2018-06-24 05:00:01 +00:00
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using System;
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2020-01-19 03:11:29 +00:00
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using System.Collections.Generic;
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2018-06-24 05:00:01 +00:00
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using static PKHeX.Core.LegalityCheckStrings;
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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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using static PKHeX.Core.LanguageID;
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2018-06-24 05:00:01 +00:00
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namespace PKHeX.Core
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{
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2018-07-02 02:17:37 +00:00
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/// <summary>
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/// Verifies the <see cref="PKM.Nickname"/>.
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/// </summary>
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2018-06-24 05:00:01 +00:00
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public sealed class NicknameVerifier : Verifier
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{
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protected override CheckIdentifier Identifier => CheckIdentifier.Nickname;
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public override void Verify(LegalityAnalysis data)
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{
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var pkm = data.pkm;
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2018-08-02 03:39:20 +00:00
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var EncounterMatch = data.EncounterOriginal;
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2018-06-24 05:00:01 +00:00
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// If the Pokémon is not nicknamed, it should match one of the language strings.
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if (pkm.Nickname.Length == 0)
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{
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(LNickLengthShort));
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2018-06-24 05:00:01 +00:00
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return;
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}
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2019-09-19 02:58:23 +00:00
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if (pkm.Species > SpeciesName.SpeciesLang[0].Count)
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2018-06-24 05:00:01 +00:00
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{
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2018-09-01 21:11:12 +00:00
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data.AddLine(Get(LNickLengthShort, Severity.Indeterminate));
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2018-06-24 05:00:01 +00:00
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return;
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}
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2020-10-08 21:01:36 +00:00
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if (pkm.Format <= 7 && pkm.IsNicknamed) // can nickname afterwards
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2018-06-24 05:00:01 +00:00
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{
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2020-10-08 21:01:36 +00:00
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if (pkm.VC)
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2019-11-16 01:34:18 +00:00
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VerifyG1NicknameWithinBounds(data, pkm.Nickname);
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2020-10-08 21:01:36 +00:00
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else if (EncounterMatch is MysteryGift m && !m.IsEgg)
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data.AddLine(Get(LEncGiftNicknamed, ParseSettings.NicknamedMysteryGift));
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2018-06-24 05:00:01 +00:00
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}
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2018-10-27 20:37:03 +00:00
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if (EncounterMatch is EncounterTrade t)
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2018-06-24 05:00:01 +00:00
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{
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2018-10-27 20:37:03 +00:00
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VerifyNicknameTrade(data, t);
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2018-06-24 05:00:01 +00:00
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return;
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}
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if (pkm.IsEgg)
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{
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VerifyNicknameEgg(data);
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return;
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}
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2019-02-08 05:40:20 +00:00
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string nickname = pkm.Nickname.Replace('\'', '’');
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2018-06-24 05:00:01 +00:00
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if (VerifyUnNicknamedEncounter(data, pkm, nickname))
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return;
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// Non-nicknamed strings have already been checked.
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2018-10-09 00:57:34 +00:00
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if (ParseSettings.CheckWordFilter && pkm.IsNicknamed)
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{
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if (WordFilter.IsFiltered(nickname, out string bad))
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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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data.AddLine(GetInvalid($"Word Filter: {bad}"));
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2018-10-09 00:57:34 +00:00
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if (TrainerNameVerifier.ContainsTooManyNumbers(nickname, data.Info.Generation))
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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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data.AddLine(GetInvalid("Word Filter: Too many numbers."));
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2018-10-09 00:57:34 +00:00
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}
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2018-06-24 05:00:01 +00:00
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}
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private bool VerifyUnNicknamedEncounter(LegalityAnalysis data, PKM pkm, string nickname)
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{
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if (pkm.IsNicknamed)
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{
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2019-09-19 02:58:23 +00:00
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for (int i = 0; i < SpeciesName.SpeciesLang.Count; i++)
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2018-06-24 05:00:01 +00:00
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{
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2019-09-19 02:58:23 +00:00
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if (!SpeciesName.SpeciesDict[i].TryGetValue(nickname, out int index))
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2018-06-24 05:00:01 +00:00
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continue;
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2018-09-01 21:11:12 +00:00
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var msg = index == pkm.Species && i != pkm.Language ? LNickMatchNoOthersFail : LNickMatchLanguageFlag;
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2018-06-24 05:00:01 +00:00
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data.AddLine(Get(msg, Severity.Fishy));
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return true;
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}
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2019-11-17 01:47:26 +00:00
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if (pkm.Format <= 7 && StringConverter.HasEastAsianScriptCharacters(nickname) && !(pkm is PB7)) // East Asian Scripts
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2018-06-24 05:00:01 +00:00
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{
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(LNickInvalidChar));
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2018-06-24 05:00:01 +00:00
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return true;
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}
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2018-10-27 23:06:06 +00:00
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if (nickname.Length > Legal.GetMaxLengthNickname(data.Info.Generation, (LanguageID)pkm.Language))
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2018-08-15 03:13:15 +00:00
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{
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2019-11-16 01:34:18 +00:00
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var severe = pkm.Format >= 8 || (data.EncounterOriginal.EggEncounter && pkm.WasTradedEgg && nickname.Length <= Legal.GetMaxLengthNickname(data.Info.Generation, English))
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2018-11-18 02:29:05 +00:00
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? Severity.Fishy
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: Severity.Invalid;
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data.AddLine(Get(LNickLengthLong, severe));
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2018-08-15 03:13:15 +00:00
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return true;
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}
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetValid(LNickMatchNoOthers));
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2018-06-24 05:00:01 +00:00
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}
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else if (pkm.Format < 3)
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{
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// pk1/pk2 IsNicknamed getter checks for match, logic should only reach here if matches.
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetValid(LNickMatchLanguage));
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2018-06-24 05:00:01 +00:00
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}
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else
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{
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2018-08-02 03:39:20 +00:00
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var EncounterMatch = data.EncounterOriginal;
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2018-08-31 01:09:52 +00:00
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bool valid = IsNicknameValid(pkm, EncounterMatch, nickname);
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2018-09-01 21:11:12 +00:00
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var result = valid ? GetValid(LNickMatchLanguage) : GetInvalid(LNickMatchLanguageFail);
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2018-08-31 01:09:52 +00:00
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data.AddLine(result);
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}
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return false;
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}
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2018-06-24 05:00:01 +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 bool IsNicknameValid(PKM pkm, IEncounterable EncounterMatch, string nickname)
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2018-08-31 01:09:52 +00:00
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{
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2020-10-08 21:01:36 +00:00
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int species = pkm.Species;
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int format = pkm.Format;
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int language = pkm.Language;
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if (SpeciesName.GetSpeciesNameGeneration(species, language, format) == nickname)
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2018-08-31 01:09:52 +00:00
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return true;
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// Can't have another language name if it hasn't evolved or wasn't a language-traded egg.
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2020-10-08 21:01:36 +00:00
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// Starting in Generation 8, hatched language-traded eggs will take the Language from the trainer that hatched it.
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2020-10-08 21:14:59 +00:00
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// Also in Generation 8, evolving in a foreign language game will retain the original language as the source for the newly evolved species name.
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2020-10-08 21:01:36 +00:00
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// Transferring from Gen7->Gen8 realigns the Nickname string to the Language, if not nicknamed.
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2020-10-08 21:14:59 +00:00
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bool canHaveAnyLanguage = pkm.Format <= 7 && (EncounterMatch.Species != species || pkm.WasTradedEgg);
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2020-10-08 21:01:36 +00:00
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if (canHaveAnyLanguage && !SpeciesName.IsNicknamedAnyLanguage(species, nickname, format))
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2018-08-31 01:09:52 +00:00
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return true;
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switch (EncounterMatch)
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{
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case WC7 wc7 when wc7.IsAshGreninjaWC7(pkm):
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return true;
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case ILangNick loc:
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2020-10-08 21:01:36 +00:00
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if (loc.Language != 0 && !loc.IsNicknamed && !SpeciesName.IsNicknamedAnyLanguage(species, nickname, format))
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2018-08-31 01:09:52 +00:00
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return true; // fixed language without nickname, nice job event maker!
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break;
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2018-06-24 05:00:01 +00:00
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}
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2018-08-31 01:09:52 +00:00
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if (pkm.Format == 5 && !pkm.IsNative) // transfer
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{
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2019-07-12 05:55:41 +00:00
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if (canHaveAnyLanguage)
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2020-10-08 21:01:36 +00:00
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return !SpeciesName.IsNicknamedAnyLanguage(species, nickname, 4);
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return SpeciesName.GetSpeciesNameGeneration(species, language, 4) == nickname;
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2018-08-31 01:09:52 +00:00
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}
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2018-06-24 05:00:01 +00:00
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return false;
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}
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private void VerifyNicknameEgg(LegalityAnalysis data)
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{
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var Info = data.Info;
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var pkm = data.pkm;
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var EncounterMatch = Info.EncounterMatch;
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switch (pkm.Format)
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{
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case 4:
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if (pkm.IsNicknamed) // gen4 doesn't use the nickname flag for eggs
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(LNickFlagEggNo, CheckIdentifier.Egg));
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2018-06-24 05:00:01 +00:00
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break;
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case 7:
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if (EncounterMatch is EncounterStatic ^ !pkm.IsNicknamed) // gen7 doesn't use for ingame gifts
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(pkm.IsNicknamed ? LNickFlagEggNo : LNickFlagEggYes, CheckIdentifier.Egg));
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2018-06-24 05:00:01 +00:00
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break;
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default:
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if (!pkm.IsNicknamed)
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(LNickFlagEggYes, CheckIdentifier.Egg));
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2018-06-24 05:00:01 +00:00
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break;
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}
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2019-09-19 02:58:23 +00:00
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if (pkm.Format == 2 && pkm.IsEgg && !SpeciesName.IsNicknamedAnyLanguage(0, pkm.Nickname, 2))
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetValid(LNickMatchLanguageEgg, CheckIdentifier.Egg));
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2019-09-19 02:58:23 +00:00
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else if (SpeciesName.GetSpeciesNameGeneration(0, pkm.Language, Info.Generation) != pkm.Nickname)
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2018-09-01 21:11:12 +00:00
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data.AddLine(GetInvalid(LNickMatchLanguageEggFail, CheckIdentifier.Egg));
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2018-06-24 05:00:01 +00:00
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else
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2018-09-01 21:11:12 +00:00
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|
|
data.AddLine(GetValid(LNickMatchLanguageEgg, CheckIdentifier.Egg));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private void VerifyNicknameTrade(LegalityAnalysis data, EncounterTrade t)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
switch (data.Info.Generation)
|
|
|
|
|
{
|
|
|
|
|
case 1:
|
2018-10-27 20:37:03 +00:00
|
|
|
|
case 2: VerifyTrade12(data, t); return;
|
|
|
|
|
case 3: VerifyTrade3(data, t); return;
|
|
|
|
|
case 4: VerifyTrade4(data, t); return;
|
|
|
|
|
case 5: VerifyTrade5(data, t); return;
|
|
|
|
|
case 6:
|
2019-09-23 23:56:47 +00:00
|
|
|
|
case 7:
|
|
|
|
|
case 8:
|
|
|
|
|
VerifyTrade(data, t, data.pkm.Language); return;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void VerifyG1NicknameWithinBounds(LegalityAnalysis data, string str)
|
|
|
|
|
{
|
|
|
|
|
var pkm = data.pkm;
|
2019-03-21 04:50:44 +00:00
|
|
|
|
if (StringConverter12.GetIsG1English(str))
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
if (str.Length > 10)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LNickLengthLong));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2019-03-21 04:50:44 +00:00
|
|
|
|
else if (StringConverter12.GetIsG1Japanese(str))
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
if (str.Length > 5)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LNickLengthLong));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2019-03-21 04:50:44 +00:00
|
|
|
|
else if (pkm.Korean && StringConverter2KOR.GetIsG2Korean(str))
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
if (str.Length > 5)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LNickLengthLong));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LG1CharNick));
|
2018-06-24 05:00:01 +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 void VerifyTrade12(LegalityAnalysis data, EncounterTrade t)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
if (t.TID != 0) // Gen2 Trade
|
2018-06-24 05:00:01 +00:00
|
|
|
|
return; // already checked all relevant properties when fetching with getValidEncounterTradeVC2
|
|
|
|
|
|
2020-07-19 18:32:40 +00:00
|
|
|
|
if (!((EncounterTrade1)t).IsEncounterTrade1Valid(data.pkm))
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +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 void VerifyTrade3(LegalityAnalysis data, EncounterTrade t)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
var pkm = data.pkm;
|
2018-10-27 20:37:03 +00:00
|
|
|
|
int lang = pkm.Language;
|
2019-12-09 01:39:19 +00:00
|
|
|
|
if (t.Species == (int)Species.Jynx) // FRLG Jynx
|
2018-10-27 20:37:03 +00:00
|
|
|
|
lang = DetectTradeLanguageG3DANTAEJynx(pkm, lang);
|
|
|
|
|
VerifyTrade(data, t, lang);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +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 void VerifyTrade4(LegalityAnalysis data, EncounterTrade t)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
var pkm = data.pkm;
|
|
|
|
|
if (pkm.TID == 1000)
|
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
VerifyTradeOTOnly(data, t);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
2018-10-27 20:37:03 +00:00
|
|
|
|
int lang = pkm.Language;
|
|
|
|
|
switch (t.Species)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
2019-06-01 17:22:49 +00:00
|
|
|
|
case (int)Species.Pikachu: // HGSS Pikachu
|
2018-10-27 20:37:03 +00:00
|
|
|
|
lang = DetectTradeLanguageG4SurgePikachu(pkm, t, lang);
|
|
|
|
|
// flag korean on gen4 saves since the pkm.Language is German
|
|
|
|
|
FlagKoreanIncompatibleSameGenTrade(data, pkm, lang);
|
|
|
|
|
break;
|
2019-06-01 17:22:49 +00:00
|
|
|
|
case (int)Species.Magikarp: // DPPt Magikarp
|
2018-10-27 20:37:03 +00:00
|
|
|
|
lang = DetectTradeLanguageG4MeisterMagikarp(pkm, t, lang);
|
|
|
|
|
// flag korean on gen4 saves since the pkm.Language is German
|
|
|
|
|
FlagKoreanIncompatibleSameGenTrade(data, pkm, lang);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
if (lang == 1 && (pkm.Version == (int)GameVersion.D || pkm.Version == (int)GameVersion.P))
|
|
|
|
|
{
|
|
|
|
|
// DP English origin are Japanese 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.OT_Name != t.GetOT(1)) // not japanese
|
2018-10-27 20:37:03 +00:00
|
|
|
|
lang = 2; // English
|
|
|
|
|
}
|
|
|
|
|
break;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-10-27 20:37:03 +00:00
|
|
|
|
VerifyTrade(data, t, lang);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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)
|
2018-10-27 20:37:03 +00:00
|
|
|
|
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)
|
2018-10-27 20:37:03 +00:00
|
|
|
|
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;
|
2020-01-19 03:11:29 +00:00
|
|
|
|
for (int lang = 1; lang < names.Count; lang++)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
if (names[lang] != OT)
|
|
|
|
|
continue;
|
|
|
|
|
return lang;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-10-27 20:37:03 +00:00
|
|
|
|
return currentLanguageID;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static int DetectTradeLanguageG3DANTAEJynx(PKM pk, int currentLanguageID)
|
2018-06-24 05:00:01 +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
|
|
|
|
if (currentLanguageID != (int)Italian)
|
2018-10-27 20:37:03 +00:00
|
|
|
|
return currentLanguageID;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
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
|
2018-10-27 20:37:03 +00:00
|
|
|
|
return currentLanguageID;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static int DetectTradeLanguageG4MeisterMagikarp(PKM pkm, EncounterTrade t, int currentLanguageID)
|
2018-06-24 05:00:01 +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
|
|
|
|
if (currentLanguageID == (int)English)
|
|
|
|
|
return (int)German;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
// All have German, regardless of origin version.
|
2018-10-27 20:37:03 +00:00
|
|
|
|
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
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
return lang;
|
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static int DetectTradeLanguageG4SurgePikachu(PKM pkm, EncounterTrade t, int currentLanguageID)
|
2018-06-24 05:00:01 +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
|
|
|
|
if (currentLanguageID == (int)French)
|
|
|
|
|
return (int)English;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
// All have English, regardless of origin version.
|
2018-10-27 20:37:03 +00:00
|
|
|
|
var lang = DetectTradeLanguage(pkm.OT_Name, t, currentLanguageID);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
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;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
return lang;
|
|
|
|
|
}
|
2018-07-27 02:34:27 +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 void VerifyTrade5(LegalityAnalysis data, EncounterTrade t)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
var pkm = data.pkm;
|
2018-10-27 20:37:03 +00:00
|
|
|
|
int lang = pkm.Language;
|
2018-06-24 05:00:01 +00:00
|
|
|
|
// 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));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
lang = Math.Max(lang, 1);
|
2018-10-27 20:37:03 +00:00
|
|
|
|
VerifyTrade(data, t, lang);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
|
|
|
|
else // B2W2
|
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
if (t.TID == Encounters5.YancyTID || t.TID == Encounters5.CurtisTID)
|
|
|
|
|
VerifyTradeOTOnly(data, t);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
else
|
2018-10-27 20:37:03 +00:00
|
|
|
|
VerifyTrade(data, t, lang);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static void VerifyTradeOTOnly(LegalityAnalysis data, EncounterTrade t)
|
2018-07-27 02:34:27 +00:00
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
var result = CheckTradeOTOnly(data, t.TrainerNames);
|
2018-07-27 02:34:27 +00:00
|
|
|
|
data.AddLine(result);
|
|
|
|
|
}
|
|
|
|
|
|
2020-01-19 03:11:29 +00:00
|
|
|
|
private static CheckResult CheckTradeOTOnly(LegalityAnalysis data, IReadOnlyList<string> validOT)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
|
|
|
|
var pkm = data.pkm;
|
2019-11-16 01:34:18 +00:00
|
|
|
|
if (pkm.IsNicknamed && pkm.Format < 8)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
return GetInvalid(LEncTradeChangedNickname, CheckIdentifier.Nickname);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
int lang = pkm.Language;
|
2020-01-19 03:11:29 +00:00
|
|
|
|
if (validOT.Count <= lang)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
return GetInvalid(LEncTradeIndexBad, CheckIdentifier.Trainer);
|
2018-07-27 02:34:27 +00:00
|
|
|
|
if (validOT[lang] != pkm.OT_Name)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
return GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer);
|
|
|
|
|
return GetValid(LEncTradeUnchanged, CheckIdentifier.Nickname);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static void VerifyTrade(LegalityAnalysis data, EncounterTrade t, int language)
|
2018-06-24 05:00:01 +00:00
|
|
|
|
{
|
2018-10-27 20:37:03 +00:00
|
|
|
|
var ot = t.GetOT(language);
|
|
|
|
|
var nick = t.GetNickname(language);
|
|
|
|
|
VerifyTradeOTNick(data, t, nick, ot);
|
|
|
|
|
}
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static void VerifyTradeOTNick(LegalityAnalysis data, EncounterTrade t, string nick, string OT)
|
|
|
|
|
{
|
2018-06-24 05:00:01 +00:00
|
|
|
|
var pkm = data.pkm;
|
2018-10-06 20:43:05 +00:00
|
|
|
|
// trades that are not nicknamed (but are present in a table with others being named)
|
2018-10-27 20:37:03 +00:00
|
|
|
|
var result = IsNicknameMatch(nick, pkm, t)
|
2018-10-06 20:43:05 +00:00
|
|
|
|
? GetValid(LEncTradeUnchanged, CheckIdentifier.Nickname)
|
|
|
|
|
: Get(LEncTradeChangedNickname, ParseSettings.NicknamedTrade, CheckIdentifier.Nickname);
|
|
|
|
|
data.AddLine(result);
|
2018-06-24 05:00:01 +00:00
|
|
|
|
|
|
|
|
|
if (OT != pkm.OT_Name)
|
2018-09-01 21:11:12 +00:00
|
|
|
|
data.AddLine(GetInvalid(LEncTradeChangedOT, CheckIdentifier.Trainer));
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
2018-07-27 02:34:27 +00:00
|
|
|
|
|
2018-10-27 20:37:03 +00:00
|
|
|
|
private static bool IsNicknameMatch(string nick, ILangNick pkm, IEncounterable EncounterMatch)
|
2018-07-27 02:34:27 +00:00
|
|
|
|
{
|
|
|
|
|
if (nick == "Quacklin’" && pkm.Nickname == "Quacklin'")
|
|
|
|
|
return true;
|
2018-08-27 01:32:39 +00:00
|
|
|
|
var trade = (EncounterTrade) EncounterMatch;
|
|
|
|
|
if (trade.IsNicknamed != pkm.IsNicknamed)
|
|
|
|
|
return false;
|
|
|
|
|
if (nick != pkm.Nickname) // if not match, must not be a nicknamed trade && not currently named
|
|
|
|
|
return !trade.IsNicknamed && !pkm.IsNicknamed;
|
|
|
|
|
return true;
|
2018-07-27 02:34:27 +00:00
|
|
|
|
}
|
2018-06-24 05:00:01 +00:00
|
|
|
|
}
|
|
|
|
|
}
|