pkNX/pkNX.Game/GameManagerGG.cs
Kurt 0a30e0ca3c Remove unsupported games, split GameData
lack of interfaces and default interface implementations is killing me :)

Split GameData so we can interact with changed data structures a little less weird; PLA Learnsets are too incompatible for direct edits with existing abstractions.
2022-02-15 01:58:27 -08:00

75 lines
2.9 KiB
C#

using System.IO;
using System.Linq;
using pkNX.Containers;
using pkNX.Structures;
namespace pkNX.Game
{
public class GameManagerGG : GameManager
{
public GameManagerGG(GameLocation rom, int language) : base(rom, language) { }
private GameVersion ActualGame;
private string TitleID => ActualGame == GameVersion.GP ? Pikachu : Eevee;
private const string Pikachu = "010003F003A34000";
private const string Eevee = "0100187003A36000";
/// <summary>
/// Generally useful game data that can be used by multiple editors.
/// </summary>
public GameData Data { get; protected set; }
protected override void SetMitm()
{
var basePath = Path.GetDirectoryName(ROM.RomFS);
// unlike SWSH, LGPE has a unique opening movie in romfs to differentiate between versions
bool eevee = Directory.Exists(Path.Combine(PathRomFS, "bin", "movies", "EEVEE_GO"));
ActualGame = eevee ? GameVersion.GE : GameVersion.GP;
var redirect = Path.Combine(basePath, TitleID);
FileMitm.SetRedirect(basePath, redirect);
}
public override void Initialize()
{
base.Initialize();
// initialize gametext
GetFilteredFolder(GameFile.GameText, z => Path.GetExtension(z) == ".dat");
// initialize common structures
var personal = GetFilteredFolder(GameFile.PersonalStats, z => Path.GetFileNameWithoutExtension(z) == "personal_total");
Data = new GameData
{
MoveData = new DataCache<IMove>(this[GameFile.MoveStats]) // mini
{
Create = z => new Move7(z),
Write = z => z.Write(),
},
LevelUpData = new DataCache<Learnset>(this[GameFile.Learnsets]) // gfpak
{
Create = z => new Learnset6(z),
Write = z => z.Write(),
},
// folders;
PersonalData = new PersonalTable(personal[0], Game),
MegaEvolutionData = new DataCache<MegaEvolutionSet[]>(GetFilteredFolder(GameFile.MegaEvolutions))
{
Create = MegaEvolutionSet.ReadArray,
Write = MegaEvolutionSet.WriteArray,
},
EvolutionData = new DataCache<EvolutionSet>(GetFilteredFolder(GameFile.Evolutions))
{
Create = data => new EvolutionSet7(data),
Write = evo => evo.Write(),
},
};
}
protected override void Terminate()
{
// Store Personal Data back in the file. Let the container detect if it is modified.
var personal = this[GameFile.PersonalStats];
personal[0] = Data.PersonalData.Table.SelectMany(z => z.Write()).ToArray();
}
}
}