PKHeX/PKHeX.Core/Saves/Substructures/Gen3/Roamer3.cs
Kurt 49541e6073 Rework mainline sav3 to not operate off chunks
Previous style was to resize the sav buffer and concat all the storage chunks at the end. Allocated a double save file.

Now, just allocate 3 buffers.
2021-03-07 23:22:07 -08:00

112 lines
4.5 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class Roamer3 : IContestStats, IContestStatsMutable
{
private readonly int Offset;
public bool IsGlitched { get; }
private readonly byte[] Data;
private readonly SAV3 SAV;
public Roamer3(SAV3 sav)
{
Data = (SAV = sav).Large;
Offset = sav.Version switch
{
GameVersion.RS => 0x3144,
GameVersion.E => 0x31DC,
_ => 0x30D0, // FRLG
};
IsGlitched = sav.Version != GameVersion.E;
}
private uint IV32
{
get => BitConverter.ToUInt32(Data, Offset);
set => SAV.SetData(Data, BitConverter.GetBytes(value), Offset);
}
public uint PID
{
get => BitConverter.ToUInt32(Data, Offset + 4);
set => SAV.SetData(Data, BitConverter.GetBytes(value), Offset + 4);
}
public int Species
{
get => SpeciesConverter.GetG4Species(BitConverter.ToInt16(Data, Offset + 8));
set => SAV.SetData(Data, BitConverter.GetBytes((ushort)SpeciesConverter.GetG3Species(value)), Offset + 8);
}
public int HP_Current
{
get => BitConverter.ToInt16(Data, Offset + 10);
set => SAV.SetData(Data, BitConverter.GetBytes((short)value), Offset + 10);
}
public int CurrentLevel
{
get => Data[Offset + 12];
set => Data[Offset + 12] = (byte)value;
}
public int Status { get => Data[Offset + 0x0D]; set => Data[Offset + 0x0D] = (byte)value; }
public byte CNT_Cool { get => Data[Offset + 0x0E]; set => Data[Offset + 0x0E] = value; }
public byte CNT_Beauty { get => Data[Offset + 0x0F]; set => Data[Offset + 0x0F] = value; }
public byte CNT_Cute { get => Data[Offset + 0x10]; set => Data[Offset + 0x10] = value; }
public byte CNT_Smart { get => Data[Offset + 0x11]; set => Data[Offset + 0x11] = value; }
public byte CNT_Tough { get => Data[Offset + 0x12]; set => Data[Offset + 0x12] = value; }
public byte CNT_Sheen { get => 0; set { } }
public bool Active { get => Data[Offset + 0x13] == 1; set => Data[Offset + 0x13] = value ? 1 : 0; }
// Derived Properties
private int IV_HP { get => (int)(IV32 >> 00) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 00)) | (uint)((value > 31 ? 31 : value) << 00)); }
private int IV_ATK { get => (int)(IV32 >> 05) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 05)) | (uint)((value > 31 ? 31 : value) << 05)); }
private int IV_DEF { get => (int)(IV32 >> 10) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 10)) | (uint)((value > 31 ? 31 : value) << 10)); }
private int IV_SPE { get => (int)(IV32 >> 15) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 15)) | (uint)((value > 31 ? 31 : value) << 15)); }
private int IV_SPA { get => (int)(IV32 >> 20) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 20)) | (uint)((value > 31 ? 31 : value) << 20)); }
private int IV_SPD { get => (int)(IV32 >> 25) & 0x1F; set => IV32 = (uint)((IV32 & ~(0x1F << 25)) | (uint)((value > 31 ? 31 : value) << 25)); }
/// <summary>
/// Roamer's IVs.
/// </summary>
public int[] IVs
{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
set
{
if (value.Length != 6) return;
IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
/// <summary>
/// Indicates if the Roamer is shiny with the <see cref="SAV"/>'s Trainer Details.
/// </summary>
/// <param name="pid">PID to check for</param>
/// <returns>Indication if the PID is shiny for the trainer.</returns>
public bool IsShiny(uint pid)
{
var val = (ushort)(SAV.SID ^ SAV.TID ^ (pid >> 16) ^ pid);
return val < 8;
}
/// <summary>
/// Gets the glitched Roamer IVs, where only 1 byte of IV data is loaded when encountered.
/// </summary>
public int[] IVsGlitch
{
get
{
var ivs = IV32; // store for restoration later
IV32 &= 0xFF; // only 1 byte is loaded to the encounter
var glitch = IVs; // get glitched IVs
IV32 = ivs; // restore unglitched IVs
return glitch;
}
}
}
}