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, }; } }