mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-25 20:03:12 +00:00
fa9a809751
* Extract/encapsulate inventory legal arrays to interface+class Hiding them behind methods allows these to be left as ReadOnlySpan<ushort> and thus never allocate on the heap. Also refactors out some logic for checking if an item is legal. End result feels more maintainable and is less bloaty (no more passing in a nullable func) Batch editing * Add HasType filter ``` =HasType=11 .HeldItem=Meadow Plate ``` slaps a meadow plate on any pkm with grass type Use `=PersonalType1=11` for only primary grass types; only-secondary-type grass will not match it.
100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core;
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/// <summary>
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/// Player item pouches storage
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/// </summary>
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/// <remarks>size=0xBB80 (<see cref="ItemSaveSize"/> items)</remarks>
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public sealed class MyItem9 : MyItem
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{
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public const int ItemSaveSize = 3000;
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public MyItem9(SaveFile SAV, SCBlock block) : base(SAV, block.Data) { }
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public int GetItemQuantity(ushort itemIndex)
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{
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var ofs = InventoryPouch9.GetItemOffset(itemIndex);
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var span = Data.AsSpan(ofs, InventoryItem9.SIZE);
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var item = InventoryItem9.Read(itemIndex, span);
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return item.Count;
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}
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public void SetItemQuantity(ushort itemIndex, int quantity)
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{
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var ofs = InventoryPouch9.GetItemOffset(itemIndex);
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var span = Data.AsSpan(ofs, InventoryItem9.SIZE);
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var item = InventoryItem9.Read(itemIndex, span);
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item.Count = quantity;
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item.Pouch = GetPouchIndex(GetType(itemIndex));
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item.Write(span);
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}
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public static InventoryType GetType(ushort itemIndex) => ItemStorage9SV.GetInventoryPouch(itemIndex);
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public override IReadOnlyList<InventoryPouch> Inventory { get => ConvertToPouches(); set => LoadFromPouches(value); }
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private IReadOnlyList<InventoryPouch> ConvertToPouches()
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{
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var pouches = new[]
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{
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MakePouch(InventoryType.Medicine),
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MakePouch(InventoryType.Balls),
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MakePouch(InventoryType.BattleItems),
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MakePouch(InventoryType.Berries),
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MakePouch(InventoryType.Items),
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MakePouch(InventoryType.TMHMs),
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MakePouch(InventoryType.Treasure),
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MakePouch(InventoryType.Ingredients),
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MakePouch(InventoryType.KeyItems),
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MakePouch(InventoryType.Candy),
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};
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return pouches.LoadAll(Data);
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}
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private void LoadFromPouches(IReadOnlyList<InventoryPouch> value)
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{
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value.SaveAll(Data);
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CleanIllegalSlots();
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}
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private void CleanIllegalSlots()
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{
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var types = ItemStorage9SV.ValidTypes;
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var hashSet = new HashSet<ushort>(Legal.MaxItemID_9);
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foreach (var type in types)
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{
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var items = ItemStorage9SV.GetLegal(type);
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foreach (var item in items)
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hashSet.Add(item);
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}
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for (ushort i = 0; i < (ushort)SAV.MaxItemID; i++) // even though there are 3000, just overwrite the ones that people will mess up.
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{
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if (!hashSet.Contains(i))
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InventoryItem9.Clear(Data, InventoryPouch9.GetItemOffset(i));
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}
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}
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private static InventoryPouch9 MakePouch(InventoryType type)
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{
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var info = ItemStorage9SV.Instance;
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var max = info.GetMax(type);
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return new InventoryPouch9(type, info, max, GetPouchIndex(type));
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}
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private static uint GetPouchIndex(InventoryType type) => type switch
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{
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InventoryType.Items => InventoryItem9.PouchOther,
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InventoryType.KeyItems => InventoryItem9.PouchEvent,
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InventoryType.TMHMs => InventoryItem9.PouchTMHM,
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InventoryType.Medicine => InventoryItem9.PouchMedicine,
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InventoryType.Berries => InventoryItem9.PouchBerries,
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InventoryType.Balls => InventoryItem9.PouchBall,
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InventoryType.BattleItems => InventoryItem9.PouchBattle,
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InventoryType.Treasure => InventoryItem9.PouchTreasure,
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InventoryType.Ingredients => InventoryItem9.PouchPicnic,
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InventoryType.Candy => InventoryItem9.PouchMaterial,
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_ => InventoryItem9.PouchNone,
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};
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}
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