mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-15 15:12:45 +00:00
9166d0eb64
Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
88 lines
2.9 KiB
C#
88 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core;
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public static class PSS6
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{
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private const string Header = "PSS List";
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private static readonly string[] headers = { "PSS Data - Friends", "PSS Data - Acquaintances", "PSS Data - Passerby" };
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public static List<string> GetPSSParse(SAV6 SAV)
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{
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var result = new List<string> {Header};
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int offset = SAV.PSS;
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var data = SAV.Data;
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for (int g = 0; g < 3; g++)
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{
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result.Add("----");
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result.Add(headers[g]);
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result.Add("----");
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// uint count = ReadUInt32LittleEndian(data.AsSpan(offset + 0x4E20));
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ReadTrainers(result, data, offset, 100);
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offset += 0x5000; // Advance to next block
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}
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return result;
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}
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private static void ReadTrainers(ICollection<string> result, Span<byte> data, int offset, int count)
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{
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int r_offset = offset;
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const int size = 0xC8;
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for (int i = 0; i < count; i++)
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{
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if (!ReadTrainer(result, data.Slice(r_offset, size)))
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break; // No data present here
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if (i > 0)
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result.Add(string.Empty);
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r_offset += size; // Advance to next entry
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}
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}
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private static bool ReadTrainer(ICollection<string> result, ReadOnlySpan<byte> data)
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{
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ulong pssID = ReadUInt64LittleEndian(data);
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if (pssID == 0)
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return false; // no data
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string otname = StringConverter6.GetString(data.Slice(0x08, 0x1A));
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string message = StringConverter6.GetString(data.Slice(0x22, 0x22));
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// Trim terminated
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// uint unk1 = ReadUInt32LittleEndian(data[0x44..]);
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// ulong unk2 = ReadUInt64LittleEndian(data[0x48..]);
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// uint unk3 = ReadUInt32LittleEndian(data[0x50..]);
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// uint unk4 = ReadUInt16LittleEndian(data[0x54..]);
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byte regionID = data[0x56];
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byte countryID = data[0x57];
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byte game = data[0x5A];
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// ulong outfit = ReadUInt64LittleEndian(data.AsSpan(ofs + 0x5C));
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int favpkm = ReadUInt16LittleEndian(data[0x9C..]) & 0x7FF;
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string gamename = GetGameName(game);
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var (country, region) = GeoLocation.GetCountryRegionText(countryID, regionID, GameInfo.CurrentLanguage);
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result.Add($"OT: {otname}");
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result.Add($"Message: {message}");
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result.Add($"Game: {gamename}");
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result.Add($"Country: {country}");
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result.Add($"Region: {region}");
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result.Add($"Favorite: {GameInfo.Strings.specieslist[favpkm]}");
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return false;
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}
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private static string GetGameName(int game)
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{
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const string unk = "UNKNOWN GAME";
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if (game < 0)
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return unk;
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var list = GameInfo.Strings.gamelist;
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if (game >= list.Length)
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return unk;
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return list[game];
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}
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}
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