PKHeX/Tests/PKHeX.Core.Tests/Saves/PokeDex.cs

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using Xunit;
using FluentAssertions;
using PKHeX.Core;
namespace PKHeX.Tests.Saves
{
public static class PokeDex
{
[Theory]
[InlineData(Species.Bulbasaur)]
[InlineData(Species.Voltorb)]
[InlineData(Species.Genesect)]
public static void Gen5(Species species)
{
var bw = new SAV5B2W2();
SetDexSpecies(bw, (int)species, 0x54);
}
[Theory]
[InlineData(Species.Landorus)]
public static void Gen5Form(Species species)
{
var bw = new SAV5B2W2();
SetDexSpecies(bw, (int)species, 0x54);
CheckDexFlags5(bw, (int)species, 0, 0x54, 0xB);
}
private static void SetDexSpecies(SaveFile sav, int species, int regionSize)
{
var pk5 = new PK5 {Species = species, TID = 1337}; // non-shiny
pk5.Gender = pk5.GetSaneGender();
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sav.SetBoxSlotAtIndex(pk5, 0);
CheckFlags(sav, species, regionSize);
}
private static void CheckFlags(SaveFile sav, int species, int regionSize)
{
var dex = sav.PokeDex;
var data = sav.Data;
var bit = species - 1;
var val = (byte) (1 << (bit & 7));
var ofs = bit >> 3;
data[dex + 0x08 + ofs].Should().Be(val, "caught flag");
data[dex + 0x08 + regionSize + ofs].Should().Be(val, "seen flag");
data[dex + 0x08 + regionSize + (regionSize * 4) + ofs].Should().Be(val, "displayed flag");
}
private static void CheckDexFlags5(SaveFile sav, int species, int form, int regionSize, int formRegionSize)
{
var dex = sav.PokeDex;
var data = sav.Data;
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var formDex = dex + 8 + (regionSize * 9);
int fc = sav.Personal[species].FormeCount;
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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var bit = ((SAV5)sav).Zukan.DexFormIndexFetcher(species, fc);
if (bit < 0)
return;
bit += form;
var val = (byte)(1 << (bit & 7));
var ofs = bit >> 3;
data[formDex + ofs].Should().Be(val, "seen flag");
data[formDex + ofs + (formRegionSize * 2)].Should().Be(val, "displayed flag");
}
}
}