PKHeX/PKHeX.Core/Legality/Verifiers/ParseSettings.cs

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namespace PKHeX.Core
{
public static class ParseSettings
{
internal static ITrainerInfo ActiveTrainer { get; set; } = new SimpleTrainerInfo(GameVersion.Any) { OT = string.Empty, Language = -1 };
/// <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; }
public static Severity NicknamedTrade { get; set; } = Severity.Invalid;
public static Severity NicknamedMysteryGift { get; set; } = Severity.Fishy;
public static Severity RNGFrameNotFound { get; set; } = Severity.Fishy;
/// <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>
public static bool AllowGen2Crystal(PKM pkm) => !pkm.Korean;
/// <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);
/// <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>
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
2019-10-17 01:47:31 +00:00
var path = sav.FileName;
bool vc = path?.EndsWith("dat") ?? false;
return AllowGBCartEra = !vc; // physical cart selected
}
}
}