PKHeX/PKHeX.Core/Legality/Encounters/Verifiers/EncounterVerifier.cs

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using System;
using System.Collections.Generic;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core;
public static class EncounterVerifier
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
/// <summary>
/// Gets the method to verify the <see cref="IEncounterable"/> data.
/// </summary>
/// <param name="generation">Source generation to verify</param>
/// <returns>Returns the verification method appropriate for the input PKM</returns>
public static Func<PKM, IEncounterable, CheckResult> GetEncounterVerifierMethod(int generation) => generation switch
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
1 or 2 => VerifyEncounterG12,
_ => VerifyEncounter,
};
private static CheckResult VerifyEncounter(PKM pk, IEncounterTemplate enc) => enc switch
{
EncounterEgg e => VerifyEncounterEgg(pk, e.Generation),
EncounterTrade t => VerifyEncounterTrade(pk, t),
EncounterSlot w => VerifyEncounterWild(w),
EncounterStatic s => VerifyEncounterStatic(pk, s),
MysteryGift g => VerifyEncounterEvent(pk, g),
_ => new CheckResult(Severity.Invalid, LEncInvalid, CheckIdentifier.Encounter),
};
private static CheckResult VerifyEncounterG12(PKM pk, IEncounterTemplate enc)
{
if (enc.EggEncounter)
return VerifyEncounterEgg(pk, enc.Generation);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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return enc switch
{
EncounterSlot1 => new CheckResult(Severity.Valid, LEncCondition, CheckIdentifier.Encounter),
EncounterSlot2 s2 => VerifyWildEncounterGen2(pk, s2),
EncounterStatic s => VerifyEncounterStatic(pk, s),
EncounterTrade t => VerifyEncounterTrade(pk, t),
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_ => new CheckResult(Severity.Invalid, LEncInvalid, CheckIdentifier.Encounter),
};
}
// Gen2 Wild Encounters
private static CheckResult VerifyWildEncounterGen2(PKM pk, EncounterSlot2 encounter)
{
switch (encounter.SlotType)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
case SlotType.Headbutt:
return VerifyWildEncounterCrystalHeadbutt(pk, encounter);
case SlotType.Old_Rod or SlotType.Good_Rod or SlotType.Super_Rod:
switch (encounter.Location)
{
case 19: // National Park
return new CheckResult(Severity.Invalid, LG2InvalidTilePark, CheckIdentifier.Encounter);
case 76: // Route 14
return new CheckResult(Severity.Invalid, LG2InvalidTileR14, CheckIdentifier.Encounter);
}
break;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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}
return new CheckResult(Severity.Valid, LEncCondition, CheckIdentifier.Encounter);
}
private static CheckResult VerifyWildEncounterCrystalHeadbutt(ITrainerID tr, EncounterSlot2 s2)
{
return s2.IsTreeAvailable(tr.TID)
? new CheckResult(Severity.Valid, LG2TreeID, CheckIdentifier.Encounter)
: new CheckResult(Severity.Invalid, LG2InvalidTileTreeNotFound, CheckIdentifier.Encounter);
}
// Eggs
private static CheckResult VerifyEncounterEgg(PKM pk, int gen) => gen switch
{
2 => new CheckResult(CheckIdentifier.Encounter), // valid -- no met location info
3 => pk.IsEgg ? VerifyUnhatchedEgg3(pk) : VerifyEncounterEgg3(pk),
4 => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade4) : VerifyEncounterEgg4(pk),
5 => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade5) : VerifyEncounterEgg5(pk),
6 => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade6) : VerifyEncounterEgg6(pk),
7 => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade6) : VerifyEncounterEgg7(pk),
8 when GameVersion.BDSP.Contains((GameVersion)pk.Version) => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade6NPC, Locations.Default8bNone) : VerifyEncounterEgg8BDSP(pk),
8 => pk.IsEgg ? VerifyUnhatchedEgg(pk, Locations.LinkTrade6) : VerifyEncounterEgg8(pk),
_ => new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter),
};
private static CheckResult VerifyUnhatchedEgg3(PKM pk)
{
if (pk.Met_Level != 0)
return new CheckResult(Severity.Invalid, string.Format(LEggFMetLevel_0, 0), CheckIdentifier.Encounter);
// Only EncounterEgg should reach here.
var loc = pk.FRLG ? Locations.HatchLocationFRLG : Locations.HatchLocationRSE;
if (pk.Met_Location != loc)
return new CheckResult(Severity.Invalid, LEggMetLocationFail, CheckIdentifier.Encounter);
return new CheckResult(Severity.Valid, LEggLocation, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg3(PKM pk)
{
if (pk.Format != 3)
return VerifyEncounterEgg3Transfer(pk);
if (pk.Met_Level != 0)
return new CheckResult(Severity.Invalid, string.Format(LEggFMetLevel_0, 0), CheckIdentifier.Encounter);
// Check the origin game list.
var met = (byte)pk.Met_Location;
var locs = pk.FRLG ? Legal.ValidMet_FRLG : pk.E ? Legal.ValidMet_E : Legal.ValidMet_RS;
if (locs.Contains(met))
return new CheckResult(Severity.Valid, LEggLocation, CheckIdentifier.Encounter);
// Version isn't updated when hatching on a different game. Check any game.
if (Legal.ValidMet_FRLG.Contains(met) || Legal.ValidMet_E.Contains(met) || Legal.ValidMet_RS.Contains(met))
return new CheckResult(Severity.Valid, LEggLocationTrade, CheckIdentifier.Encounter);
return new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg3Transfer(PKM pk)
{
if (pk.IsEgg)
return new CheckResult(Severity.Invalid, LTransferEgg, CheckIdentifier.Encounter);
if (pk.Met_Level < 5)
return new CheckResult(Severity.Invalid, LTransferEggMetLevel, CheckIdentifier.Encounter);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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var expectEgg = pk is PB8 ? Locations.Default8bNone : 0;
if (pk.Egg_Location != expectEgg)
return new CheckResult(Severity.Invalid, LEggLocationNone, CheckIdentifier.Encounter);
if (pk.Format != 4)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
if (pk.Met_Location != Locations.Transfer4)
return new CheckResult(Severity.Invalid, LTransferEggLocationTransporter, CheckIdentifier.Encounter);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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}
else
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
if (pk.Met_Location != Locations.Transfer3)
return new CheckResult(Severity.Invalid, LEggLocationPalPark, CheckIdentifier.Encounter);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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}
return new CheckResult(Severity.Valid, LEggLocation, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg4(PKM pk)
{
if (pk.Format == 4)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
// Traded eggs don't update Version, like in future games.
var locations = pk.WasTradedEgg ? Legal.ValidMet_4 :
pk.HGSS ? Legal.ValidMet_HGSS :
pk.Pt ? Legal.ValidMet_Pt :
Legal.ValidMet_DP;
return VerifyEncounterEggLevelLoc(pk, 0, locations);
}
if (pk.IsEgg)
return new CheckResult(Severity.Invalid, LTransferEgg, CheckIdentifier.Encounter);
// transferred
if (pk.Met_Level < 1)
return new CheckResult(Severity.Invalid, LTransferEggMetLevel, CheckIdentifier.Encounter);
if (pk.Met_Location != Locations.Transfer4)
return new CheckResult(Severity.Invalid, LTransferEggLocationTransporter, CheckIdentifier.Encounter);
return new CheckResult(Severity.Valid, LEggLocation, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg5(PKM pk)
{
return VerifyEncounterEggLevelLoc(pk, 1, pk.B2W2 ? Legal.ValidMet_B2W2 : Legal.ValidMet_BW);
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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private static CheckResult VerifyEncounterEgg6(PKM pk)
{
if (pk.AO)
return VerifyEncounterEggLevelLoc(pk, 1, Legal.ValidMet_AO);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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if (pk.Egg_Location == Locations.HatchLocation6AO) // Battle Resort Daycare is only OR/AS.
return new CheckResult(Severity.Invalid, LEggMetLocationFail, CheckIdentifier.Encounter);
return VerifyEncounterEggLevelLoc(pk, 1, Legal.ValidMet_XY);
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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private static CheckResult VerifyEncounterEgg7(PKM pk)
{
if (pk.SM)
return VerifyEncounterEggLevelLoc(pk, 1, Legal.ValidMet_SM);
if (pk.USUM)
return VerifyEncounterEggLevelLoc(pk, 1, Legal.ValidMet_USUM);
// no other games
return new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg8(PKM pk)
{
if (pk.SWSH)
{
if (pk.BDSP)
return VerifyEncounterEggLevelLoc(pk, 1, (location, game) => location == (game == GameVersion.SW ? Locations.HOME_SWBD : Locations.HOME_SHSP));
return VerifyEncounterEggLevelLoc(pk, 1, Legal.ValidMet_SWSH);
}
// no other games
return new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEgg8BDSP(PKM pk)
{
if (pk.BDSP)
return VerifyEncounterEggLevelLoc(pk, 1, Legal.IsValidEggHatchLocation8b);
// no other games
return new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEggLevelLoc(PKM pk, int eggLevel, ICollection<ushort> MetLocations)
{
return VerifyEncounterEggLevelLoc(pk, eggLevel, (location, _) => MetLocations.Contains(location));
}
// (hatch location, hatch version, bool result)
private static CheckResult VerifyEncounterEggLevelLoc(PKM pk, int eggLevel, Func<ushort, GameVersion, bool> isValid)
{
if (pk.Met_Level != eggLevel)
return new CheckResult(Severity.Invalid, string.Format(LEggFMetLevel_0, eggLevel), CheckIdentifier.Encounter);
return isValid((ushort)pk.Met_Location, (GameVersion)pk.Version)
? new CheckResult(Severity.Valid, LEggLocation, CheckIdentifier.Encounter)
: new CheckResult(Severity.Invalid, LEggLocationInvalid, CheckIdentifier.Encounter);
}
private static CheckResult VerifyUnhatchedEgg(PKM pk, int tradeLoc, int noneLoc = 0)
{
var eggLevel = pk.Format < 5 ? 0 : 1;
if (pk.Met_Level != eggLevel)
return new CheckResult(Severity.Invalid, string.Format(LEggFMetLevel_0, eggLevel), CheckIdentifier.Encounter);
if (pk.Egg_Location == tradeLoc)
return new CheckResult(Severity.Invalid, LEggLocationTradeFail, CheckIdentifier.Encounter);
var met = pk.Met_Location;
if (met == tradeLoc)
return new CheckResult(Severity.Valid, LEggLocationTrade, CheckIdentifier.Encounter);
return met == noneLoc
? new CheckResult(Severity.Valid, LEggUnhatched, CheckIdentifier.Encounter)
: new CheckResult(Severity.Invalid, LEggLocationNone, CheckIdentifier.Encounter);
}
// Other
private static CheckResult VerifyEncounterWild(EncounterSlot slot)
{
var summary = slot.GetConditionString(out bool valid);
return new CheckResult(valid ? Severity.Valid : Severity.Invalid, summary, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterStatic(PKM pk, EncounterStatic s)
{
// Check for Unreleased Encounters / Collisions
switch (s.Generation)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
case 3:
if (s is EncounterStaticShadow {EReader: true} && pk.Language != (int)LanguageID.Japanese) // Non-JP E-reader Pokemon
return new CheckResult(Severity.Invalid, LG3EReader, CheckIdentifier.Encounter);
switch (s.Species)
{
case (int)Species.Mew when s.Location == 201 && pk.Language != (int)LanguageID.Japanese: // Non-JP Mew (Old Sea Map)
return new CheckResult(Severity.Invalid, LEncUnreleasedEMewJP, CheckIdentifier.Encounter);
case (int)Species.Deoxys when s.Location == 200 && pk.Language == (int)LanguageID.Japanese: // JP Deoxys (Birth Island)
return new CheckResult(Severity.Invalid, LEncUnreleased, CheckIdentifier.Encounter);
}
break;
case 4:
if (s is EncounterStatic4 {Roaming: true} && pk.Met_Location == 193 && pk is IGroundTile {GroundTile:GroundTileType.Water}) // Roaming pokemon surfing in Johto Route 45
return new CheckResult(Severity.Invalid, LG4InvalidTileR45Surf, CheckIdentifier.Encounter);
break;
case 7:
if (s.EggLocation == Locations.Daycare5 && pk.RelearnMove1 != 0) // Eevee gift egg
return new CheckResult(Severity.Invalid, LEncStaticRelearn, CheckIdentifier.RelearnMove); // not gift egg
break;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
if (s.EggEncounter && !pk.IsEgg) // hatched
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
var hatchCheck = VerifyEncounterEgg(pk, s.Generation);
if (!hatchCheck.Valid)
return hatchCheck;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
return new CheckResult(Severity.Valid, LEncStaticMatch, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterTrade(ISpeciesForm pk, EncounterTrade trade)
{
var species = pk.Species;
if (trade.EvolveOnTrade && trade.Species == species)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
// Pokemon that evolve on trade can not be in the phase evolution after the trade
// If the trade holds an everstone EvolveOnTrade will be false for the encounter
var names = ParseSettings.SpeciesStrings;
var evolved = names[species + 1];
var unevolved = names[species];
return new CheckResult(Severity.Invalid, string.Format(LEvoTradeReq, unevolved, evolved), CheckIdentifier.Encounter);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
return new CheckResult(Severity.Valid, LEncTradeMatch, CheckIdentifier.Encounter);
}
private static CheckResult VerifyEncounterEvent(PKM pk, MysteryGift gift)
{
switch (gift)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
case PCD pcd:
if (!pcd.CanBeReceivedBy(pk.Version) && pcd.Gift.PK.Version == 0)
return new CheckResult(Severity.Invalid, string.Format(L_XMatches0_1, gift.CardHeader, $"-- {LEncGiftVersionNotDistributed}"), CheckIdentifier.Encounter);
break;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
if (!pk.IsEgg && gift.IsEgg) // hatched
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
var hatchCheck = VerifyEncounterEgg(pk, gift.Generation);
if (!hatchCheck.Valid)
return hatchCheck;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
// Strict matching already performed by EncounterGenerator. May be worth moving some checks here to better flag invalid gifts.
return new CheckResult(Severity.Valid, string.Format(L_XMatches0_1, gift.CardHeader, string.Empty), CheckIdentifier.Encounter);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
}