PKHeX/PKHeX.Core/Legality/Verifiers/IndividualValueVerifier.cs

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using System;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core
{
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/// <summary>
/// Verifies the <see cref="PKM.IVs"/>.
/// </summary>
public sealed class IndividualValueVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.IVs;
public override void Verify(LegalityAnalysis data)
{
switch (data.EncounterMatch)
{
case EncounterStatic s:
VerifyIVsStatic(data, s);
break;
case EncounterSlot w:
VerifyIVsSlot(data, w);
break;
case MysteryGift g:
VerifyIVsMystery(data, g);
break;
}
var pkm = data.pkm;
if (pkm.IVTotal == 0)
{
data.AddLine(Get(LFatefulMystery, Severity.Fishy));
}
else
{
var hpiv = pkm.IV_HP;
if (hpiv < 30 && AllIVsEqual(pkm, hpiv))
data.AddLine(Get(LIVAllEqual, Severity.Fishy));
}
}
public static bool AllIVsEqual(PKM pkm) => AllIVsEqual(pkm, pkm.IV_HP);
private static bool AllIVsEqual(PKM pkm, int hpiv)
{
return (pkm.IV_ATK == hpiv) && (pkm.IV_DEF == hpiv) && (pkm.IV_SPA == hpiv) && (pkm.IV_SPD == hpiv) && (pkm.IV_SPE == hpiv);
}
private void VerifyIVsMystery(LegalityAnalysis data, MysteryGift g)
{
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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var IVs = g.IVs;
if (IVs.Length == 0)
return;
var ivflag = Array.Find(IVs, iv => (byte)(iv - 0xFC) < 3);
if (ivflag == 0) // Random IVs
{
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bool valid = Legal.GetIsFixedIVSequenceValidSkipRand(IVs, data.pkm);
if (!valid)
data.AddLine(GetInvalid(LEncGiftIVMismatch));
}
else
{
int IVCount = ivflag - 0xFB; // IV2/IV3
VerifyIVsFlawless(data, IVCount);
}
}
private void VerifyIVsSlot(LegalityAnalysis data, EncounterSlot w)
{
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switch (w.Generation)
{
case 6: VerifyIVsGen6(data, w); break;
case 7: VerifyIVsGen7(data); break;
case 8: VerifyIVsGen8(data); break;
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}
}
private void VerifyIVsGen8(LegalityAnalysis data)
{
// todo special rules
}
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private void VerifyIVsGen7(LegalityAnalysis data)
{
var pkm = data.pkm;
if (pkm.GO)
VerifyIVsGoTransfer(data);
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else if (pkm.AbilityNumber == 4)
VerifyIVsFlawless(data, 2); // Chain of 10 yields 5% HA and 2 flawless IVs
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}
private void VerifyIVsGen6(LegalityAnalysis data, EncounterSlot w)
{
var pkm = data.pkm;
if (pkm.XY && PersonalTable.XY[data.EncounterMatch.Species].IsEggGroup(15)) // Undiscovered
VerifyIVsFlawless(data, 3);
else if (w.Type == SlotType.FriendSafari)
VerifyIVsFlawless(data, 2);
}
private void VerifyIVsFlawless(LegalityAnalysis data, int count)
{
if (data.pkm.FlawlessIVCount < count)
data.AddLine(GetInvalid(string.Format(LIVF_COUNT0_31, count)));
}
private void VerifyIVsStatic(LegalityAnalysis data, EncounterStatic s)
{
if (s.FlawlessIVCount != 0)
VerifyIVsFlawless(data, s.FlawlessIVCount);
}
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private void VerifyIVsGoTransfer(LegalityAnalysis data)
{
var pkm = data.pkm;
if (!IsGoIVSetValid(pkm))
data.AddLine(GetInvalid(LIVNotCorrect));
if (!pkm.IsShiny)
return;
var banlist = Legal.GoTransferSpeciesShinyBan;
// all Shiny Alola Forms are legal, while some of their respective Kanto Forms are not
if (banlist.Contains(pkm.Species) && pkm.AltForm != 1)
data.AddLine(GetInvalid(LEncStaticPIDShiny, CheckIdentifier.PID));
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}
private static bool IsGoIVSetValid(PKM pkm)
{
// Stamina*2 | 1 -> HP
// ATK * 2 | 1 -> ATK&SPA
// DEF * 2 | 1 -> DEF&SPD
// Speed is random.
// All IVs must be odd (except speed) and equal to their counterpart.
if ((pkm.GetIV(1) & 1) != 1 || pkm.GetIV(1) != pkm.GetIV(4)) // ATK=SPA
return false;
if ((pkm.GetIV(2) & 1) != 1 || pkm.GetIV(2) != pkm.GetIV(5)) // DEF=SPD
return false;
return (pkm.GetIV(0) & 1) == 1; // HP
}
}
}