PKHeX/PKHeX.Core/Saves/SAV4HGSS.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 System.Runtime.InteropServices;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// <see cref="SaveFile"/> format for <see cref="GameVersion.HGSS"/>
/// </summary>
public sealed class SAV4HGSS : SAV4
{
public SAV4HGSS() : base(GeneralSize, StorageSize)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public SAV4HGSS(byte[] data) : base(data, GeneralSize, StorageSize, GeneralSize + GeneralGap)
{
Initialize();
Dex = new Zukan4(this, PokeDex);
}
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public override Zukan4 Dex { get; }
protected override SAV4 CloneInternal4() => State.Exportable ? new SAV4HGSS((byte[])Data.Clone()) : new SAV4HGSS();
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
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public override IPersonalTable Personal => PersonalTable.HGSS;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_HGSS;
public override int MaxItemID => Legal.MaxItemID_4_HGSS;
private const int GeneralSize = 0xF628;
private const int StorageSize = 0x12310; // Start 0xF700, +0 starts box data
private const int GeneralGap = 0xD8;
protected override int StorageStart => 0xF700; // unused section right after GeneralSize, alignment?
protected override int FooterSize => 0x10;
private void Initialize()
{
Version = GameVersion.HGSS;
GetSAVOffsets();
}
protected override int EventWork => 0xDE4;
protected override int EventFlag => 0x10C4;
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private void GetSAVOffsets()
{
AdventureInfo = 0;
Trainer1 = 0x64;
Party = 0x98;
PokeDex = 0x12B8;
WondercardFlags = 0x9D3C;
WondercardData = 0x9E3C;
DaycareOffset = 0x15FC;
Seal = 0x4E20;
Box = 0;
}
private Span<byte> LockCapsuleSpan => General.AsSpan(0xB064, PCD.Size);
public PCD LockCapsuleSlot
{
get => new(LockCapsuleSpan.ToArray());
set => value.Data.CopyTo(LockCapsuleSpan);
}
#region Storage
// box{pk4[30}[18]
// u32 currentBox
// u32 counter
// g4str[18] boxNames
// byte[18] boxWallpapers
// -- each box is chunked, padded to nearest 0x100 (resulting in 0x10 trailing zeroes)
// -- The final 0x16 bytes in the Storage block are unused (padding to nearest 0x100).
private const int BOX_COUNT = 18;
private const int BOX_SLOTS = 30;
private const int BOX_NAME_LEN = 40; // 20 characters
private const int BOX_DATA_LEN = (BOX_SLOTS * PokeCrypto.SIZE_4STORED) + 0x10; // 0xFF0, each box chunk is padded to nearest 0x100
private const int BOX_END = BOX_COUNT * BOX_DATA_LEN; // 18 * 0x1000
private const int BOX_NAME = 0x12008; // after current & counter
private const int BOX_WP = BOX_NAME + (BOX_COUNT * BOX_NAME_LEN); // 0x122D8;
private const int BOX_FLAGS = 18 + BOX_WP; // 0x122EA;
public override int GetBoxOffset(int box) => box * 0x1000;
private static int GetBoxNameOffset(int box) => BOX_NAME + (box * BOX_NAME_LEN);
protected override int GetBoxWallpaperOffset(int box) => BOX_WP + box;
// 8 bytes current box (align 32) & (stored count?)
public override int CurrentBox
{
get => Storage[BOX_END];
set => Storage[BOX_END] = (byte)value;
}
public override byte[] BoxFlags
{
get => new[] { Storage[BOX_FLAGS] };
set => Storage[BOX_FLAGS] = value[0];
}
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public int Counter
{
get => ReadInt32LittleEndian(Storage.AsSpan(BOX_END + 4));
set => WriteInt32LittleEndian(Storage.AsSpan(BOX_END + 4), value);
}
public override string GetBoxName(int box) => GetString(Storage.AsSpan(GetBoxNameOffset(box), BOX_NAME_LEN));
public override void SetBoxName(int box, string value)
{
const int maxlen = 8;
var span = Storage.AsSpan(GetBoxNameOffset(box), BOX_NAME_LEN);
SetString(span, value.AsSpan(), maxlen, StringConverterOption.ClearZero);
}
private static int AdjustWallpaper(int value, int shift)
{
// Pt's Special Wallpapers 1-8 are shifted by +0x8
// HG/SS Special Wallpapers 1-8 (Primo Phrases) are shifted by +0x10
if (value >= 0x10) // special
return value + shift;
return value;
}
public override int GetBoxWallpaper(int box)
{
int offset = GetBoxWallpaperOffset(box);
int value = Storage[offset];
return AdjustWallpaper(value, -0x10);
}
public override void SetBoxWallpaper(int box, int value)
{
value = AdjustWallpaper(value, 0x10);
Storage[GetBoxWallpaperOffset(box)] = (byte)value;
}
#endregion
public override IReadOnlyList<InventoryPouch> Inventory
{
get
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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{
InventoryPouch[] pouch =
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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{
new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_HGSS, 999, 0x644), // 0x644-0x8D7 (0x8CB)
new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_HGSS, 1, 0x8D8), // 0x8D8-0x99F (0x979)
new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_HGSS, 99, 0x9A0), // 0x9A0-0xB33 (0xB2F)
new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_HGSS, 999, 0xB34), // 0xB34-0xB63 (0xB63)
new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_HGSS, 999, 0xB64), // 0xB64-0xC03 (0xBFB)
new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_HGSS, 999, 0xC04), // 0xC04-0xD03
new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_HGSS, 999, 0xD04), // 0xD04-0xD63
new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_HGSS, 999, 0xD64), // 0xD64-0xD97
};
return pouch.LoadAll(General);
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
}
set => value.SaveAll(General);
}
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
public override int M { get => ReadUInt16LittleEndian(General.AsSpan(0x1234)); set => WriteUInt16LittleEndian(General.AsSpan(0x1234), (ushort)value); }
public override int X { get => ReadUInt16LittleEndian(General.AsSpan(0x123C)); set => WriteUInt16LittleEndian(General.AsSpan(0x123C), (ushort)(X2 = value)); }
public override int Y { get => ReadUInt16LittleEndian(General.AsSpan(0x1240)); set => WriteUInt16LittleEndian(General.AsSpan(0x1240), (ushort)(Y2 = value)); }
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public override Span<byte> Rival_Trash
{
get => General.AsSpan(0x22D4, MaxStringLengthOT * 2);
set { if (value.Length == MaxStringLengthOT * 2) value.CopyTo(General.AsSpan(0x22D4)); }
}
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public override int X2 { get => ReadUInt16LittleEndian(General.AsSpan(0x236E)); set => WriteUInt16LittleEndian(General.AsSpan(0x236E), (ushort)value); }
public override int Y2 { get => ReadUInt16LittleEndian(General.AsSpan(0x2372)); set => WriteUInt16LittleEndian(General.AsSpan(0x2372), (ushort)value); }
public override int Z { get => ReadUInt16LittleEndian(General.AsSpan(0x2376)); set => WriteUInt16LittleEndian(General.AsSpan(0x2376), (ushort)value); }
public int Badges16
{
get => General[Trainer1 + 0x1F];
set => General[Trainer1 + 0x1F] = (byte)value;
}
private const int OFS_GearRolodex = 0xC0EC;
private const byte GearMaxCallers = (byte)(PokegearNumber.Ernest + 1);
public PokegearNumber GetCallerAtIndex(int index) => (PokegearNumber)General[OFS_GearRolodex + index];
public void SetCallerAtIndex(int index, PokegearNumber caller) => General[OFS_GearRolodex + index] = (byte)caller;
public PokegearNumber[] GetPokeGearRoloDex()
{
var arr = General.AsSpan(OFS_GearRolodex, GearMaxCallers);
return MemoryMarshal.Cast<byte, PokegearNumber>(arr).ToArray();
}
public void SetPokeGearRoloDex(ReadOnlySpan<PokegearNumber> value)
{
if (value.Length > GearMaxCallers)
throw new ArgumentOutOfRangeException(nameof(value));
MemoryMarshal.Cast<PokegearNumber, byte>(value).CopyTo(General.AsSpan(OFS_GearRolodex, GearMaxCallers));
}
public void PokeGearUnlockAllCallers()
{
for (int i = 0; i < GearMaxCallers; i++)
SetCallerAtIndex(i, (PokegearNumber)i);
}
public void PokeGearClearAllCallers(int start = 0)
{
for (int i = start; i < GearMaxCallers; i++)
SetCallerAtIndex(i, PokegearNumber.None);
}
public void PokeGearUnlockAllCallersNoTrainers()
{
var nonTrainers = new[]
{
PokegearNumber.Mother,
PokegearNumber.Professor_Elm,
PokegearNumber.Professor_Oak,
PokegearNumber.Ethan,
PokegearNumber.Lyra,
PokegearNumber.Kurt,
PokegearNumber.Daycare_Man,
PokegearNumber.Daycare_Lady,
PokegearNumber.Bill,
PokegearNumber.Bike_Shop,
PokegearNumber.Baoba,
};
for (int i = 0; i < nonTrainers.Length; i++)
SetCallerAtIndex(i, nonTrainers[i]);
// clear remaining callers
PokeGearClearAllCallers(nonTrainers.Length);
}
// Apricorn Pouch
public int GetApricornCount(int index) => General[0xE558 + index];
public void SetApricornCount(int index, int count) => General[0xE558 + index] = (byte)count;
// Pokewalker
public const int WalkerPair = 0xE5E0;
private const int OFS_WALKER = 0xE704;
public uint PokewalkerSteps { get => ReadUInt32LittleEndian(General.AsSpan(OFS_WALKER)); set => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER), value); }
public uint PokewalkerWatts { get => ReadUInt32LittleEndian(General.AsSpan(OFS_WALKER + 0x4)); set => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER + 4), value); }
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
public void SetPokewalkerCoursesUnlocked(ReadOnlySpan<bool> value) => ArrayUtil.SetBitFlagArray(General.AsSpan(OFS_WALKER + 0x8), value);
public void PokewalkerCoursesSetAll(uint value = 0x07FF_FFFFu) => WriteUInt32LittleEndian(General.AsSpan(OFS_WALKER + 0x8), value);
public override uint SwarmSeed { get => ReadUInt32LittleEndian(General.AsSpan(0x68A8)); set => WriteUInt32LittleEndian(General.AsSpan(0x68A8), value); }
public override uint SwarmMaxCountModulo => 20;
public Roamer4 RoamerRaikou => new(General, 0x68B4);
public Roamer4 RoamerEntei => new(General, 0x68C8);
public Roamer4 RoamerLatias => new(General, 0x68DC);
public Roamer4 RoamerLatios => new(General, 0x68F0);
}