using System;
using static PKHeX.Core.GameVersion;
namespace PKHeX.Core;
///
/// Logic for SW/SH met locations from HOME.
///
public static class LocationsHOME
{
// 60000 - (version - PLA)
private const int RemapCount = 5; // Count of future game version IDs that can transfer back into SW/SH.
public const ushort SHVL = 59996; // VL traded to (SW)SH
public const ushort SWSL = 59997; // SL traded to SW(SH)
public const ushort SHSP = 59998; // SP traded to (SW)SH
public const ushort SWBD = 59999; // BD traded to SW(SH)
public const ushort SWLA = 60000; // PLA traded to SW(SH)
public const ushort SWSHEgg = 65534; // -2 = 8bNone-1..
///
/// Gets the external entity version needs to be remapped into a location for SW/SH.
///
///
/// True if a known remap exists.
public static bool IsVersionRemapNeeded(GameVersion version) => GetRemapIndex(version) < RemapCount;
private static int GetRemapIndex(GameVersion version) => version - PLA;
///
/// Checks if the SW/SH-context Met Location is one of the remapped HOME locations.
///
public static bool IsLocationSWSH(ushort met) => met switch
{
SHVL or SWSL or SHSP or SWBD or SWLA => true,
_ => false,
};
///
/// Checks if the SW/SH-context Egg Location is valid with respect to the location.
///
public static bool IsLocationSWSHEgg(GameVersion version, ushort met, int egg, ushort original)
{
if (original > SWLA && egg == SWSHEgg)
return true;
// >60000 can be reset to Link Trade (30001), then altered differently.
var expect = GetMetSWSH(original, version);
return expect == met && expect == egg;
}
///
/// Gets the SW/SH-context Egg Location when an external entity from the input resides in SW/SH.
///
public static ushort GetLocationSWSHEgg(GameVersion version, ushort egg)
{
if (egg == 0)
return 0;
if (egg > SWLA)
return SWSHEgg;
// >60000 can be reset to Link Trade (30001), then altered differently.
return GetMetSWSH(egg, version);
}
///
/// Gets the SW/SH-context when an external entity from the input resides in SW/SH.
///
public static GameVersion GetVersionSWSH(GameVersion version) => version switch
{
GameVersion.PLA => GameVersion.SW,
GameVersion.BD => GameVersion.SW,
GameVersion.SP => GameVersion.SH,
GameVersion.SL => GameVersion.SW,
GameVersion.VL => GameVersion.SH,
_ => version,
};
///
/// Gets the SW/SH-context Met Location when an external entity from the input resides in SW/SH.
///
public static ushort GetMetSWSH(ushort loc, GameVersion version) => version switch
{
GameVersion.PLA => SWLA,
GameVersion.BD => SWBD,
GameVersion.SP => SHSP,
GameVersion.SL => SWSL,
GameVersion.VL => SHVL,
_ => loc,
};
public static GameVersion GetVersionSWSHOriginal(ushort loc) => loc switch
{
SWLA => GameVersion.PLA,
SWBD => GameVersion.BD,
SHSP => GameVersion.SP,
SWSL => GameVersion.SL,
SHVL => GameVersion.VL,
_ => GameVersion.SW,
};
///
/// Checks if the met location is a valid location for the input .
///
/// Relevant when an entity from BD/SP is transferred to SW/SH.
public static bool IsValidMetBDSP(ushort loc, GameVersion version) => loc switch
{
SHSP when version == SH => true,
SWBD when version == SW => true,
_ => false,
};
///
/// Checks if the met location is a valid location for the input .
///
/// Relevant when an entity from S/V is transferred to SW/SH.
public static bool IsValidMetSV(ushort loc, GameVersion version) => loc switch
{
SHVL when version == SH => true,
SWSL when version == SW => true,
_ => false,
};
///
/// Checks if the location is (potentially) remapped based on visitation options.
///
/// Relevant when a side data yields SW/SH side data with a higher priority than the original (by version) side data.
/// Original context
/// Current context
public static LocationRemapState GetRemapState(EntityContext original, EntityContext current)
{
if (current == original)
return LocationRemapState.Original;
if (current == EntityContext.Gen8)
return LocationRemapState.Remapped;
return original.Generation() switch
{
< 8 => LocationRemapState.Original,
8 => LocationRemapState.Either,
_ => current is (EntityContext.Gen8a or EntityContext.Gen8b) // down
? LocationRemapState.Either
: LocationRemapState.Original,
};
}
public static bool IsMatchLocation(EntityContext original, EntityContext current, ushort met, int expect, GameVersion version)
{
var state = GetRemapState(original, current);
return state switch
{
LocationRemapState.Original => met == expect,
LocationRemapState.Remapped => met == GetMetSWSH((ushort)expect, version),
LocationRemapState.Either => met == expect || met == GetMetSWSH((ushort)expect, version),
_ => false,
};
}
}
[Flags]
public enum LocationRemapState
{
None,
Original = 1 << 0,
Remapped = 1 << 1,
Either = Original | Remapped,
}