PKHeX/PKHeX.Core/Legality/Verifiers/TransferVerifier.cs

243 lines
8.9 KiB
C#
Raw Normal View History

using System;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core;
/// <summary>
/// Verifies the transfer data for a <see cref="PKM"/> that has been irreversibly transferred forward.
/// </summary>
public sealed class TransferVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.Encounter;
public override void Verify(LegalityAnalysis data)
{
throw new Exception("Don't call via this.");
}
public void VerifyTransferLegalityG12(LegalityAnalysis data)
{
VerifyVCOTGender(data);
VerifyVCNatureEXP(data);
VerifyVCShinyXorIfShiny(data);
VerifyVCGeolocation(data);
}
private void VerifyVCOTGender(LegalityAnalysis data)
{
var pk = data.Entity;
if (pk.OT_Gender == 1 && pk.Version != (int)GameVersion.C)
data.AddLine(GetInvalid(LG2OTGender));
}
private void VerifyVCNatureEXP(LegalityAnalysis data)
{
var pk = data.Entity;
var met = pk.Met_Level;
if (met == 100) // check for precise match, can't receive EXP after transfer.
{
var nature = Experience.GetNatureVC(pk.EXP);
if (nature != pk.Nature)
data.AddLine(GetInvalid(LTransferNature));
return;
}
if (met <= 2) // Not enough EXP to have every nature -- check for exclusions!
{
var pi = pk.PersonalInfo;
var growth = pi.EXPGrowth;
var nature = pk.Nature;
bool valid = VerifyVCNature(growth, nature);
if (!valid)
data.AddLine(GetInvalid(LTransferNature));
}
}
private static bool VerifyVCNature(int growth, int nature) => growth switch
{
// exp % 25 with a limited amount of EXP does not allow for every nature
0 => (0x01FFFF03 & (1 << nature)) != 0, // MediumFast -- Can't be Brave, Adamant, Naughty, Bold, Docile, or Relaxed
4 => (0x001FFFC0 & (1 << nature)) != 0, // Fast -- Can't be Gentle, Sassy, Careful, Quirky, Hardy, Lonely, Brave, Adamant, Naughty, or Bold
5 => (0x01FFFCFF & (1 << nature)) != 0, // Slow -- Can't be Impish or Lax
_ => true,
};
private static void VerifyVCShinyXorIfShiny(LegalityAnalysis data)
{
// Star, not square. Requires transferring a shiny and having the initially random PID to already be a Star shiny.
// (15:65536, ~1:4096) odds on a given shiny transfer!
var xor = data.Entity.ShinyXor;
if (xor is <= 15 and not 0)
data.AddLine(Get(LEncStaticPIDShiny, ParseSettings.Gen7TransferStarPID, CheckIdentifier.PID));
}
private static void VerifyVCGeolocation(LegalityAnalysis data)
{
if (data.Entity is not PK7 pk7)
return;
// VC Games were region locked to the Console, meaning not all language games are available.
var within = Locale3DS.IsRegionLockedLanguageValidVC(pk7.ConsoleRegion, pk7.Language);
if (!within)
data.AddLine(GetInvalid(string.Format(LOTLanguage, $"!={(LanguageID)pk7.Language}", ((LanguageID)pk7.Language).ToString()), CheckIdentifier.Language));
}
public void VerifyTransferLegalityG3(LegalityAnalysis data)
{
var pk = data.Entity;
if (pk.Format == 4) // Pal Park (3->4)
{
if (pk.Met_Location != Locations.Transfer3)
data.AddLine(GetInvalid(LEggLocationPalPark));
}
else // Transporter (4->5)
{
if (pk.Met_Location != Locations.Transfer4)
data.AddLine(GetInvalid(LTransferEggLocationTransporter));
}
}
public void VerifyTransferLegalityG4(LegalityAnalysis data)
{
var pk = data.Entity;
int loc = pk.Met_Location;
if (loc == Locations.Transfer4)
return;
// Crown met location must be present if transferred via lock capsule
switch (pk.Species)
{
case (int)Species.Celebi:
if (loc is not (Locations.Transfer4_CelebiUnused or Locations.Transfer4_CelebiUsed))
data.AddLine(GetInvalid(LTransferMet));
break;
case (int)Species.Raikou or (int)Species.Entei or (int)Species.Suicune:
if (loc is not (Locations.Transfer4_CrownUnused or Locations.Transfer4_CrownUsed))
data.AddLine(GetInvalid(LTransferMet));
break;
default:
data.AddLine(GetInvalid(LTransferEggLocationTransporter));
break;
}
}
public void VerifyTransferLegalityG8(LegalityAnalysis data)
{
var pk = data.Entity;
var enc = data.EncounterMatch;
bool native = enc.Generation == 8 && pk.IsNative;
if (!native || IsHOMETrackerRequired(enc))
VerifyHOMETracker(data, pk);
if (enc.Generation < 8)
{
VerifyHOMETransfer(data, pk);
// Check for impossible 7->8 transfers
if (enc is EncounterStatic7 { IsTotem: true } s)
{
if (s.IsTotemNoTransfer)
data.AddLine(GetInvalid(LTransferBad));
else if (pk.Form != s.GetTotemBaseForm())
data.AddLine(GetInvalid(LTransferBad));
}
}
// Starting in Generation 8, games have a selective amount of species/forms from prior games.
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
IPersonalTable pt = pk switch
{
PA8 => PersonalTable.LA,
PB8 => PersonalTable.BDSP,
_ => PersonalTable.SWSH,
};
if (!pt.IsPresentInGame(pk.Species, pk.Form))
data.AddLine(GetInvalid(LTransferBad));
}
public void VerifyTransferLegalityG9(LegalityAnalysis data)
{
var enc = data.EncounterMatch;
if (enc.Generation != 9)
data.AddLine(GetInvalid(LTransferBad));
var pk = data.Entity;
var pt = PersonalTable.SV;
if (!pt.IsPresentInGame(pk.Species, pk.Form))
data.AddLine(GetInvalid(LTransferBad));
}
// Encounters that originate in HOME -> transfer to save data
private static bool IsHOMETrackerRequired(IEncounterTemplate enc) => enc switch
{
EncounterSlot8GO => true,
WC8 { IsHOMEGift: true } => true,
WB8 { IsHOMEGift: true } => true,
WA8 { IsHOMEGift: true } => true,
_ => enc.Generation < 8,
};
private void VerifyHOMETransfer(LegalityAnalysis data, PKM pk)
{
if (pk is not IScaledSize s)
return;
if (pk.LGPE || pk.GO)
return; // can have any size value
if (s.HeightScalar != 0)
data.AddLine(GetInvalid(LTransferBad));
if (s.WeightScalar != 0)
data.AddLine(GetInvalid(LTransferBad));
}
private void VerifyHOMETracker(LegalityAnalysis data, PKM pk)
{
// Tracker value is set via Transfer across HOME.
// Can't validate the actual values (we aren't the server), so we can only check against zero.
if (pk is IHomeTrack {Tracker: 0})
{
data.AddLine(Get(LTransferTrackerMissing, ParseSettings.Gen8TransferTrackerNotPresent));
// To the reader: It seems like the best course of action for setting a tracker is:
// - Transfer a 0-Tracker pk to HOME to get assigned a valid Tracker
// - Don't make one up.
}
}
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
public void VerifyVCEncounter(PKM pk, IEncounterTemplate original, ILocation transfer, LegalityAnalysis data)
{
if (pk.Met_Location != transfer.Location)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
data.AddLine(GetInvalid(LTransferMetLocation));
var expecteEgg = pk is PB8 ? Locations.Default8bNone : transfer.EggLocation;
if (pk.Egg_Location != expecteEgg)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
data.AddLine(GetInvalid(LEggLocationNone));
// Flag Moves that cannot be transferred
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
if (original is EncounterStatic2Odd) // Dizzy Punch Gifts
FlagIncompatibleTransferMove(pk, data.Info.Moves, 146, 2); // can't have Dizzy Punch at all
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
bool checkShiny = pk.VC2 || (pk.VC1 && GBRestrictions.IsTimeCapsuleTransferred(pk, data.Info.Moves, original).WasTimeCapsuleTransferred());
if (!checkShiny)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
return;
if (pk.Gender == 1) // female
{
if (pk.PersonalInfo.Gender == 31 && pk.IsShiny) // impossible gender-shiny
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
data.AddLine(GetInvalid(LEncStaticPIDShiny, CheckIdentifier.PID));
}
else if (pk.Species == (int)Species.Unown)
2018-07-02 02:17:37 +00:00
{
if (pk.Form is not (8 or 21) && pk.IsShiny) // impossibly form-shiny (not I or V)
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
data.AddLine(GetInvalid(LEncStaticPIDShiny, CheckIdentifier.PID));
2018-07-02 02:17:37 +00:00
}
}
private static void FlagIncompatibleTransferMove(PKM pk, Span<MoveResult> parse, ushort move, int gen)
{
int index = pk.GetMoveIndex(move);
if (index < 0)
return; // doesn't have move
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
if (parse[index].Generation == gen) // not obtained from a future gen
parse[index] = MoveResult.Unobtainable(0);
}
}