2018-05-12 19:28:48 +00:00
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using System;
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2018-07-27 02:34:27 +00:00
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using System.Collections.Generic;
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2018-05-12 19:28:48 +00:00
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using System.Linq;
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2017-03-23 10:21:04 +00:00
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namespace PKHeX.Core
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{
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public static partial class Legal
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{
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2019-05-11 17:12:14 +00:00
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private class CountryTable
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2017-03-23 10:21:04 +00:00
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{
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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
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public readonly byte BaseForm;
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public readonly byte CountryID;
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public readonly FormSubregionTable[] SubRegionForms;
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internal CountryTable(byte form, byte country, params FormSubregionTable[] subs)
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{
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BaseForm = form;
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CountryID = country;
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SubRegionForms = subs;
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}
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2017-03-23 10:21:04 +00:00
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}
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2018-07-27 02:34:27 +00:00
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2019-05-11 17:12:14 +00:00
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private class FormSubregionTable
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2017-03-23 10:21:04 +00:00
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{
|
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
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public readonly byte Form;
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public readonly byte[] Regions;
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internal FormSubregionTable(byte form, byte[] regions)
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{
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Form = form;
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Regions = regions;
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}
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2017-03-23 10:21:04 +00:00
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}
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2018-07-27 02:34:27 +00:00
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|
|
|
|
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
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private static readonly byte[][] VivillonCountryTable =
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2017-03-23 10:21:04 +00:00
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{
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//missing ID 051,068,102,127,160,186
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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
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/* 0 Icy Snow */ new byte[] { 018, 076, 096, 100, 107 },
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/* 1 Polar */ new byte[] { 010, 018, 020, 049, 076, 096, 100, 107 },
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/* 2 Tundra */ new byte[] { 001, 081, 096, },
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/* 3 Continental */ new byte[] { 010, 067, 073, 074, 075, 077, 078, 084, 087, 094, 096, 097, 100, 107, 136},
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/* 4 Garden */ new byte[] { 065, 082, 095, 097, 101, 110, 125},
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/* 5 Elegant */ new byte[] { 001 },
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/* 6 Meadow */ new byte[] { 066, 077, 078, 083, 086, 088, 105, 108, 122},
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/* 7 Modern */ new byte[] { 018, 049},
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/* 8 Marine */ new byte[] { 020, 064, 066, 070, 071, 073, 077, 078, 079, 080, 083, 089, 090, 091, 098, 099, 103, 105, 123, 124, 126, 184, 185},
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/* 9 Archipelago */ new byte[] { 008, 009, 011, 012, 013, 017, 021, 023, 024, 028, 029, 032, 034, 035, 036, 037, 038, 043, 044, 045, 047, 048, 049, 052, 085, 104,},
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/*10 High Plains */ new byte[] { 018, 036, 049, 100, 113},
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/*11 Sandstorm */ new byte[] { 072, 109, 118, 119, 120, 121, 168, 174},
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/*12 River */ new byte[] { 065, 069, 085, 093, 104, 105, 114, 115, 116, 117},
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/*13 Monsoon */ new byte[] { 001, 128, 144, 169},
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/*14-Savanna */ new byte[] { 010, 015, 016, 041, 042, 050},
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/*15 Sun */ new byte[] { 036, 014, 019, 026, 030, 033, 036, 039, 065, 092, 106, 111, 112},
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/*16 Ocean */ new byte[] { 049, 077},
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/*17 Jungle */ new byte[] { 016, 021, 022, 025, 027, 031, 040, 046, 052, 169, 153, 156},
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2017-03-23 10:21:04 +00:00
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};
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2018-07-27 02:34:27 +00:00
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2017-03-23 10:21:04 +00:00
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private static readonly CountryTable[] RegionFormTable =
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{
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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
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new CountryTable(05, 1, // Japan: Elegant
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new FormSubregionTable(02, new byte[] {03,04}),
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new FormSubregionTable(13, new byte[] {48})),
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new CountryTable(07, 49, // USA: Modern
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new FormSubregionTable(01, new byte[] {03,09,21,23,24,32,33,36,40,41,48,50}),
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new FormSubregionTable(09, new byte[] {53}),
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new FormSubregionTable(10, new byte[] {06,07,08,15,28,34,35,39,46,49})),
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new CountryTable(01, 18, // Canada: Polar
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new FormSubregionTable(00, new byte[] {12,13,14}),
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new FormSubregionTable(07, new byte[] {05}),
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new FormSubregionTable(10, new byte[] {04})),
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new CountryTable(14, 16, // Brazil: Savanna
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new FormSubregionTable(17, new byte[] {03,06})),
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new CountryTable(14, 10, // Argentina: Savanna
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new FormSubregionTable(01, new byte[] {21,24}),
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new FormSubregionTable(03, new byte[] {16})),
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new CountryTable(08, 20, // Chile: Marine
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new FormSubregionTable(01, new byte[] {12})),
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new CountryTable(15, 36, // Mexico: Sun
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new FormSubregionTable(09, new byte[] {32}),
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new FormSubregionTable(10, new byte[] {04,08,09,12,15,19,20,23,26,27,29})),
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new CountryTable(09, 52, // Venezuela: Archipelago
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new FormSubregionTable(17, new byte[] {17})),
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new CountryTable(09, 65, // Australia: River
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new FormSubregionTable(04, new byte[] {07}),
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new FormSubregionTable(15, new byte[] {04})),
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new CountryTable(08, 66, // Austria: Marine
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new FormSubregionTable(06, new byte[] {10})),
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new CountryTable(08, 73, // Czech Republic: Marine
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new FormSubregionTable(03, new byte[] {03})),
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new CountryTable(00, 76, // Finland: Icy Snow
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new FormSubregionTable(01, new byte[] {27})),
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new CountryTable(06, 77, // France: Meadow
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new FormSubregionTable(03, new byte[] {18}),
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new FormSubregionTable(08, new byte[] {04,06,08,19}),
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new FormSubregionTable(16, new byte[] {27})),
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new CountryTable(03, 078, // Germany: Continental
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new FormSubregionTable(06, new byte[] {04,13}),
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new FormSubregionTable(08, new byte[] {05})),
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new CountryTable(08, 83, // Italy: Marine
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new FormSubregionTable(06, new byte[] {04,06})),
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new CountryTable(09, 85, // Lesotho: Archipelago ??
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new FormSubregionTable(12, new byte[] {04})),
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new CountryTable(03, 96, // Norway: Continental ??
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new FormSubregionTable(00, new byte[] {11}),
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new FormSubregionTable(01, new byte[] {12,15,16,17,20,22}),
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new FormSubregionTable(02, new byte[] {13,14})),
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new CountryTable(03, 97, // Poland: Continental
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new FormSubregionTable(04, new byte[] {11})),
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new CountryTable(01, 100, // Russia: Polar
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new FormSubregionTable(00, new byte[] {14,22,34,38,40,52,66,88}),
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new FormSubregionTable(03, new byte[] {29,46,51,69}),
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new FormSubregionTable(10, new byte[] {20,24,25,28,33,71,73})),
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new CountryTable(12, 104, // South Affrica: River ??
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new FormSubregionTable(03, new byte[] {03,05})),
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new CountryTable(08, 105, // Spain: Marine
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new FormSubregionTable(06, new byte[] {11}),
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new FormSubregionTable(12, new byte[] {07})),
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new CountryTable(03, 107, // Sweden: Continental
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new FormSubregionTable(00, new byte[] {11,21}),
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new FormSubregionTable(01, new byte[] {09,13})),
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new CountryTable(13, 169, // India: Monsoon ??
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new FormSubregionTable(17, new byte[] {12})),
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2017-03-23 10:21:04 +00:00
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};
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2017-10-24 06:12:58 +00:00
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/// <summary>
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/// Compares the Vivillon pattern against its country and region to determine if the pattern is able to be obtained legally.
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/// </summary>
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/// <param name="form">Alternate Forme Pattern</param>
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/// <param name="country">Country ID</param>
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/// <param name="region">Console Region ID</param>
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/// <returns></returns>
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
public static bool CheckVivillonPattern(int form, byte country, byte region)
|
2017-03-23 10:21:04 +00:00
|
|
|
|
{
|
2017-10-24 06:12:58 +00:00
|
|
|
|
if (!VivillonCountryTable[form].Contains(country))
|
2017-03-23 10:21:04 +00:00
|
|
|
|
return false; // Country mismatch
|
2017-10-24 06:12:58 +00:00
|
|
|
|
|
2019-05-11 17:12:14 +00:00
|
|
|
|
var ct = Array.Find(RegionFormTable, t => t.CountryID == country);
|
2019-05-17 05:01:11 +00:00
|
|
|
|
if (ct == default(CountryTable)) // empty = one form for country
|
|
|
|
|
return true; // No subregion table, already checked if Country can have this form
|
2017-03-24 01:07:15 +00:00
|
|
|
|
|
2019-05-11 17:12:14 +00:00
|
|
|
|
if (ct.BaseForm == form)
|
|
|
|
|
return !ct.SubRegionForms.Any(e => e.Regions.Contains(region)); //true if Mainform not in other specific region
|
2017-03-24 01:07:15 +00:00
|
|
|
|
|
2019-05-11 17:12:14 +00:00
|
|
|
|
return ct.SubRegionForms.Any(e => e.Form == form && e.Regions.Contains(region));
|
2017-03-23 10:21:04 +00:00
|
|
|
|
}
|
2018-05-09 03:13:55 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Compares the Vivillon pattern against its country and region to determine if the pattern is able to be obtained legally.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="country">Country ID</param>
|
|
|
|
|
/// <param name="region">Console Region ID</param>
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
public static int GetVivillonPattern(byte country, byte region)
|
2018-05-09 03:13:55 +00:00
|
|
|
|
{
|
2019-05-11 17:12:14 +00:00
|
|
|
|
var ct = Array.Find(RegionFormTable, t => t.CountryID == country);
|
2019-05-17 05:01:11 +00:00
|
|
|
|
if (ct == default(CountryTable)) // empty = no forms referenced
|
|
|
|
|
return GetVivillonPattern(country);
|
2018-05-09 03:13:55 +00:00
|
|
|
|
|
2019-05-11 17:12:14 +00:00
|
|
|
|
foreach (var sub in ct.SubRegionForms)
|
2018-07-27 02:34:27 +00:00
|
|
|
|
{
|
2019-05-11 17:12:14 +00:00
|
|
|
|
if (sub.Regions.Contains(region))
|
|
|
|
|
return sub.Form;
|
2018-07-27 02:34:27 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-05-11 17:12:14 +00:00
|
|
|
|
return ct.BaseForm;
|
2018-05-09 03:13:55 +00:00
|
|
|
|
}
|
2018-06-22 03:13:41 +00:00
|
|
|
|
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
private static int GetVivillonPattern(byte country)
|
2019-05-17 05:01:11 +00:00
|
|
|
|
{
|
|
|
|
|
var form = Array.FindIndex(VivillonCountryTable, z => z.Contains(country));
|
|
|
|
|
return Math.Max(0, form);
|
|
|
|
|
}
|
|
|
|
|
|
2018-06-22 03:13:41 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Compares the <see cref="PKM.ConsoleRegion"/> and <see cref="PKM.Country"/> to determine if the country is available within that region.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="consoleRegion">Console region.</param>
|
|
|
|
|
/// <param name="country">Country of nationality</param>
|
|
|
|
|
/// <returns>Country is within Console Region</returns>
|
|
|
|
|
public static bool IsConsoleRegionCountryValid(int consoleRegion, int country)
|
|
|
|
|
{
|
2019-10-08 01:40:09 +00:00
|
|
|
|
return consoleRegion switch
|
2018-06-22 03:13:41 +00:00
|
|
|
|
{
|
2019-10-08 01:40:09 +00:00
|
|
|
|
0 => (country == 1), // Japan
|
|
|
|
|
1 => ((8 <= country && country <= 52) || ExtendedAmericas.Contains(country)), // Americas
|
|
|
|
|
2 => ((64 <= country && country <= 127) || ExtendedEurope.Contains(country)), // Europe
|
|
|
|
|
4 => (country == 144 || country == 160), // China
|
|
|
|
|
5 => (country == 136), // Korea
|
|
|
|
|
6 => (country == 144 || country == 128), // Taiwan
|
|
|
|
|
_ => false
|
|
|
|
|
};
|
2018-06-22 03:13:41 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
|
|
|
|
private static readonly HashSet<int> ExtendedAmericas = new HashSet<int> {153, 156, 168, 174, 186};
|
2018-08-26 23:29:52 +00:00
|
|
|
|
private static readonly HashSet<int> ExtendedEurope = new HashSet<int> {169, 184, 185};
|
2017-03-23 10:21:04 +00:00
|
|
|
|
}
|
|
|
|
|
}
|