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Max lair/added save on the go #1101
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| Original file line number | Diff line number | Diff line change |
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@@ -11,6 +11,10 @@ | |
| #include "Common/Cpp/Options/StaticTableOption.h" | ||
| #include "CommonFramework/Options/LabelCellOption.h" | ||
| #include "PokemonSwSh/Options/PokemonSwSh_BallSelectOption.h" | ||
| #include "Common/Cpp/Options/BooleanCheckBoxOption.h" | ||
| #include "Common/Cpp/Options/ConfigOption.h" | ||
| #include <vector> | ||
| #include <memory> | ||
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| namespace PokemonAutomation{ | ||
| namespace NintendoSwitch{ | ||
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@@ -23,20 +27,36 @@ enum class BossAction{ | |
| CATCH_AND_STOP_IF_SHINY, | ||
| }; | ||
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| const EnumDropdownDatabase<BossAction>& BossAction_Database(); | ||
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| class BossActionRow : public StaticTableRow{ | ||
| class BossActionRow : public StaticTableRow, | ||
| private ConfigOption::Listener | ||
| { | ||
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| public: | ||
| BossActionRow(std::string slug, const std::string& name_slug, const std::string& sprite_slug); | ||
| virtual void on_config_value_changed(void* object) override; | ||
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| LabelCellOption pokemon; | ||
| EnumDropdownCell<BossAction> action; | ||
| PokemonBallSelectCell ball; | ||
| BooleanCheckBoxCell save_on_the_go; | ||
| }; | ||
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| class BossActionTable : public StaticTableOption{ | ||
| class BossActionTable : public StaticTableOption, | ||
| private ConfigOption::Listener | ||
| { | ||
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| public: | ||
| BossActionTable(); | ||
| virtual std::vector<std::string> make_header() const; | ||
| ~BossActionTable(); | ||
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| virtual void on_config_value_changed(void* object) override; | ||
| virtual std::vector<std::string> make_header() const override; | ||
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| private: | ||
| std::vector<BossActionRow*> m_rows; | ||
| bool m_reverting; | ||
| void update_checkbox_states(); | ||
| }; | ||
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I have a better idea for this. Instead of only allowing 3 to be checked. Let's have the program automatically stop when the list is full. I think the main usecase will be people just looking to fill the saved bosses list since they won't care what order they hunt their legendaries.