mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-24 19:33:10 +00:00
47071b41f3
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to. `System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API. The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder. Other Fixes included: - The Super Training UI for Gen6 has been reworked according to the latest block structure additions. - Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list). - Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
71 lines
2.1 KiB
C#
71 lines
2.1 KiB
C#
using System;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core
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{
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public sealed class TeamIndexes8 : SaveBlock, ITeamIndexSet
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{
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private const int TeamCount = 6;
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private const int NONE_SELECTED = -1;
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public readonly int[] TeamSlots = new int[TeamCount * 6];
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public TeamIndexes8(SAV8SWSH sav, SCBlock block) : base(sav, block.Data) { }
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public void LoadBattleTeams()
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{
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if (!SAV.State.Exportable)
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{
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ClearBattleTeams();
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return;
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}
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for (int i = 0; i < TeamCount * 6; i++)
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{
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short val = ReadInt16LittleEndian(Data.AsSpan(Offset + (i * 2)));
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if (val < 0)
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{
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TeamSlots[i] = NONE_SELECTED;
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continue;
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}
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int box = val >> 8;
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int slot = val & 0xFF;
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int index = (SAV.BoxSlotCount * box) + slot;
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TeamSlots[i] = index & 0xFFFF;
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}
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}
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public void ClearBattleTeams()
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{
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for (int i = 0; i < TeamSlots.Length; i++)
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TeamSlots[i] = NONE_SELECTED;
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}
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public void UnlockAllTeams()
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{
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for (int i = 0; i < TeamCount; i++)
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SetIsTeamLocked(i, false);
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}
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public void SaveBattleTeams()
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{
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var span = Data.AsSpan(Offset);
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for (int i = 0; i < TeamCount * 6; i++)
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{
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int index = TeamSlots[i];
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if (index < 0)
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{
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WriteInt16LittleEndian(span[(i * 2)..], (short)index);
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continue;
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}
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SAV.GetBoxSlotFromIndex(index, out var box, out var slot);
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index = (box << 8) | slot;
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WriteInt16LittleEndian(span[(i * 2)..], (short)index);
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}
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}
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public bool GetIsTeamLocked(int team) => true;
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public void SetIsTeamLocked(int team, bool value) { }
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}
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}
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