PKHeX/PKHeX.Core/Saves/Substructures/Gen8/BS/BattleTrainerStatus8b.cs
Kurt 47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.

`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.

The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.

Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
2022-01-02 21:35:59 -08:00

60 lines
2.2 KiB
C#

using System;
using System.Linq;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// Defeated Status for all trainers (Dpr.Trainer.TrainerID)
/// </summary>
/// <remarks>size: 0x1618</remarks>
public sealed class BattleTrainerStatus8b : SaveBlock
{
public BattleTrainerStatus8b(SAV8BS sav, int offset) : base(sav) => Offset = offset;
// Structure:
// (bool IsWin, bool IsBattleSearcher)[707];
private const int COUNT_TRAINER = 707;
private const int SIZE_TRAINER = 8; // bool,bool
public bool AnyDefeated => Enumerable.Range(0, COUNT_TRAINER).Any(GetIsWin);
public bool AnyUndefeated => Enumerable.Range(0, COUNT_TRAINER).Any(z => !GetIsWin(z));
/// <summary>
/// Don't use this unless you've finished the post-game.
/// </summary>
public void DefeatAll()
{
for (int i = 0; i < COUNT_TRAINER; i++)
{
SetIsWin(i, true);
SetIsBattleSearcher(i, false);
}
}
/// <summary>
/// Don't use this unless you've finished the post-game.
/// </summary>
public void RebattleAll()
{
for (int i = 0; i < COUNT_TRAINER; i++)
{
SetIsWin(i, true);
SetIsBattleSearcher(i, true);
}
}
private int GetTrainerOffset(int trainer)
{
if ((uint)trainer >= COUNT_TRAINER)
throw new ArgumentOutOfRangeException(nameof(trainer));
return Offset + (trainer * SIZE_TRAINER);
}
public bool GetIsWin(int trainer) => ReadUInt32LittleEndian(Data.AsSpan(GetTrainerOffset(trainer))) == 1;
public bool GetIsBattleSearcher(int trainer) => ReadUInt32LittleEndian(Data.AsSpan(GetTrainerOffset(trainer) + 4)) == 1;
public void SetIsWin(int trainer, bool value) => WriteUInt32LittleEndian(Data.AsSpan(GetTrainerOffset(trainer)), value ? 1u : 0u);
public void SetIsBattleSearcher(int trainer, bool value) => WriteUInt32LittleEndian(Data.AsSpan(GetTrainerOffset(trainer) + 4), value ? 1u : 0u);
}
}