mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-24 04:53:08 +00:00
fc754b346b
[Language Reference](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-10.0/file-scoped-namespaces) Updates all the files, one less level of indentation. Some small changes were made to API surfaces, renaming `PKM pkm` -> `PKM pk`, and `LegalityAnalysis.pkm` -> `LegalityAnalysis.Entity`
99 lines
3.6 KiB
C#
99 lines
3.6 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,
|
|
};
|
|
}
|