PKHeX/PKHeX.Core/Saves/Substructures/Gen6/ItemInfo6.cs
Kurt fa9a809751
Encapsulate item pouch arrays/etc for finer control (#3860)
* 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.
2023-04-16 12:58:07 -07:00

54 lines
1.6 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
public sealed class ItemInfo6 : SaveBlock<SAV6>
{
public ItemInfo6(SAV6 sav, int offset) : base(sav) => Offset = offset;
private const int BoundItemCount = 4;
private const int RecentItemCount = 12;
public int[] SelectItems
{
// UP,RIGHT,DOWN,LEFT
get
{
var span = Data.AsSpan(Offset + 10);
int[] list = new int[BoundItemCount];
for (int i = 0; i < list.Length; i++)
list[i] = ReadUInt16LittleEndian(span[(2 * i)..]);
return list;
}
set
{
if (value.Length != BoundItemCount)
throw new ArgumentException(nameof(value));
var span = Data.AsSpan(Offset + 10);
for (int i = 0; i < value.Length; i++)
WriteUInt16LittleEndian(span[(2 * i)..], (ushort)value[i]);
}
}
public int[] RecentItems
{
// Items recently interacted with (Give, Use)
get
{
var span = Data.AsSpan(Offset + 20);
int[] list = new int[RecentItemCount];
for (int i = 0; i < list.Length; i++)
list[i] = ReadUInt16LittleEndian(span[(2 * i)..]);
return list;
}
set
{
if (value.Length != RecentItemCount)
throw new ArgumentException(nameof(value));
var span = Data.AsSpan(Offset + 20);
for (int i = 0; i < value.Length; i++)
WriteUInt16LittleEndian(span[(2 * i)..], (ushort)value[i]);
}
}
}