PKHeX/PKHeX.Core/Legality/Verifiers/NicknameVerifier.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.LegalityCheckStrings;
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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using static PKHeX.Core.LanguageID;
namespace PKHeX.Core
{
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/// <summary>
/// Verifies the <see cref="PKM.Nickname"/>.
/// </summary>
public sealed class NicknameVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.Nickname;
public override void Verify(LegalityAnalysis data)
{
var pkm = data.pkm;
// If the Pokémon is not nicknamed, it should match one of the language strings.
var nickname = pkm.Nickname;
if (nickname.Length == 0)
{
data.AddLine(GetInvalid(LNickLengthShort));
return;
}
if (pkm.Species > SpeciesName.SpeciesLang[0].Count)
{
data.AddLine(Get(LNickLengthShort, Severity.Indeterminate));
return;
}
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var enc = data.EncounterOriginal;
if (enc is ILangNicknamedTemplate n)
{
VerifyFixedNicknameEncounter(data, n, enc, pkm, nickname);
if (pkm.IsEgg)
VerifyNicknameEgg(data);
return;
}
if (pkm.Format <= 7 && pkm.IsNicknamed) // can nickname afterwards
{
if (pkm.VC)
VerifyG1NicknameWithinBounds(data, nickname.AsSpan());
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else if (enc is MysteryGift {IsEgg: false})
data.AddLine(Get(LEncGiftNicknamed, ParseSettings.NicknamedMysteryGift));
}
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if (enc is EncounterTrade t)
{
VerifyNicknameTrade(data, t);
if (t.HasNickname)
return;
}
if (pkm.IsEgg)
{
VerifyNicknameEgg(data);
return;
}
if (VerifyUnNicknamedEncounter(data, pkm, nickname))
return;
// Non-nicknamed strings have already been checked.
if (ParseSettings.CheckWordFilter && pkm.IsNicknamed)
{
if (WordFilter.IsFiltered(nickname, out string bad))
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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data.AddLine(GetInvalid($"Word Filter: {bad}"));
if (TrainerNameVerifier.ContainsTooManyNumbers(nickname, data.Info.Generation))
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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data.AddLine(GetInvalid("Word Filter: Too many numbers."));
}
}
private void VerifyFixedNicknameEncounter(LegalityAnalysis data, ILangNicknamedTemplate n, IEncounterTemplate enc, PKM pkm, string nickname)
{
var nick = n.GetNickname(pkm.Language);
if (string.IsNullOrWhiteSpace(nick))
{
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if (n is WC8 {IsHOMEGift: true})
{
VerifyHomeGiftNickname(data, enc, pkm, nickname);
return;
}
if (n.CanHandleOT(pkm.Language))
return;
if (n is WC3 && pkm.Format != 3)
{
// Gen3 gifts transferred to Generation 4 from another language can set the nickname flag.
var evos = data.Info.EvoChainsAllGens[3];
bool matchAny = evos.Any(evo => !SpeciesName.IsNicknamedAnyLanguage(evo.Species, nickname, 3));
if (matchAny)
return;
}
if (pkm.IsNicknamed)
data.AddLine(Get(LEncGiftNicknamed, Severity.Invalid));
return;
}
if (!pkm.IsNicknamed)
{
// Check if it had a nickname at all
var orig = SpeciesName.GetSpeciesNameGeneration(enc.Species, pkm.Language, enc.Generation);
if (orig == nick)
{
// Didn't have a nickname. Ensure that the language matches the current nickname string.
if (!SpeciesName.IsNicknamed(pkm.Species, nickname, pkm.Language, pkm.Format))
return;
}
// Should have a nickname present.
data.AddLine(GetInvalid(LNickMatchLanguageFail));
return;
}
// Encounter has a nickname, and PKM should have it.
var severity = nick != nickname || !pkm.IsNicknamed ? Severity.Invalid : Severity.Valid;
data.AddLine(Get(LEncGiftNicknamed, severity));
}
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private void VerifyHomeGiftNickname(LegalityAnalysis data, IEncounterTemplate enc, ILangNick pkm, string nickname)
{
// can nickname on redemption
if (!pkm.IsNicknamed)
return;
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// Can't nickname everything.
if (enc.Species == (int) Species.Melmetal)
{
data.AddLine(GetInvalid(LEncGiftNicknamed));
return;
}
// Ensure the nickname does not match species name
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var orig = SpeciesName.GetSpeciesNameGeneration(enc.Species, pkm.Language, enc.Generation);
if (nickname == orig)
data.AddLine(GetInvalid(LNickMatchLanguageFlag));
}
private bool VerifyUnNicknamedEncounter(LegalityAnalysis data, PKM pkm, string nickname)
{
if (pkm.IsNicknamed)
{
if (data.Info.Generation >= 8)
{
// Can only nickname if it matches your language.
// Setting the nickname to the same as the species name does not set the Nickname flag (equals unmodified, no flag)
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if (!SpeciesName.IsNicknamed(pkm.Species, nickname, pkm.Language, pkm.Format))
{
data.AddLine(Get(LNickMatchLanguageFlag, Severity.Invalid));
return true;
}
}
for (int i = 0; i < SpeciesName.SpeciesDict.Count; i++)
{
if (!SpeciesName.SpeciesDict[i].TryGetValue(nickname, out int species))
continue;
var msg = species == pkm.Species && i != pkm.Language ? LNickMatchNoOthersFail : LNickMatchLanguageFlag;
data.AddLine(Get(msg, ParseSettings.NicknamedAnotherSpecies));
return true;
}
if (pkm.Format <= 7 && StringConverter.HasEastAsianScriptCharacters(nickname.AsSpan()) && pkm is not PB7) // East Asian Scripts
{
data.AddLine(GetInvalid(LNickInvalidChar));
return true;
}
if (nickname.Length > Legal.GetMaxLengthNickname(data.Info.Generation, (LanguageID)pkm.Language))
{
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int length = GetForeignNicknameLength(pkm, data.Info.EncounterOriginal, data.Info.Generation);
var severe = (length != 0 && nickname.Length <= length) ? Severity.Fishy : Severity.Invalid;
data.AddLine(Get(LNickLengthLong, severe));
return true;
}
data.AddLine(GetValid(LNickMatchNoOthers));
}
else if (pkm.Format < 3)
{
// pk1/pk2 IsNicknamed getter checks for match, logic should only reach here if matches.
data.AddLine(GetValid(LNickMatchLanguage));
}
else
{
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var enc = data.EncounterOriginal;
bool valid = IsNicknameValid(pkm, enc, nickname);
var result = valid ? GetValid(LNickMatchLanguage) : GetInvalid(LNickMatchLanguageFail);
data.AddLine(result);
}
return false;
}
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private static int GetForeignNicknameLength(PKM pkm, IEncounterTemplate match, int origin)
{
// HOME gifts already verified prior to reaching here.
System.Diagnostics.Debug.Assert(match is not WC8 {IsHOMEGift:true});
int length = 0;
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if (origin is (4 or 5 or 6 or 7) && match.EggEncounter && pkm.WasTradedEgg)
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length = Legal.GetMaxLengthNickname(origin, English);
if (pkm.FatefulEncounter)
return length;
if (pkm.Format < 8 || pkm.BDSP)
return length;
// Can only nickname if the language matches.
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var future = Legal.GetMaxLengthNickname(pkm.Format, (LanguageID)pkm.Language);
return Math.Max(length, future);
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}
private static bool IsNicknameValid(PKM pkm, IEncounterTemplate enc, string nickname)
{
int species = pkm.Species;
int format = pkm.Format;
int language = pkm.Language;
if (SpeciesName.GetSpeciesNameGeneration(species, language, format) == nickname)
return true;
// Can't have another language name if it hasn't evolved or wasn't a language-traded egg.
// Starting in Generation 8, hatched language-traded eggs will take the Language from the trainer that hatched it.
// Also in Generation 8, evolving in a foreign language game will retain the original language as the source for the newly evolved species name.
// Transferring from Gen7->Gen8 realigns the Nickname string to the Language, if not nicknamed.
bool canHaveAnyLanguage = format <= 7 && (enc.Species != species || pkm.WasTradedEgg) && !pkm.GG;
if (canHaveAnyLanguage && !SpeciesName.IsNicknamedAnyLanguage(species, nickname, format))
return true;
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switch (enc)
{
case WC7 wc7 when wc7.IsAshGreninjaWC7(pkm):
return true;
case ILangNick loc:
if (loc.Language != 0 && !loc.IsNicknamed && !SpeciesName.IsNicknamedAnyLanguage(species, nickname, format))
return true; // fixed language without nickname, nice job event maker!
break;
}
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if (format == 5 && !pkm.IsNative) // transfer
{
if (canHaveAnyLanguage)
return !SpeciesName.IsNicknamedAnyLanguage(species, nickname, 4);
return SpeciesName.GetSpeciesNameGeneration(species, language, 4) == nickname;
}
return false;
}
private static void VerifyNicknameEgg(LegalityAnalysis data)
{
var Info = data.Info;
var pkm = data.pkm;
bool flagState = EggStateLegality.IsNicknameFlagSet(Info.EncounterMatch, pkm);
if (pkm.IsNicknamed != flagState)
data.AddLine(GetInvalid(flagState ? LNickFlagEggYes : LNickFlagEggNo, CheckIdentifier.Egg));
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var nick = pkm.Nickname;
if (pkm.Format == 2 && !SpeciesName.IsNicknamedAnyLanguage(0, nick, 2))
data.AddLine(GetValid(LNickMatchLanguageEgg, CheckIdentifier.Egg));
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else if (nick != SpeciesName.GetSpeciesNameGeneration(0, pkm.Language, Info.Generation))
data.AddLine(GetInvalid(LNickMatchLanguageEggFail, CheckIdentifier.Egg));
else
data.AddLine(GetValid(LNickMatchLanguageEgg, CheckIdentifier.Egg));
}
private static void VerifyNicknameTrade(LegalityAnalysis data, EncounterTrade t)
{
switch (data.Info.Generation)
{
case 8 when t is EncounterTrade8b b: VerifyTrade8b(data, b); return;
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case 1: VerifyTrade12(data, t); return;
case 2: return; // already checked all relevant properties when fetching with getValidEncounterTradeVC2
case 3: VerifyTrade3(data, t); return;
case 4: VerifyTrade4(data, t); return;
case 5: VerifyTrade5(data, t); return;
case 6:
case 7:
case 8:
VerifyTrade(data, t, data.pkm.Language); return;
}
}
private void VerifyG1NicknameWithinBounds(LegalityAnalysis data, ReadOnlySpan<char> str)
{
var pkm = data.pkm;
if (StringConverter12.GetIsG1English(str))
{
if (str.Length > 10)
data.AddLine(GetInvalid(LNickLengthLong));
}
else if (StringConverter12.GetIsG1Japanese(str))
{
if (str.Length > 5)
data.AddLine(GetInvalid(LNickLengthLong));
}
else if (pkm.Korean && StringConverter2KOR.GetIsG2Korean(str))
{
if (str.Length > 5)
data.AddLine(GetInvalid(LNickLengthLong));
}
else
{
data.AddLine(GetInvalid(LG1CharNick));
}
}
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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private static void VerifyTrade12(LegalityAnalysis data, EncounterTrade t)
{
var t1 = (EncounterTrade1)t;
if (!t1.IsNicknameValid(data.pkm))
data.AddLine(GetInvalid(LEncTradeChangedNickname, CheckIdentifier.Nickname));
if (!t1.IsTrainerNameValid(data.pkm))
data.AddLine(GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer));
}
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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private static void VerifyTrade3(LegalityAnalysis data, EncounterTrade t)
{
var pkm = data.pkm;
int lang = pkm.Language;
if (t.Species == (int)Species.Jynx) // FRLG Jynx
lang = DetectTradeLanguageG3DANTAEJynx(pkm, lang);
VerifyTrade(data, t, lang);
}
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 void VerifyTrade4(LegalityAnalysis data, EncounterTrade t)
{
var pkm = data.pkm;
if (pkm.TID == 1000)
{
VerifyTradeOTOnly(data, t);
return;
}
int lang = pkm.Language;
switch (t.Species)
{
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case (int)Species.Pikachu: // HGSS Pikachu
lang = DetectTradeLanguageG4SurgePikachu(pkm, t, lang);
// flag korean on gen4 saves since the pkm.Language is German
FlagKoreanIncompatibleSameGenTrade(data, pkm, lang);
break;
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case (int)Species.Magikarp: // DPPt Magikarp
lang = DetectTradeLanguageG4MeisterMagikarp(pkm, t, lang);
// flag korean on gen4 saves since the pkm.Language is German
FlagKoreanIncompatibleSameGenTrade(data, pkm, lang);
break;
default:
if (pkm.Version is (int)GameVersion.D or (int)GameVersion.P && t is EncounterTrade4PID) // mainline DP
{
// DP English origin are Japanese lang. Can't have LanguageID 2
if (lang == 2)
{
data.AddLine(GetInvalid(string.Format(LOTLanguage, Japanese, English), CheckIdentifier.Language));
break;
}
// Since two locales (JPN/ENG) can have the same LanguageID, check which we should be validating with.
if (lang == 1 && pkm.OT_Name != t.GetOT(1)) // not Japanese
lang = 2; // verify strings with English locale instead.
}
break;
}
VerifyTrade(data, t, lang);
}
private static void VerifyTrade8b(LegalityAnalysis data, EncounterTrade8b t)
{
var pkm = data.pkm;
int lang = pkm.Language;
if (t.Species == (int)Species.Magikarp)
{
// Japanese
if (pkm.Language == (int)Japanese && pkm.OT_Name is "Diamond." or "Pearl.")
{
// Traded between players, the original OT is replaced with the above OT (version dependent) as the original OT is >6 chars in length.
VerifyTradeNickname(data, t, t.Nicknames[(int)German], pkm);
return;
}
lang = DetectTradeLanguageG8MeisterMagikarp(pkm, t, lang);
if (lang == 0) // err
data.AddLine(GetInvalid(string.Format(LOTLanguage, $"{Japanese}/{German}", $"{(LanguageID)pkm.Language}"), CheckIdentifier.Language));
}
VerifyTrade(data, t, lang);
}
private static int DetectTradeLanguageG8MeisterMagikarp(PKM pkm, EncounterTrade8b t, int currentLanguageID)
{
// Receiving the trade on a German game -> Japanese LanguageID.
// Receiving the trade on any other language -> German LanguageID.
if (currentLanguageID is not ((int)Japanese or (int)German))
return 0;
var nick = pkm.Nickname;
var ot = pkm.OT_Name;
for (int i = 1; i < (int)ChineseT; i++)
{
if (t.Nicknames[i] != nick)
continue;
if (t.TrainerNames[i] != ot)
continue;
// Language gets flipped to another language ID; can't be equal.
var shouldNotBe = currentLanguageID == (int)German ? German : Japanese;
return i != (int)shouldNotBe ? i : 0;
}
return 0;
}
private static void FlagKoreanIncompatibleSameGenTrade(LegalityAnalysis data, PKM pkm, int lang)
{
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
if (pkm.Format != 4 || lang != (int)Korean)
return; // transferred or not appropriate
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
if (ParseSettings.ActiveTrainer.Language != (int)Korean && ParseSettings.ActiveTrainer.Language >= 0)
data.AddLine(GetInvalid(string.Format(LTransferOriginFInvalid0_1, L_XKorean, L_XKoreanNon), CheckIdentifier.Language));
}
private static int DetectTradeLanguage(string OT, EncounterTrade t, int currentLanguageID)
{
var names = t.TrainerNames;
for (int lang = 1; lang < names.Count; lang++)
{
if (names[lang] != OT)
continue;
return lang;
}
return currentLanguageID;
}
private static int DetectTradeLanguageG3DANTAEJynx(PKM pk, int currentLanguageID)
{
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
if (currentLanguageID != (int)Italian)
return currentLanguageID;
if (pk.Version == (int)GameVersion.LG)
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
currentLanguageID = (int)English; // translation error; OT was not localized => same as English
return currentLanguageID;
}
private static int DetectTradeLanguageG4MeisterMagikarp(PKM pkm, EncounterTrade t, int currentLanguageID)
{
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
if (currentLanguageID == (int)English)
return (int)German;
// All have German, regardless of origin version.
var lang = DetectTradeLanguage(pkm.OT_Name, t, currentLanguageID);
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
if (lang == (int)English) // possible collision with FR/ES/DE. Check nickname
return pkm.Nickname == t.Nicknames[(int)French] ? (int)French : (int)Spanish; // Spanish is same as English
return lang;
}
private static int DetectTradeLanguageG4SurgePikachu(PKM pkm, EncounterTrade t, int currentLanguageID)
{
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
if (currentLanguageID == (int)French)
return (int)English;
// All have English, regardless of origin version.
var lang = DetectTradeLanguage(pkm.OT_Name, t, currentLanguageID);
if (lang == 2) // possible collision with ES/IT. Check nickname
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
return pkm.Nickname == t.Nicknames[(int)Italian] ? (int)Italian : (int)Spanish;
return lang;
}
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 void VerifyTrade5(LegalityAnalysis data, EncounterTrade t)
{
var pkm = data.pkm;
int lang = pkm.Language;
// Trades for JPN games have language ID of 0, not 1.
if (pkm.BW)
{
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
if (pkm.Format == 5 && lang == (int)Japanese)
data.AddLine(GetInvalid(string.Format(LOTLanguage, 0, Japanese), CheckIdentifier.Language));
lang = Math.Max(lang, 1);
VerifyTrade(data, t, lang);
}
else // B2W2
{
2020-12-25 20:30:26 +00:00
if (t.TID is Encounters5.YancyTID or Encounters5.CurtisTID)
VerifyTradeOTOnly(data, t);
else
VerifyTrade(data, t, lang);
}
}
private static void VerifyTradeOTOnly(LegalityAnalysis data, EncounterTrade t)
{
var result = CheckTradeOTOnly(data, t.TrainerNames);
data.AddLine(result);
}
private static CheckResult CheckTradeOTOnly(LegalityAnalysis data, IReadOnlyList<string> validOT)
{
var pkm = data.pkm;
if (pkm.IsNicknamed && (pkm.Format < 8 || pkm.FatefulEncounter))
return GetInvalid(LEncTradeChangedNickname, CheckIdentifier.Nickname);
int lang = pkm.Language;
if (validOT.Count <= lang)
return GetInvalid(LEncTradeIndexBad, CheckIdentifier.Trainer);
if (validOT[lang] != pkm.OT_Name)
return GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer);
return GetValid(LEncTradeUnchanged, CheckIdentifier.Nickname);
}
private static void VerifyTrade(LegalityAnalysis data, EncounterTrade t, int language)
{
var ot = t.GetOT(language);
var nick = t.GetNickname(language);
if (string.IsNullOrEmpty(nick))
VerifyTradeOTOnly(data, t);
else
VerifyTradeOTNick(data, t, nick, ot);
}
private static void VerifyTradeOTNick(LegalityAnalysis data, EncounterTrade t, string nick, string OT)
{
var pkm = data.pkm;
// trades that are not nicknamed (but are present in a table with others being named)
VerifyTradeNickname(data, t, nick, pkm);
if (OT != pkm.OT_Name)
data.AddLine(GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer));
}
private static void VerifyTradeNickname(LegalityAnalysis data, EncounterTrade t, string expectedNickname, PKM pkm)
{
var result = IsNicknameMatch(expectedNickname, pkm, t)
? GetValid(LEncTradeUnchanged, CheckIdentifier.Nickname)
: Get(LEncTradeChangedNickname, ParseSettings.NicknamedTrade, CheckIdentifier.Nickname);
data.AddLine(result);
}
2021-01-11 02:15:33 +00:00
private static bool IsNicknameMatch(string nick, ILangNick pkm, EncounterTrade enc)
{
if (nick == "Quacklin" && pkm.Nickname == "Quacklin'")
return true;
2021-01-11 02:15:33 +00:00
if (enc.IsNicknamed != pkm.IsNicknamed)
return false;
if (nick != pkm.Nickname) // if not match, must not be a nicknamed trade && not currently named
2021-01-11 02:15:33 +00:00
return !enc.IsNicknamed && !pkm.IsNicknamed;
return true;
}
}
}