mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-27 14:30:56 +00:00
88830e0d00
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)
70 lines
1.8 KiB
C#
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) { }
|
|
}
|