PKHeX/PKHeX.Core/Saves/Substructures/Gen9/TeamIndexes9.cs
Kurt 88830e0d00
Update from .NET Framework 4.6 to .NET 7 (#3729)
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now.

Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes.

Adds functionality for Batch Editor commands to `>`, `<` and <=/>=

TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants.

Main window has a new layout to account for DPI scaling (8 point grid)

Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects
Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes #3724)
Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes #3720)
Changed: Hyper Training suggestions now apply for level 50 in SV. (closes #3714)
Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes #3691)
Added: Properties for ribbon/mark count (closes #3659)
Fixed: Traded SV eggs are now checked correctly (closes #3692)
2023-01-21 20:02:33 -08:00

70 lines
1.8 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
public sealed class TeamIndexes9 : SaveBlock<SAV9SV>, ITeamIndexSet
{
private const int TeamCount = 6;
private const int NONE_SELECTED = -1;
public readonly int[] TeamSlots = new int[TeamCount * 6];
public TeamIndexes9(SAV9SV sav, SCBlock block) : base(sav, block.Data) { }
public void LoadBattleTeams()
{
if (!SAV.State.Exportable)
{
ClearBattleTeams();
return;
}
for (int i = 0; i < TeamCount * 6; i++)
{
short val = ReadInt16LittleEndian(Data.AsSpan(i * 2));
if (val < 0)
{
TeamSlots[i] = NONE_SELECTED;
continue;
}
int box = val >> 8;
int slot = val & 0xFF;
int index = (SAV.BoxSlotCount * box) + slot;
TeamSlots[i] = index & 0xFFFF;
}
}
public void ClearBattleTeams()
{
for (int i = 0; i < TeamSlots.Length; i++)
TeamSlots[i] = NONE_SELECTED;
}
public void UnlockAllTeams()
{
for (int i = 0; i < TeamCount; i++)
SetIsTeamLocked(i, false);
}
public void SaveBattleTeams()
{
var span = Data.AsSpan();
for (int i = 0; i < TeamCount * 6; i++)
{
int index = TeamSlots[i];
if (index < 0)
{
WriteInt16LittleEndian(span[(i * 2)..], (short)index);
continue;
}
SAV.GetBoxSlotFromIndex(index, out var box, out var slot);
index = (box << 8) | slot;
WriteInt16LittleEndian(span[(i * 2)..], (short)index);
}
}
public bool GetIsTeamLocked(int team) => true;
public void SetIsTeamLocked(int team, bool value) { }
}