mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-19 17:03:12 +00:00
c0aae6ab78
commented out test calls = not working will have to debug in more detail later; the first lock is always working at least. data sourced from https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not sure if it's perfect. can't cleanly condense deviating team appearances as double-shadow leads can't be selectively encountered. didn't feel like modding lockfinder's recursive algo to be smarter.
38 lines
No EOL
1 KiB
C#
38 lines
No EOL
1 KiB
C#
using System;
|
|
|
|
namespace PKHeX.Core
|
|
{
|
|
internal class EncounterStaticShadow : EncounterStatic
|
|
{
|
|
public TeamLock[] Locks { get; internal set; } = Array.Empty<TeamLock>();
|
|
public int Gauge { get; internal set; }
|
|
public bool EReader { get; set; }
|
|
|
|
internal override EncounterStatic Clone()
|
|
{
|
|
var result = (EncounterStaticShadow)base.Clone();
|
|
if (Locks.Length > 0)
|
|
{
|
|
result.Locks = new TeamLock[Locks.Length];
|
|
for (int i = 0; i < Locks.Length; i++)
|
|
result.Locks[i] = Locks[i].Clone();
|
|
}
|
|
return result;
|
|
}
|
|
}
|
|
|
|
public class TeamLock
|
|
{
|
|
public int Species;
|
|
public string Comment;
|
|
public NPCLock[] Locks;
|
|
|
|
internal TeamLock Clone()
|
|
{
|
|
var c = new TeamLock { Comment = Comment, Locks = (NPCLock[])Locks.Clone() };
|
|
for (int i = 0; i < Locks.Length; i++)
|
|
Locks[i] = Locks[i].Clone();
|
|
return c;
|
|
}
|
|
}
|
|
} |