PKHeX/PKHeX.Core/Legality/Restrictions/VivillonTables.cs

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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
public static partial class Legal
{
private class CountryTable
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
public readonly byte BaseForm;
public readonly byte CountryID;
public readonly FormSubregionTable[] SubRegionForms;
internal CountryTable(byte form, byte country, params FormSubregionTable[] subs)
{
BaseForm = form;
CountryID = country;
SubRegionForms = subs;
}
}
private class FormSubregionTable
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
public readonly byte Form;
public readonly byte[] Regions;
internal FormSubregionTable(byte form, byte[] regions)
{
Form = form;
Regions = regions;
}
}
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
private static readonly byte[][] VivillonCountryTable =
{
//missing ID 051,068,102,127,160,186
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
/* 0 Icy Snow */ new byte[] { 018, 076, 096, 100, 107 },
/* 1 Polar */ new byte[] { 010, 018, 020, 049, 076, 096, 100, 107 },
/* 2 Tundra */ new byte[] { 001, 081, 096, },
/* 3 Continental */ new byte[] { 010, 067, 073, 074, 075, 077, 078, 084, 087, 094, 096, 097, 100, 107, 136},
/* 4 Garden */ new byte[] { 065, 082, 095, 097, 101, 110, 125},
/* 5 Elegant */ new byte[] { 001 },
/* 6 Meadow */ new byte[] { 066, 077, 078, 083, 086, 088, 105, 108, 122},
/* 7 Modern */ new byte[] { 018, 049},
/* 8 Marine */ new byte[] { 020, 064, 066, 070, 071, 073, 077, 078, 079, 080, 083, 089, 090, 091, 098, 099, 103, 105, 123, 124, 126, 184, 185},
/* 9 Archipelago */ new byte[] { 008, 009, 011, 012, 013, 017, 021, 023, 024, 028, 029, 032, 034, 035, 036, 037, 038, 043, 044, 045, 047, 048, 049, 052, 085, 104,},
/*10 High Plains */ new byte[] { 018, 036, 049, 100, 113},
/*11 Sandstorm */ new byte[] { 072, 109, 118, 119, 120, 121, 168, 174},
/*12 River */ new byte[] { 065, 069, 085, 093, 104, 105, 114, 115, 116, 117},
/*13 Monsoon */ new byte[] { 001, 128, 144, 169},
/*14-Savanna */ new byte[] { 010, 015, 016, 041, 042, 050},
/*15 Sun */ new byte[] { 036, 014, 019, 026, 030, 033, 036, 039, 065, 092, 106, 111, 112},
/*16 Ocean */ new byte[] { 049, 077},
/*17 Jungle */ new byte[] { 016, 021, 022, 025, 027, 031, 040, 046, 052, 169, 153, 156},
};
private static readonly CountryTable[] RegionFormTable =
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
new CountryTable(05, 1, // Japan: Elegant
new FormSubregionTable(02, new byte[] {03,04}),
new FormSubregionTable(13, new byte[] {48})),
new CountryTable(07, 49, // USA: Modern
new FormSubregionTable(01, new byte[] {03,09,21,23,24,32,33,36,40,41,48,50}),
new FormSubregionTable(09, new byte[] {53}),
new FormSubregionTable(10, new byte[] {06,07,08,15,28,34,35,39,46,49})),
new CountryTable(01, 18, // Canada: Polar
new FormSubregionTable(00, new byte[] {12,13,14}),
new FormSubregionTable(07, new byte[] {05}),
new FormSubregionTable(10, new byte[] {04})),
new CountryTable(14, 16, // Brazil: Savanna
new FormSubregionTable(17, new byte[] {03,06})),
new CountryTable(14, 10, // Argentina: Savanna
new FormSubregionTable(01, new byte[] {21,24}),
new FormSubregionTable(03, new byte[] {16})),
new CountryTable(08, 20, // Chile: Marine
new FormSubregionTable(01, new byte[] {12})),
new CountryTable(15, 36, // Mexico: Sun
new FormSubregionTable(09, new byte[] {32}),
new FormSubregionTable(10, new byte[] {04,08,09,12,15,19,20,23,26,27,29})),
new CountryTable(09, 52, // Venezuela: Archipelago
new FormSubregionTable(17, new byte[] {17})),
new CountryTable(09, 65, // Australia: River
new FormSubregionTable(04, new byte[] {07}),
new FormSubregionTable(15, new byte[] {04})),
new CountryTable(08, 66, // Austria: Marine
new FormSubregionTable(06, new byte[] {10})),
new CountryTable(08, 73, // Czech Republic: Marine
new FormSubregionTable(03, new byte[] {03})),
new CountryTable(00, 76, // Finland: Icy Snow
new FormSubregionTable(01, new byte[] {27})),
new CountryTable(06, 77, // France: Meadow
new FormSubregionTable(03, new byte[] {18}),
new FormSubregionTable(08, new byte[] {04,06,08,19}),
new FormSubregionTable(16, new byte[] {27})),
new CountryTable(03, 078, // Germany: Continental
new FormSubregionTable(06, new byte[] {04,13}),
new FormSubregionTable(08, new byte[] {05})),
new CountryTable(08, 83, // Italy: Marine
new FormSubregionTable(06, new byte[] {04,06})),
new CountryTable(09, 85, // Lesotho: Archipelago ??
new FormSubregionTable(12, new byte[] {04})),
new CountryTable(03, 96, // Norway: Continental ??
new FormSubregionTable(00, new byte[] {11}),
new FormSubregionTable(01, new byte[] {12,15,16,17,20,22}),
new FormSubregionTable(02, new byte[] {13,14})),
new CountryTable(03, 97, // Poland: Continental
new FormSubregionTable(04, new byte[] {11})),
new CountryTable(01, 100, // Russia: Polar
new FormSubregionTable(00, new byte[] {14,22,34,38,40,52,66,88}),
new FormSubregionTable(03, new byte[] {29,46,51,69}),
new FormSubregionTable(10, new byte[] {20,24,25,28,33,71,73})),
new CountryTable(12, 104, // South Affrica: River ??
new FormSubregionTable(03, new byte[] {03,05})),
new CountryTable(08, 105, // Spain: Marine
new FormSubregionTable(06, new byte[] {11}),
new FormSubregionTable(12, new byte[] {07})),
new CountryTable(03, 107, // Sweden: Continental
new FormSubregionTable(00, new byte[] {11,21}),
new FormSubregionTable(01, new byte[] {09,13})),
new CountryTable(13, 169, // India: Monsoon ??
new FormSubregionTable(17, new byte[] {12})),
};
/// <summary>
/// Compares the Vivillon pattern against its country and region to determine if the pattern is able to be obtained legally.
/// </summary>
/// <param name="form">Alternate Forme Pattern</param>
/// <param name="country">Country ID</param>
/// <param name="region">Console Region ID</param>
/// <returns></returns>
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
public static bool CheckVivillonPattern(int form, byte country, byte region)
{
if (!VivillonCountryTable[form].Contains(country))
return false; // Country mismatch
var ct = Array.Find(RegionFormTable, t => t.CountryID == country);
if (ct == default(CountryTable)) // empty = one form for country
return true; // No subregion table, already checked if Country can have this form
if (ct.BaseForm == form)
return !ct.SubRegionForms.Any(e => e.Regions.Contains(region)); //true if Mainform not in other specific region
return ct.SubRegionForms.Any(e => e.Form == form && e.Regions.Contains(region));
}
/// <summary>
/// Compares the Vivillon pattern against its country and region to determine if the pattern is able to be obtained legally.
/// </summary>
/// <param name="country">Country ID</param>
/// <param name="region">Console Region ID</param>
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
public static int GetVivillonPattern(byte country, byte region)
{
var ct = Array.Find(RegionFormTable, t => t.CountryID == country);
if (ct == default(CountryTable)) // empty = no forms referenced
return GetVivillonPattern(country);
foreach (var sub in ct.SubRegionForms)
{
if (sub.Regions.Contains(region))
return sub.Form;
}
return ct.BaseForm;
}
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
private static int GetVivillonPattern(byte country)
{
var form = Array.FindIndex(VivillonCountryTable, z => z.Contains(country));
return Math.Max(0, form);
}
/// <summary>
/// Compares the <see cref="IGeoTrack.ConsoleRegion"/> and <see cref="IGeoTrack.Country"/> to determine if the country is available within that region.
/// </summary>
/// <param name="consoleRegion">Console region.</param>
/// <param name="country">Country of nationality</param>
/// <returns>Country is within Console Region</returns>
public static bool IsConsoleRegionCountryValid(int consoleRegion, int country)
{
return consoleRegion switch
{
0 => (country == 1), // Japan
1 => ((8 <= country && country <= 52) || ExtendedAmericas.Contains(country)), // Americas
2 => ((64 <= country && country <= 127) || ExtendedEurope.Contains(country)), // Europe
4 => (country == 144 || country == 160), // China
5 => (country == 136), // Korea
6 => (country == 144 || country == 128), // Taiwan
_ => false
};
}
private static readonly HashSet<int> ExtendedAmericas = new HashSet<int> {153, 156, 168, 174, 186};
private static readonly HashSet<int> ExtendedEurope = new HashSet<int> {169, 184, 185};
}
}