PKHeX/PKHeX.Core/PKM/Util/Language.cs
Kurt 8bf0469289 Remove allocations in SpeciesName helpers
Only allocations that remain are the runtime `new string(...)` that is required for the gen1-5 species name quirks.

Inlines some logic for language fetch, and requires slightly less memory.
2022-05-07 09:25:04 -07:00

100 lines
4 KiB
C#

using System;
using static PKHeX.Core.LanguageID;
namespace PKHeX.Core
{
/// <summary>
/// Logic relating to <see cref="LanguageID"/> values.
/// </summary>
public static class Language
{
private static readonly byte[] Languages =
{
(byte)Japanese,
(byte)English,
(byte)French,
(byte)German,
(byte)Spanish,
(byte)Italian,
(byte)Korean, // GS
(byte)ChineseS,
(byte)ChineseT,
};
// check Korean for the VC case, never possible to match string outside of this case
private static readonly byte[] Languages_GB = Languages.AsSpan(0, 7).ToArray(); // [..KOR]
private static readonly byte[] Languages_3 = Languages.AsSpan(0, 6).ToArray(); // [..KOR)
private const LanguageID SafeLanguage = English;
public static ReadOnlySpan<byte> GetAvailableGameLanguages(int generation = PKX.Generation) => generation switch
{
1 => Languages_3, // No KOR
2 => Languages_GB,
3 => Languages_3, // No KOR
4 or 5 or 6 => Languages_GB,
_ => Languages,
};
private static bool HasLanguage(byte[] permitted, byte language)
{
int index = Array.IndexOf(permitted, language);
return index != -1;
}
public static LanguageID GetSafeLanguage(int generation, LanguageID prefer, GameVersion game = GameVersion.Any) => generation switch
{
1 when game == GameVersion.BU => Japanese,
1 => HasLanguage(Languages_3, (byte)prefer) ? prefer : SafeLanguage,
2 => HasLanguage(Languages_GB, (byte)prefer) && (prefer != Korean || game == GameVersion.C) ? prefer : SafeLanguage,
3 => HasLanguage(Languages_3 , (byte)prefer) ? prefer : SafeLanguage,
4 or 5 or 6 => HasLanguage(Languages_GB, (byte)prefer) ? prefer : SafeLanguage,
_ => HasLanguage(Languages, (byte)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,
};
/// <summary>
/// Gets the Main Series language ID from a GameCube (C/XD) language ID.
/// </summary>
/// <param name="value">GameCube (C/XD) language ID.</param>
/// <returns>Main Series language ID.</returns>
/// <remarks>If no conversion is possible or maps to the same value, the input <see cref="value"/> is returned.</remarks>
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,
};
/// <summary>
/// Gets the GameCube (C/XD) language ID from a Main Series language ID.
/// </summary>
/// <param name="value">Main Series language ID.</param>
/// <returns>GameCube (C/XD) language ID.</returns>
/// <remarks>If no conversion is possible or maps to the same value, the input <see cref="value"/> is returned.</remarks>
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,
};
}
}