mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-26 04:13:12 +00:00
2915692daa
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.
88 lines
No EOL
4.2 KiB
C#
88 lines
No EOL
4.2 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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public class SaveBlockAccessorSWSH : ISaveBlockAccessor<SCBlock>, ISaveBlock8Main
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{
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public IReadOnlyList<SCBlock> BlockInfo { get; }
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public Box8 BoxInfo { get; }
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public Party8 PartyInfo { get; }
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public MyItem Items { get; }
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public MyStatus8 MyStatus { get; }
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public Misc8 Misc { get; }
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public Zukan8 Zukan { get; }
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public BoxLayout8 BoxLayout { get; }
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public PlayTime8 Played { get; }
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public Fused8 Fused { get; }
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public Daycare8 Daycare { get; }
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public Record8 Records { get; }
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public TrainerCard8 TrainerCard{ get; }
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public FashionUnlock8 Fashion { get; }
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public RaidSpawnList8 Raid { get; }
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public SaveBlockAccessorSWSH(SAV8SWSH sav)
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{
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BlockInfo = sav.AllBlocks;
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BoxInfo = new Box8(sav, GetBlock(KBox));
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PartyInfo = new Party8(sav, GetBlock(KParty));
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Items = new MyItem8(sav, GetBlock(KItem));
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Zukan = new Zukan8(sav, GetBlock(KZukan));
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MyStatus = new MyStatus8(sav, GetBlock(KMyStatus));
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Misc = new Misc8(sav, GetBlock(KMisc));
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BoxLayout = new BoxLayout8(sav, GetBlock(KBoxLayout));
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TrainerCard = new TrainerCard8(sav, GetBlock(KTrainerCard));
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Played = new PlayTime8(sav, GetBlock(KPlayTime));
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Fused = new Fused8(sav, GetBlock(KFused));
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Daycare = new Daycare8(sav, GetBlock(KDaycare));
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Records = new Record8(sav, GetBlock(KRecord), Core.Records.MaxType_SWSH);
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Fashion = new FashionUnlock8(sav, GetBlock(KFashionUnlock));
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Raid = new RaidSpawnList8(sav, GetBlock(KRaidSpawnList));
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}
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/* To dump key list of current format, use the following in the immediate window, and update Meta8
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var blocks = BlockInfo.Where(z => z.Data.Length != 0).Select(z => new KeyValuePair<uint, int>(z.Key, z.Data.Length)).Select(z => $"{z.Key:X8}, {z.Value:X5},");
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System.IO.File.WriteAllLines("blank.txt", blocks.ToArray());
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*/
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private const uint KBox = 0x0d66012c; // Box Data
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private const uint KMysteryGift = 0x112d5141; // Mystery Gift Data
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private const uint KItem = 0x1177c2c4; // Items
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private const uint KCoordinates = 0x16aaa7fa; // Coordinates?
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private const uint KBoxLayout = 0x19722c89; // Box Names
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private const uint KMisc = 0x1b882b09; // Money
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private const uint KParty = 0x2985fe5d; // Party Data
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private const uint KDaycare = 0x2d6fba6a; // Daycare slots (2 daycares)
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private const uint KRecord = 0x37da95a3;
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private const uint KZukan = 0x4716c404; // PokeDex
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private const uint KTrainerCard = 0x874da6fa; // Trainer Card
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private const uint KPlayTime = 0x8cbbfd90; // Time Played
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private const uint KRaidSpawnList = 0x9033eb7b; // Nest current values (hash, seed, meta)
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private const uint KRepel = 0x9ec079da;
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private const uint KFused = 0xc0de5c5f; // Fused PKM (*3)
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private const uint KFashionUnlock = 0xd224f9ac; // Fashion unlock bool array (owned for (each apparel type) * 0x80, then another array for "new")
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private const uint KMyStatus = 0xf25c070e; // Trainer Details
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// Rather than storing a dictionary of keys, we can abuse the fact that the SCBlock[] is stored in order of ascending block key.
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// Binary Search doesn't require extra memory like a Dictionary would; also, we only need to find a few blocks.
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public SCBlock GetBlock(uint key) => BinarySearch(BlockInfo, key);
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private static SCBlock BinarySearch(IReadOnlyList<SCBlock> arr, uint key)
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{
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int min = 0;
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int max = arr.Count - 1;
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do
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{
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int mid = (min + max) / 2;
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var entry = arr[mid];
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var ek = entry.Key;
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if (key == ek)
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return entry;
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if (key < ek)
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max = mid - 1;
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else
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min = mid + 1;
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} while (min <= max);
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throw new KeyNotFoundException(nameof(key));
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}
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}
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} |