using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.LanguageID;
namespace PKHeX.Core
{
///
/// Logic relating to values.
///
public static class Language
{
private static readonly int[] Languages_3 =
{
(int)Japanese,
(int)English,
(int)French,
(int)German,
(int)Spanish,
(int)Italian,
};
// check Korean for the VC case, never possible to match string outside of this case
private static readonly int[] Languages_GB = Languages_3.Concat(new[] {(int)Korean}).ToArray();
private static readonly int[] Languages_46 = Languages_GB;
private static readonly int[] Languages_7 = Languages_46.Concat(new[] {(int)ChineseS, (int)ChineseT}).ToArray();
private const LanguageID SafeLanguage = English;
public static IReadOnlyList GetAvailableGameLanguages(int generation = PKX.Generation) => generation switch
{
< 3 => Languages_GB,
< 4 => Languages_3,
< 7 => Languages_46,
_ => Languages_7,
};
public static LanguageID GetSafeLanguage(int generation, LanguageID prefer, GameVersion game = GameVersion.Any) => generation switch
{
1 when game == GameVersion.BU => Japanese,
1 or 2 => Languages_GB.Contains((int)prefer) && (prefer != Korean || game == GameVersion.C) ? prefer : SafeLanguage,
3 => Languages_3 .Contains((int)prefer) ? prefer : SafeLanguage,
4 or 5 or 6 => Languages_46.Contains((int)prefer) ? prefer : SafeLanguage,
_ => Languages_7 .Contains((int)prefer) ? prefer : SafeLanguage,
};
public static string GetLanguage2CharName(this LanguageID language) => language switch
{
Japanese => "ja",
French => "fr",
Italian => "it",
German => "de",
Spanish => "es",
Korean => "ko",
ChineseS or ChineseT => "zh",
_ => GameLanguage.DefaultLanguage,
};
///
/// Gets the Main Series language ID from a GameCube (C/XD) language ID.
///
/// GameCube (C/XD) language ID.
/// Main Series language ID.
/// If no conversion is possible or maps to the same value, the input is returned.
public static byte GetMainLangIDfromGC(byte value) => (LanguageGC)value switch
{
LanguageGC.German => (byte)German,
LanguageGC.French => (byte)French,
LanguageGC.Italian => (byte)Italian,
LanguageGC.Spanish => (byte)Spanish,
LanguageGC.UNUSED_6 => (byte)UNUSED_6,
_ => value,
};
///
/// Gets the GameCube (C/XD) language ID from a Main Series language ID.
///
/// Main Series language ID.
/// GameCube (C/XD) language ID.
/// If no conversion is possible or maps to the same value, the input is returned.
public static byte GetGCLangIDfromMain(byte value) => (LanguageID)value switch
{
French => (byte)LanguageGC.French,
Italian => (byte)LanguageGC.Italian,
German => (byte)LanguageGC.German,
UNUSED_6 => (byte)LanguageGC.UNUSED_6,
Spanish => (byte)LanguageGC.Spanish,
_ => value,
};
}
}