2016-10-01 02:05:35 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-10-01 02:05:35 +00:00
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{
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2019-10-04 02:09:02 +00:00
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public sealed class StrategyMemo
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2016-10-01 02:05:35 +00:00
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{
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private readonly bool XD;
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private const int SIZE_ENTRY = 12;
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private readonly List<StrategyMemoEntry> Entries = new List<StrategyMemoEntry>();
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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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public const int MAX_COUNT = 500;
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public const int MAX_SIZE = MAX_COUNT * SIZE_ENTRY;
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2018-05-12 19:28:48 +00:00
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private StrategyMemoEntry this[int Species] => Entries.Find(e => e.Species == Species);
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2017-08-07 00:20:04 +00:00
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private readonly byte[] _unk;
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2016-10-01 02:05:35 +00:00
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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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public StrategyMemo(bool xd = true) : this(new byte[MAX_SIZE], 0, xd) { }
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2016-10-01 02:05:35 +00:00
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public StrategyMemo(byte[] input, int offset, bool xd)
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{
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XD = xd;
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int count = BigEndian.ToInt16(input, offset);
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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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if (count > MAX_COUNT)
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count = MAX_COUNT;
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2019-09-23 22:13:22 +00:00
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_unk = input.Slice(offset + 2, 2);
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2016-10-01 02:05:35 +00:00
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for (int i = 0; i < count; i++)
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{
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2019-02-17 18:42:43 +00:00
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var entry = Read(input, offset, i);
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Entries.Add(entry);
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2016-10-01 02:05:35 +00:00
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}
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}
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2018-07-29 20:27:48 +00:00
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2019-02-17 18:42:43 +00:00
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private StrategyMemoEntry Read(byte[] input, int offset, int index)
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{
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byte[] data = new byte[SIZE_ENTRY];
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var ofs = 4 + offset + (SIZE_ENTRY * index);
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Array.Copy(input, ofs, data, 0, SIZE_ENTRY);
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return new StrategyMemoEntry(XD, data);
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}
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2017-08-07 00:20:04 +00:00
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public byte[] FinalData => BigEndian.GetBytes((short)Entries.Count).Concat(_unk) // count followed by populated entries
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.Concat(Entries.SelectMany(entry => entry.Data)).ToArray();
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2016-10-01 02:05:35 +00:00
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public StrategyMemoEntry GetEntry(int Species)
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{
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return this[Species] ?? new StrategyMemoEntry(XD);
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}
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2018-07-29 20:27:48 +00:00
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2016-10-01 02:05:35 +00:00
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public void SetEntry(StrategyMemoEntry entry)
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{
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2017-04-23 16:18:42 +00:00
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int index = Entries.FindIndex(ent => ent.Species == entry.Species);
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2019-02-17 18:42:43 +00:00
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if (index >= 0)
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2016-10-01 02:05:35 +00:00
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Entries[index] = entry;
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else
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Entries.Add(entry);
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}
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2018-07-29 20:27:48 +00:00
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2019-10-04 02:09:02 +00:00
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public sealed class StrategyMemoEntry
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2016-10-01 02:05:35 +00:00
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{
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public readonly byte[] Data;
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private readonly bool XD;
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2018-07-29 20:27:48 +00:00
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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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public StrategyMemoEntry(bool xd) : this(xd, new byte[SIZE_ENTRY]) { }
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public StrategyMemoEntry(bool xd, byte[] data)
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2016-10-01 02:05:35 +00:00
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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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Data = data;
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2016-10-01 02:05:35 +00:00
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XD = xd;
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}
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public int Species
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{
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get
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{
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int val = BigEndian.ToUInt16(Data, 0) & 0x1FF;
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2017-08-01 06:03:51 +00:00
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return SpeciesConverter.GetG4Species(val);
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2016-10-01 02:05:35 +00:00
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}
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set
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{
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2017-08-01 06:03:51 +00:00
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value = SpeciesConverter.GetG3Species(value);
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2016-10-01 02:05:35 +00:00
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int cval = BigEndian.ToUInt16(Data, 0);
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cval &= 0xE00; value &= 0x1FF; cval |= value;
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BigEndian.GetBytes((ushort)cval).CopyTo(Data, 0);
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}
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}
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2018-07-29 20:27:48 +00:00
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2017-05-13 03:32:36 +00:00
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private bool Flag0 { get => Data[0] >> 6 == 1; set { Data[0] &= 0xBF; if (value) Data[0] |= 0x40; } } // Unused
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private bool Flag1 { get => Data[0] >> 7 == 1; set { Data[0] &= 0x7F; if (value) Data[0] |= 0x80; } } // Complete Entry
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public int SID { get => BigEndian.ToUInt16(Data, 4); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 4); }
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public int TID { get => BigEndian.ToUInt16(Data, 6); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, 6); }
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public uint PID { get => BigEndian.ToUInt32(Data, 8); set => BigEndian.GetBytes(value).CopyTo(Data, 8); }
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2016-10-01 02:05:35 +00:00
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public bool Seen
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{
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get
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{
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if (XD) return !Flag1;
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return Species != 0;
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}
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set
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{
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if (XD)
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Flag1 = !value;
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else if (!value)
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new byte[SIZE_ENTRY].CopyTo(Data, 0);
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}
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}
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2018-07-29 20:27:48 +00:00
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2016-10-01 02:05:35 +00:00
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public bool Owned
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{
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get
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{
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if (XD) return false;
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2019-10-05 03:10:50 +00:00
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return Flag0 || !Flag1;
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2016-10-01 02:05:35 +00:00
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}
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set
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{
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if (XD) return;
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if (!value)
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Flag1 = true;
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}
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}
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public bool IsEmpty => Species == 0;
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public bool Matches(int species, uint pid, int tid, int sid) => Species == species && PID == pid && TID == tid && SID == sid;
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}
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}
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}
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