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namespace PKHeX.Core
{
public static class ParseSettings
{
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internal static ITrainerInfo ActiveTrainer { get ; set ; } = new SimpleTrainerInfo ( GameVersion . Any ) { OT = string . Empty , Language = - 1 } ;
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/// <summary>
/// Toggles whether or not the word filter should be used when checking the data.
/// </summary>
public static bool CheckWordFilter { get ; set ; } = true ;
/// <summary>
/// Setting to specify if an analysis should permit data sourced from the physical cartridge era of GameBoy games.
/// </summary>
public static bool AllowGBCartEra { get ; set ; }
/// <summary>
/// Setting to specify if an analysis should permit trading a Generation 1 origin file to Generation 2, then back. Useful for checking RBY Metagame rules.
/// </summary>
public static bool AllowGen1Tradeback { get ; set ; }
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public static Severity NicknamedTrade { get ; set ; } = Severity . Invalid ;
public static Severity NicknamedMysteryGift { get ; set ; } = Severity . Fishy ;
public static Severity RNGFrameNotFound { get ; set ; } = Severity . Fishy ;
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/// <summary>
/// Checks to see if Crystal is available to visit/originate from.
/// </summary>
/// <remarks>Pokemon Crystal was never released in Korea.</remarks>
/// <param name="Korean">Korean data being checked</param>
/// <returns>True if Crystal data is allowed</returns>
public static bool AllowGen2Crystal ( bool Korean ) = > ! Korean ;
/// <summary>
/// Checks to see if Crystal is available to visit/originate from.
/// </summary>
/// <param name="pkm">Data being checked</param>
/// <returns>True if Crystal data is allowed</returns>
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public static bool AllowGen2Crystal ( PKM pkm ) = > ! pkm . Korean ;
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/// <summary>
/// Checks to see if the Move Reminder (Relearner) is available.
/// </summary>
/// <remarks> Pokemon Stadium 2 was never released in Korea.</remarks>
/// <param name="pkm">Data being checked</param>
/// <returns>True if Crystal data is allowed</returns>
public static bool AllowGen2MoveReminder ( PKM pkm ) = > ! pkm . Korean & & AllowGBCartEra ;
internal static bool IsFromActiveTrainer ( PKM pkm ) = > ActiveTrainer . IsFromTrainer ( pkm ) ;
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/// <summary>
/// Initializes certain settings
/// </summary>
/// <param name="sav">Newly loaded save file</param>
/// <returns>Save file is Physical GB cartridge save file (not Virtual Console)</returns>
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public static bool InitFromSaveFileData ( SaveFile sav )
{
ActiveTrainer = sav ;
if ( sav . Generation > = 3 )
return AllowGBCartEra = false ;
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 path = sav . FileName ;
bool vc = path ? . EndsWith ( "dat" ) ? ? false ;
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return AllowGBCartEra = ! vc ; // physical cart selected
}
}
}