PKHeX/PKHeX.Core/Legality/Verifiers/Ribbons/RibbonVerifier.cs

398 lines
17 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core
{
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/// <summary>
/// Verifies the <see cref="PKM"/> Ribbon values.
/// </summary>
public sealed class RibbonVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.Ribbon;
public override void Verify(LegalityAnalysis data)
{
var EncounterMatch = data.EncounterMatch;
var pkm = data.pkm;
var Info = data.Info;
// Check Unobtainable Ribbons
var encounterContent = (EncounterMatch as MysteryGift)?.Content ?? EncounterMatch;
if (pkm.IsEgg)
{
if (GetIncorrectRibbonsEgg(pkm, encounterContent))
data.AddLine(GetInvalid(LRibbonEgg));
return;
}
int gen = Info.Generation < 3 ? 7 : Info.Generation; // Flag VC (Gen1/2) ribbons using Gen7 origin rules.
var result = GetIncorrectRibbons(pkm, encounterContent, gen);
if (result.Count != 0)
{
var msg = string.Join(Environment.NewLine, result.Where(s => !string.IsNullOrEmpty(s)));
data.AddLine(GetInvalid(msg));
}
else
{
data.AddLine(GetValid(LRibbonAllValid));
}
}
private static List<string> GetIncorrectRibbons(PKM pkm, object encounterContent, int gen)
{
List<string> missingRibbons = new List<string>();
List<string> invalidRibbons = new List<string>();
IEnumerable<RibbonResult> ribs = GetRibbonResults(pkm, encounterContent, gen);
foreach (var bad in ribs)
(bad.Invalid ? invalidRibbons : missingRibbons).Add(bad.Name);
var result = new List<string>();
if (missingRibbons.Count > 0)
result.Add(string.Format(LRibbonFMissing_0, string.Join(", ", missingRibbons.Select(z => z.Replace("Ribbon", string.Empty)))));
if (invalidRibbons.Count > 0)
result.Add(string.Format(LRibbonFInvalid_0, string.Join(", ", invalidRibbons.Select(z => z.Replace("Ribbon", string.Empty)))));
return result;
}
private static bool GetIncorrectRibbonsEgg(PKM pkm, object encounterContent)
{
var RibbonNames = ReflectUtil.GetPropertiesStartWithPrefix(pkm.GetType(), "Ribbon");
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if (encounterContent is IRibbonSetEvent3 event3)
RibbonNames = RibbonNames.Except(event3.RibbonNames());
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if (encounterContent is IRibbonSetEvent4 event4)
RibbonNames = RibbonNames.Except(event4.RibbonNames());
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
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foreach (var RibbonValue in RibbonNames.Select(RibbonName => ReflectUtil.GetValue(pkm, RibbonName)))
{
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
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if (RibbonValue is null)
continue;
if (HasFlag(RibbonValue) || HasCount(RibbonValue))
return true;
static bool HasFlag(object o) => o is bool z && z;
static bool HasCount(object o) => o is int z && z > 0;
}
return false;
}
private static IEnumerable<RibbonResult> GetRibbonResults(PKM pkm, object encounterContent, int gen)
{
return GetInvalidRibbons(pkm, gen)
.Concat(GetInvalidRibbonsEvent1(pkm, encounterContent))
.Concat(GetInvalidRibbonsEvent2(pkm, encounterContent));
}
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private static IEnumerable<RibbonResult> GetInvalidRibbons(PKM pkm, int gen)
{
bool artist = false;
if (pkm is IRibbonSetOnly3 o3)
{
artist = o3.RibbonCounts().Any(z => z == 4);
}
if (pkm is IRibbonSetUnique3 u3)
{
if (gen != 3 || !IsAllowedBattleFrontier(pkm.Species))
{
if (u3.RibbonWinning)
yield return new RibbonResult(nameof(u3.RibbonWinning));
if (u3.RibbonVictory)
yield return new RibbonResult(nameof(u3.RibbonVictory));
}
}
if (pkm is IRibbonSetUnique4 u4)
{
if (!IsAllowedBattleFrontier(pkm.Species, pkm.AltForm, 4))
{
foreach (var z in GetInvalidRibbonsNone(u4.RibbonBitsAbility(), u4.RibbonNamesAbility()))
yield return z;
}
var c3 = u4.RibbonBitsContest3(); var c3n = u4.RibbonNamesContest3();
var c4 = u4.RibbonBitsContest4(); var c4n = u4.RibbonNamesContest4();
var iter3 = gen == 3 ? getMissingContestRibbons(c3, c3n) : GetInvalidRibbonsNone(c3, c3n);
var iter4 = (gen == 3 || gen == 4) && IsAllowedInContest4(pkm.Species) ? getMissingContestRibbons(c4, c4n) : GetInvalidRibbonsNone(c4, c4n);
foreach (var z in iter3.Concat(iter4))
yield return z;
for (int i = 0; i < 5; ++i)
artist |= c3[3 | i << 2]; // any master rank ribbon
static IEnumerable<RibbonResult> getMissingContestRibbons(IReadOnlyList<bool> bits, IReadOnlyList<string> names)
{
for (int i = 0; i < bits.Count; i += 4)
{
bool required = false;
for (int j = i + 3; j >= i; j--)
{
if (bits[j])
required = true;
else if (required)
yield return new RibbonResult(names[j], false);
}
}
}
}
if (pkm is IRibbonSetCommon4 s4)
{
bool inhabited4 = 3 <= gen && gen <= 4;
var iterate = GetInvalidRibbons4Any(pkm, s4, gen);
if (!inhabited4)
iterate = iterate.Concat(GetInvalidRibbonsNone(s4.RibbonBitsOnly(), s4.RibbonNamesOnly()));
foreach (var z in iterate)
yield return z;
}
if (pkm is IRibbonSetCommon6 s6)
{
artist = s6.RibbonCountMemoryContest >= 4;
bool inhabited6 = 3 <= gen && gen <= 6;
var iterate = inhabited6
? GetInvalidRibbons6Any(pkm, s6, gen)
: GetInvalidRibbonsNone(s6.RibbonBits(), s6.RibbonNamesBool());
foreach (var z in iterate)
yield return z;
if (!inhabited6)
{
if (s6.RibbonCountMemoryContest > 0)
yield return new RibbonResult(nameof(s6.RibbonCountMemoryContest));
if (s6.RibbonCountMemoryBattle > 0)
yield return new RibbonResult(nameof(s6.RibbonCountMemoryBattle));
}
if (s6.RibbonBestFriends && pkm.OT_Affection < 255 && pkm.IsUntraded) // can't lower affection
yield return new RibbonResult(nameof(s6.RibbonBestFriends));
}
if (pkm is IRibbonSetCommon7 s7)
{
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bool inhabited7 = gen <= 7;
var iterate = inhabited7 ? GetInvalidRibbons7Any(pkm, s7) : GetInvalidRibbonsNone(s7.RibbonBits(), s7.RibbonNames());
foreach (var z in iterate)
yield return z;
}
if (pkm is IRibbonSetCommon3 s3)
{
if (s3.RibbonChampionG3Hoenn && gen != 3)
yield return new RibbonResult(nameof(s3.RibbonChampionG3Hoenn)); // RSE HoF
if (s3.RibbonArtist && (gen != 3 || !artist))
yield return new RibbonResult(nameof(s3.RibbonArtist)); // RSE Master Rank Portrait
if (s3.RibbonEffort && gen == 5 && pkm.Format == 5) // unobtainable in Gen 5
yield return new RibbonResult(nameof(s3.RibbonEffort));
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbons4Any(PKM pkm, IRibbonSetCommon4 s4, int gen)
{
if (s4.RibbonRecord)
yield return new RibbonResult(nameof(s4.RibbonRecord)); // Unobtainable
if (s4.RibbonFootprint && ((pkm.Format < 6 && gen == 5) || (gen >= 5 && pkm.CurrentLevel - pkm.Met_Level < 30)))
yield return new RibbonResult(nameof(s4.RibbonFootprint));
bool gen34 = gen == 3 || gen == 4;
bool not6 = pkm.Format < 6 || gen > 6 || gen < 3;
bool noDaily = !gen34 && not6;
bool noCosmetic = !gen34 && (not6 || (pkm.XY && pkm.IsUntraded));
if (noDaily)
{
foreach (var z in GetInvalidRibbonsNone(s4.RibbonBitsDaily(), s4.RibbonNamesDaily()))
yield return z;
}
if (noCosmetic)
{
foreach (var z in GetInvalidRibbonsNone(s4.RibbonBitsCosmetic(), s4.RibbonNamesCosmetic()))
yield return z;
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbons6Any(PKM pkm, IRibbonSetCommon6 s6, int gen)
{
foreach (var p in GetInvalidRibbons6Memory(pkm, s6, gen))
yield return p;
bool untraded = pkm.IsUntraded;
var iter = untraded ? GetInvalidRibbons6Untraded(pkm, s6) : GetInvalidRibbons6Traded(pkm, s6);
foreach (var p in iter)
yield return p;
var contest = s6.RibbonBitsContest();
bool allContest = contest.All(z => z);
if ((allContest ^ s6.RibbonContestStar) && !(untraded && pkm.XY)) // if not already checked
yield return new RibbonResult(nameof(s6.RibbonContestStar), s6.RibbonContestStar);
// Each contest victory requires a contest participation; each participation gives 20 OT affection (not current trainer).
var affect = pkm.OT_Affection;
var contMemory = s6.RibbonNamesContest();
int contCount = 0;
var present = contMemory.Where((_, i) => contest[i] && affect < 20 * ++contCount);
foreach (var rib in present)
yield return new RibbonResult(rib);
const int mem_Chatelaine = 30;
bool hasChampMemory = pkm.HT_Memory == mem_Chatelaine || pkm.OT_Memory == mem_Chatelaine;
if (!IsAllowedBattleFrontier(pkm.Species))
{
if (hasChampMemory || s6.RibbonBattlerSkillful) // having memory and not ribbon is too rare, just flag here.
yield return new RibbonResult(nameof(s6.RibbonBattlerSkillful));
if (s6.RibbonBattlerExpert)
yield return new RibbonResult(nameof(s6.RibbonBattlerExpert));
yield break;
}
if (!hasChampMemory || s6.RibbonBattlerSkillful || s6.RibbonBattlerExpert)
yield break;
var result = new RibbonResult(nameof(s6.RibbonBattlerSkillful), false);
result.Combine(new RibbonResult(nameof(s6.RibbonBattlerExpert)));
yield return result;
}
private static IEnumerable<RibbonResult> GetInvalidRibbons6Memory(PKM pkm, IRibbonSetCommon6 s6, int gen)
{
int contest = 0;
int battle = 0;
switch (gen)
{
case 3:
contest = IsAllowedInContest4(pkm.Species) ? 40 : 20;
battle = IsAllowedBattleFrontier(pkm.Species) ? 8 : 0;
break;
case 4:
contest = IsAllowedInContest4(pkm.Species) ? 20 : 0;
battle = IsAllowedBattleFrontier(pkm.Species) ? 6 : 0;
break;
}
if (s6.RibbonCountMemoryContest > contest)
yield return new RibbonResult(nameof(s6.RibbonCountMemoryContest));
if (s6.RibbonCountMemoryBattle > battle)
yield return new RibbonResult(nameof(s6.RibbonCountMemoryBattle));
}
private static IEnumerable<RibbonResult> GetInvalidRibbons6Untraded(PKM pkm, IRibbonSetCommon6 s6)
{
if (pkm.XY)
{
if (s6.RibbonChampionG6Hoenn)
yield return new RibbonResult(nameof(s6.RibbonChampionG6Hoenn));
if (s6.RibbonContestStar)
yield return new RibbonResult(nameof(s6.RibbonContestStar));
if (s6.RibbonMasterCoolness)
yield return new RibbonResult(nameof(s6.RibbonMasterCoolness));
if (s6.RibbonMasterBeauty)
yield return new RibbonResult(nameof(s6.RibbonMasterBeauty));
if (s6.RibbonMasterCuteness)
yield return new RibbonResult(nameof(s6.RibbonMasterCuteness));
if (s6.RibbonMasterCleverness)
yield return new RibbonResult(nameof(s6.RibbonMasterCleverness));
if (s6.RibbonMasterToughness)
yield return new RibbonResult(nameof(s6.RibbonMasterToughness));
}
else if (pkm.AO)
{
if (s6.RibbonChampionKalos)
yield return new RibbonResult(nameof(s6.RibbonChampionKalos));
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbons6Traded(PKM pkm, IRibbonSetCommon6 s6)
{
// Medal count is wiped on transfer to pk8
if (s6.RibbonTraining && pkm.Format <= 7)
{
const int req = 12; // only first 12
int count = ((ISuperTrain)pkm).SuperTrainingMedalCount(req);
if (count < req)
yield return new RibbonResult(nameof(s6.RibbonTraining));
}
const int mem_Champion = 27;
bool hasChampMemory = pkm.HT_Memory == mem_Champion || pkm.OT_Memory == mem_Champion;
if (!hasChampMemory || s6.RibbonChampionKalos || s6.RibbonChampionG6Hoenn)
yield break;
var result = new RibbonResult(nameof(s6.RibbonChampionKalos), false);
result.Combine(new RibbonResult(nameof(s6.RibbonChampionG6Hoenn)));
yield return result;
}
private static IEnumerable<RibbonResult> GetInvalidRibbons7Any(PKM pkm, IRibbonSetCommon7 s7)
{
if (!IsAllowedBattleFrontier(pkm.Species))
{
if (s7.RibbonBattleRoyale)
yield return new RibbonResult(nameof(s7.RibbonBattleRoyale));
if (s7.RibbonBattleTreeGreat && !(pkm.USUM || !pkm.IsUntraded))
yield return new RibbonResult(nameof(s7.RibbonBattleTreeGreat));
if (s7.RibbonBattleTreeMaster)
yield return new RibbonResult(nameof(s7.RibbonBattleTreeMaster));
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbonsEvent1(PKM pkm, object encounterContent)
{
if (!(pkm is IRibbonSetEvent3 set1))
yield break;
var names = set1.RibbonNames();
var sb = set1.RibbonBits();
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
var eb = encounterContent is IRibbonSetEvent3 e3 ? e3.RibbonBits() : new bool[sb.Length];
if (pkm.Gen3)
{
eb[0] = sb[0]; // permit Earth Ribbon
if (pkm.Version == 15 && encounterContent is EncounterStaticShadow s)
{
// only require national ribbon if no longer on origin game
bool xd = s.Version == GameVersion.XD;
eb[1] = !((xd && pkm is XK3 x && !x.RibbonNational) || (!xd && pkm is CK3 c && !c.RibbonNational));
}
}
for (int i = 0; i < sb.Length; i++)
{
if (sb[i] != eb[i])
yield return new RibbonResult(names[i], !eb[i]); // only flag if invalid
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbonsEvent2(PKM pkm, object encounterContent)
{
if (!(pkm is IRibbonSetEvent4 set2))
yield break;
var names = set2.RibbonNames();
var sb = set2.RibbonBits();
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
var eb = encounterContent is IRibbonSetEvent4 e4 ? e4.RibbonBits() : new bool[sb.Length];
if (encounterContent is EncounterStatic s && s.RibbonWishing)
eb[1] = true; // require Wishing Ribbon
for (int i = 0; i < sb.Length; i++)
{
if (sb[i] != eb[i])
yield return new RibbonResult(names[i], !eb[i]); // only flag if invalid
}
}
private static IEnumerable<RibbonResult> GetInvalidRibbonsNone(IReadOnlyList<bool> bits, IReadOnlyList<string> names)
{
for (int i = 0; i < bits.Count; i++)
{
if (bits[i])
yield return new RibbonResult(names[i]);
}
}
private static bool IsAllowedInContest4(int species) => species != 201 && species != 132; // Disallow Unown and Ditto
private static bool IsAllowedBattleFrontier(int species) => !Legal.BattleFrontierBanlist.Contains(species);
private static bool IsAllowedBattleFrontier(int species, int form, int gen)
{
if (gen == 4 && species == 172 && form == 1) // spiky
return false;
return IsAllowedBattleFrontier(species);
}
}
}