using System.Collections.Generic; namespace PKHeX.Core { public class SaveBlockAccessorSWSH : ISaveBlockAccessor, ISaveBlock8Main { public IReadOnlyList BlockInfo { get; } public Box8 BoxInfo { get; } public Party8 PartyInfo { get; } public MyItem Items { get; } public MyStatus8 MyStatus { get; } public Misc8 Misc { get; } public Zukan8 Zukan { get; } public BoxLayout8 BoxLayout { get; } public PlayTime8 Played { get; } public Fused8 Fused { get; } public Daycare8 Daycare { get; } public Record8 Records { get; } public TrainerCard8 TrainerCard{ get; } public FashionUnlock8 Fashion { get; } public RaidSpawnList8 Raid { get; } public SaveBlockAccessorSWSH(SAV8SWSH sav) { BlockInfo = sav.AllBlocks; BoxInfo = new Box8(sav, GetBlock(KBox)); PartyInfo = new Party8(sav, GetBlock(KParty)); Items = new MyItem8(sav, GetBlock(KItem)); Zukan = new Zukan8(sav, GetBlock(KZukan)); MyStatus = new MyStatus8(sav, GetBlock(KMyStatus)); Misc = new Misc8(sav, GetBlock(KMisc)); BoxLayout = new BoxLayout8(sav, GetBlock(KBoxLayout)); TrainerCard = new TrainerCard8(sav, GetBlock(KTrainerCard)); Played = new PlayTime8(sav, GetBlock(KPlayTime)); Fused = new Fused8(sav, GetBlock(KFused)); Daycare = new Daycare8(sav, GetBlock(KDaycare)); Records = new Record8(sav, GetBlock(KRecord), Core.Records.MaxType_SWSH); Fashion = new FashionUnlock8(sav, GetBlock(KFashionUnlock)); Raid = new RaidSpawnList8(sav, GetBlock(KRaidSpawnList)); } /* To dump key list of current format, use the following in the immediate window, and update Meta8 var blocks = BlockInfo.Where(z => z.Data.Length != 0).Select(z => new KeyValuePair(z.Key, z.Data.Length)).Select(z => $"{z.Key:X8}, {z.Value:X5},"); System.IO.File.WriteAllLines("blank.txt", blocks.ToArray()); */ private const uint KBox = 0x0d66012c; // Box Data private const uint KMysteryGift = 0x112d5141; // Mystery Gift Data private const uint KItem = 0x1177c2c4; // Items private const uint KCoordinates = 0x16aaa7fa; // Coordinates? private const uint KBoxLayout = 0x19722c89; // Box Names private const uint KMisc = 0x1b882b09; // Money private const uint KParty = 0x2985fe5d; // Party Data private const uint KDaycare = 0x2d6fba6a; // Daycare slots (2 daycares) private const uint KRecord = 0x37da95a3; private const uint KZukan = 0x4716c404; // PokeDex private const uint KTrainerCard = 0x874da6fa; // Trainer Card private const uint KPlayTime = 0x8cbbfd90; // Time Played private const uint KRaidSpawnList = 0x9033eb7b; // Nest current values (hash, seed, meta) private const uint KRepel = 0x9ec079da; private const uint KFused = 0xc0de5c5f; // Fused PKM (*3) private const uint KFashionUnlock = 0xd224f9ac; // Fashion unlock bool array (owned for (each apparel type) * 0x80, then another array for "new") private const uint KMyStatus = 0xf25c070e; // Trainer Details // Rather than storing a dictionary of keys, we can abuse the fact that the SCBlock[] is stored in order of ascending block key. // Binary Search doesn't require extra memory like a Dictionary would; also, we only need to find a few blocks. public SCBlock GetBlock(uint key) => BinarySearch(BlockInfo, key); private static SCBlock BinarySearch(IReadOnlyList arr, uint key) { int min = 0; int max = arr.Count - 1; do { int mid = (min + max) / 2; var entry = arr[mid]; var ek = entry.Key; if (key == ek) return entry; if (key < ek) max = mid - 1; else min = mid + 1; } while (min <= max); throw new KeyNotFoundException(nameof(key)); } } }