roamer4 RoamerLatios => new(General, 0x68F0);
|
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|
|
}
|