PKHeX/PKHeX.Core/Legality/Verifiers/HistoryVerifier.cs

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C#
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using System;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core;
/// <summary>
/// Verifies the Friendship, Affection, and other miscellaneous stats that can be present for OT/HT data.
/// </summary>
public sealed class HistoryVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.Memory;
public override void Verify(LegalityAnalysis data)
{
bool neverOT = !GetCanOTHandle(data.Info.EncounterMatch, data.Entity, data.Info.Generation);
VerifyHandlerState(data, neverOT);
VerifyTradeState(data);
VerifyOTMisc(data, neverOT);
VerifyHTMisc(data);
}
private void VerifyTradeState(LegalityAnalysis data)
{
var pk = data.Entity;
if (data.Entity is IGeoTrack t)
VerifyGeoLocationData(data, t, data.Entity);
if (pk.VC && pk is PK7 {Geo1_Country: 0}) // VC transfers set Geo1 Country
data.AddLine(GetInvalid(LGeoMemoryMissing));
if (!pk.IsUntraded)
{
// Can't have HT details even as a Link Trade egg, except in some games.
if (pk.IsEgg && !EggStateLegality.IsValidHTEgg(pk))
data.AddLine(GetInvalid(LMemoryArgBadHT));
return;
}
if (pk.CurrentHandler != 0) // Badly edited; PKHeX doesn't trip this.
data.AddLine(GetInvalid(LMemoryHTFlagInvalid));
else if (pk.HT_Friendship != 0)
data.AddLine(GetInvalid(LMemoryStatFriendshipHT0));
else if (pk is IAffection {HT_Affection: not 0})
data.AddLine(GetInvalid(LMemoryStatAffectionHT0));
// Don't check trade evolutions if Untraded. The Evolution Chain already checks for trade evolutions.
}
/// <summary>
/// Checks if the <see cref="PKM.CurrentHandler"/> state is set correctly.
/// </summary>
private void VerifyHandlerState(LegalityAnalysis data, bool neverOT)
{
var pk = data.Entity;
var Info = data.Info;
// HT Flag
if (ParseSettings.CheckActiveHandler)
{
var tr = ParseSettings.ActiveTrainer;
var withOT = tr.IsFromTrainer(pk);
var flag = pk.CurrentHandler;
var expect = withOT ? 0 : 1;
if (flag != expect)
{
data.AddLine(GetInvalid(LTransferCurrentHandlerInvalid));
return;
}
if (flag == 1)
{
if (pk.HT_Name != tr.OT)
data.AddLine(GetInvalid(LTransferHTMismatchName));
if (pk is IHandlerLanguage h && h.HT_Language != tr.Language)
data.AddLine(GetInvalid(LTransferHTMismatchLanguage));
}
}
if (!pk.IsUntraded && IsUntradeableEncounter(Info.EncounterMatch)) // Starter, untradeable
data.AddLine(GetInvalid(LTransferCurrentHandlerInvalid));
if ((Info.Generation != pk.Format || neverOT) && pk.CurrentHandler != 1)
data.AddLine(GetInvalid(LTransferHTFlagRequired));
}
private static bool IsUntradeableEncounter(IEncounterTemplate enc) => enc switch
{
EncounterStatic7b { Location: 28 } => true, // LGP/E Starter
_ => false,
};
/// <summary>
/// Checks the non-Memory data for the <see cref="PKM.OT_Name"/> details.
/// </summary>
private void VerifyOTMisc(LegalityAnalysis data, bool neverOT)
{
var pk = data.Entity;
var Info = data.Info;
VerifyOTAffection(data, neverOT, Info.Generation, pk);
VerifyOTFriendship(data, neverOT, Info.Generation, pk);
}
private void VerifyOTFriendship(LegalityAnalysis data, bool neverOT, int origin, PKM pk)
{
if (origin < 0)
return;
if (origin <= 2)
{
VerifyOTFriendshipVC12(data, pk);
return;
}
if (neverOT)
{
// Verify the original friendship value since it cannot change from the value it was assigned in the original generation.
// If none match, then it is not a valid OT friendship.
var fs = pk.OT_Friendship;
var enc = data.Info.EncounterMatch;
if (GetBaseFriendship(enc, origin) != fs)
data.AddLine(GetInvalid(LMemoryStatFriendshipOTBaseEvent));
}
}
private void VerifyOTFriendshipVC12(LegalityAnalysis data, PKM pk)
{
// Verify the original friendship value since it cannot change from the value it was assigned in the original generation.
// Since some evolutions have different base friendship values, check all possible evolutions for a match.
// If none match, then it is not a valid OT friendship.
// VC transfers use SM personal info
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
var any = IsMatchFriendship(data.Info.EvoChainsAllGens.Gen7, pk.OT_Friendship);
if (!any)
data.AddLine(GetInvalid(LMemoryStatFriendshipOTBaseEvent));
}
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
private static bool IsMatchFriendship(EvoCriteria[] evos, int fs)
{
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
var pt = PersonalTable.USUM;
foreach (var z in evos)
{
if (!pt.IsPresentInGame(z.Species, z.Form))
continue;
var entry = pt.GetFormEntry(z.Species, z.Form);
if (entry.BaseFriendship == fs)
return true;
}
return false;
}
private void VerifyOTAffection(LegalityAnalysis data, bool neverOT, int origin, PKM pk)
{
if (pk is not IAffection a)
return;
if (origin < 6)
{
// Can gain affection in Gen6 via the Contest glitch applying affection to OT rather than HT.
// VC encounters cannot obtain OT affection since they can't visit Gen6.
if ((origin <= 2 && a.OT_Affection != 0) || IsInvalidContestAffection(a))
data.AddLine(GetInvalid(LMemoryStatAffectionOT0));
}
else if (neverOT)
{
if (origin == 6)
{
if (pk.IsUntraded && pk.XY)
{
if (a.OT_Affection != 0)
data.AddLine(GetInvalid(LMemoryStatAffectionOT0));
}
else if (IsInvalidContestAffection(a))
{
data.AddLine(GetInvalid(LMemoryStatAffectionOT0));
}
}
else
{
if (a.OT_Affection != 0)
data.AddLine(GetInvalid(LMemoryStatAffectionOT0));
}
}
}
/// <summary>
/// Checks the non-Memory data for the <see cref="PKM.HT_Name"/> details.
/// </summary>
private void VerifyHTMisc(LegalityAnalysis data)
{
var pk = data.Entity;
var htGender = pk.HT_Gender;
if (htGender > 1 || (pk.IsUntraded && htGender != 0))
data.AddLine(GetInvalid(string.Format(LMemoryHTGender, htGender)));
if (pk is IHandlerLanguage h)
VerifyHTLanguage(data, h, pk);
}
private void VerifyHTLanguage(LegalityAnalysis data, IHandlerLanguage h, PKM pk)
{
if (h.HT_Language == 0)
{
if (!string.IsNullOrWhiteSpace(pk.HT_Name))
data.AddLine(GetInvalid(LMemoryHTLanguage));
return;
}
if (string.IsNullOrWhiteSpace(pk.HT_Name))
data.AddLine(GetInvalid(LMemoryHTLanguage));
else if (h.HT_Language > (int)LanguageID.ChineseT)
data.AddLine(GetInvalid(LMemoryHTLanguage));
}
private void VerifyGeoLocationData(LegalityAnalysis data, IGeoTrack t, PKM pk)
{
var valid = t.GetValidity();
if (valid == GeoValid.CountryAfterPreviousEmpty)
data.AddLine(GetInvalid(LGeoBadOrder));
else if (valid == GeoValid.RegionWithoutCountry)
data.AddLine(GetInvalid(LGeoNoRegion));
if (t.Geo1_Country != 0 && pk.IsUntraded) // traded
data.AddLine(GetInvalid(LGeoNoCountryHT));
}
// ORAS contests mistakenly apply 20 affection to the OT instead of the current handler's value
private static bool IsInvalidContestAffection(IAffection pk) => pk.OT_Affection != 255 && pk.OT_Affection % 20 != 0;
public static bool GetCanOTHandle(IEncounterTemplate enc, PKM pk, int generation)
{
// Handlers introduced in Generation 6. OT Handling was always the case for Generation 3-5 data.
if (generation < 6)
return generation >= 3;
return enc switch
{
EncounterTrade => false,
EncounterSlot8GO => false,
WC6 wc6 when wc6.OT_Name.Length > 0 => false,
WC7 wc7 when wc7.OT_Name.Length > 0 && wc7.TID != 18075 => false, // Ash Pikachu QR Gift doesn't set Current Handler
WC8 wc8 when wc8.GetHasOT(pk.Language) => false,
WB8 wb8 when wb8.GetHasOT(pk.Language) => false,
WA8 wa8 when wa8.GetHasOT(pk.Language) => false,
WC8 {IsHOMEGift: true} => false,
_ => true,
};
}
private static int GetBaseFriendship(IEncounterTemplate enc, int generation) => enc switch
{
IFixedOTFriendship f => f.OT_Friendship,
{ Version: GameVersion.BDSP or GameVersion.BD or GameVersion.SP }
=> PersonalTable.BDSP.GetFormEntry(enc.Species, enc.Form).BaseFriendship,
{ Version: GameVersion.PLA }
=> PersonalTable.LA .GetFormEntry(enc.Species, enc.Form).BaseFriendship,
_ => GetBaseFriendship(generation, enc.Species, enc.Form),
};
private static int GetBaseFriendship(int generation, int species, int form) => generation switch
{
6 => PersonalTable.AO[species].BaseFriendship,
7 => PersonalTable.USUM[species].BaseFriendship,
8 => PersonalTable.SWSH.GetFormEntry(species, form).BaseFriendship,
_ => throw new ArgumentOutOfRangeException(nameof(generation)),
};
}