PKHeX/PKHeX.Core/Saves/Substructures/Gen3/Roamer3.cs
Kurt 03182ebd3d Update 22.11.24
Adds support for Scarlet & Violet.

Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-11-24 17:42:17 -08:00

119 lines
4.3 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
public sealed class Roamer3 : IContestStats
{
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 => ReadUInt32LittleEndian(Data.AsSpan(Offset));
set => WriteUInt32LittleEndian(Data.AsSpan(Offset), value);
}
public uint PID
{
get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 4));
set => WriteUInt32LittleEndian(Data.AsSpan(Offset + 4), value);
}
public ushort Species
{
get => SpeciesConverter.GetG4Species(ReadUInt16LittleEndian(Data.AsSpan(Offset + 8)));
set => WriteUInt16LittleEndian(Data.AsSpan(Offset + 8), SpeciesConverter.GetG3Species(value));
}
public int HP_Current
{
get => ReadInt16LittleEndian(Data.AsSpan(Offset + 10));
set => WriteInt16LittleEndian(Data.AsSpan(Offset + 10), (short)value);
}
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 ? (byte)1 : (byte)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 => SetIVs(value);
}
public void SetIVs(ReadOnlySpan<int> value)
{
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 xor = (ushort)(SAV.SID ^ SAV.TID ^ (pid >> 16) ^ pid);
return xor < 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;
}
}
}