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Changed: Inventory editor no longer needs to clone the save file on GUI open Changed: some method signatures have moved from SAV3* to the specific block Allows the block structures to be used without a SAV3 object Allows the Inventory editor to open from a blank save file.
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using System;
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using System.Collections.Generic;
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using static PKHeX.Core.InventoryType;
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namespace PKHeX.Core;
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public sealed class PlayerBag3RS : PlayerBag
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{
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public override IReadOnlyList<InventoryPouch3> Pouches { get; } = GetPouches(ItemStorage3RS.Instance);
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public override ItemStorage3RS Info => ItemStorage3RS.Instance;
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private static InventoryPouch3[] GetPouches(ItemStorage3RS info) =>
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[
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new(0x0C8, 20, 099, info, Items),
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new(0x118, 20, 001, info, KeyItems),
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new(0x168, 16, 099, info, Balls),
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new(0x1A8, 64, 099, info, TMHMs),
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new(0x2A8, 46, 999, info, Berries),
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new(0x000, 50, 999, info, PCItems),
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];
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public PlayerBag3RS(SAV3RS sav) : this(sav.LargeBlock.Inventory) { }
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public PlayerBag3RS(ReadOnlySpan<byte> data) => Pouches.LoadAll(data);
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public override void CopyTo(SaveFile sav) => CopyTo((SAV3RS)sav);
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public void CopyTo(SAV3RS sav) => CopyTo(sav.LargeBlock.Inventory);
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public void CopyTo(Span<byte> data) => Pouches.SaveAll(data);
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public override int GetMaxCount(InventoryType type, int itemIndex)
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{
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if (type is TMHMs && ItemConverter.IsItemHM3((ushort)itemIndex))
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return 1;
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return GetMaxCount(type);
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}
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}
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