mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-10 14:44:24 +00:00
95fbf66a6e
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD. Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
235 lines
10 KiB
C#
235 lines
10 KiB
C#
using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic for converting a <see cref="string"/> from Generation 1 & 2 games to Generation 7.
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/// </summary>
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public static class StringConverter12Transporter
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{
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private const ushort Terminator = 0;
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/// <summary>
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/// Converts Generation 1/2 encoded data the same way Bank converts.
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/// </summary>
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/// <param name="data">Generation 1 encoded data.</param>
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/// <param name="jp">Data source is Japanese.</param>
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/// <returns>Decoded string.</returns>
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public static string GetString(ReadOnlySpan<byte> data, bool jp)
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{
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Span<char> result = stackalloc char[data.Length];
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int length = LoadString(data, result, jp);
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return new string(result[..length]);
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}
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/// <inheritdoc cref="GetString(ReadOnlySpan{byte},bool)"/>
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/// <param name="data">Encoded data</param>
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/// <param name="result">Decoded character result buffer</param>
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/// <param name="jp">Data source is Japanese.</param>
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/// <returns>Character count loaded.</returns>
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public static int LoadString(ReadOnlySpan<byte> data, Span<char> result, bool jp)
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{
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var table = jp ? CharTableJPN : CharTableINT;
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int i = 0;
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for (; i < data.Length; i++)
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{
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var b = data[i];
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if (b == 0)
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break;
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var value = table[b];
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if (value == Terminator)
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break;
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result[i] = (char)value;
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}
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CheckKata(result[..i]);
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return i;
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}
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private static void CheckKata(Span<char> chars)
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{
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bool isAnyKata = IsAnyKataRemap(chars);
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if (!isAnyKata)
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return;
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if (IsAnyKataOnly(chars))
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return;
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foreach (ref var c in chars)
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{
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if (Katakana.Contains(c))
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c -= (char)0x60; // shift to Hiragana
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}
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}
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/// <summary>
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/// Checks if any char is from the clashing Katakana range.
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/// </summary>
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private static bool IsAnyKataRemap(ReadOnlySpan<char> chars) => chars.ContainsAny(Katakana);
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private static bool IsAnyKataOnly(ReadOnlySpan<char> chars)
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{
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foreach (var c in chars)
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{
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if (c - 0x3041u < 0x53)
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return false; // Hiragana
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if (c - 0x30A1u < 0x56)
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return true;
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}
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return false;
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}
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// ベ (U+30D9), ペ (U+30DA), ヘ (U+30D8), and リ (U+30EA)
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private const string Katakana = "ベペヘリ";
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// べ (U+3079), ぺ (U+307A), へ (U+3078), and り (U+308A)
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//private const string Hiragana = "べぺへり";
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/// <summary>
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/// International 1/2->7 character translation table
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/// </summary>
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/// <remarks>
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/// Exported from Gen1's VC string transferring, with manual modifications for the two permitted accent marks:
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/// <br>0xC1 at arr[0xBF] = Á (Spanish In-game Trade Voltorb, FALCÁN)</br>
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/// <br>0xCD at arr[0xC9] = Í (Spanish In-game Trade Shuckle, MANÍA)</br>
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/// <br>All other new language sensitive re-mapping (or lack thereof) are inaccessible via the character entry screen.</br>
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/// </remarks>
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private static ReadOnlySpan<ushort> CharTableINT =>
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[
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 0
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 1
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 2
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 3
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 4
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0x0000, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 5
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 6
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // 7
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0x0041, 0x0042, 0x0043, 0x0044, 0x0045, 0x0046, 0x0047, 0x0048, 0x0049, 0x004A, 0x004B, 0x004C, 0x004D, 0x004E, 0x004F, 0x0050, // 8
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0x0051, 0x0052, 0x0053, 0x0054, 0x0055, 0x0056, 0x0057, 0x0058, 0x0059, 0x005A, 0x0028, 0x0029, 0x003A, 0x003B, 0x0028, 0x0029, // 9
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0x0061, 0x0062, 0x0063, 0x0064, 0x0065, 0x0066, 0x0067, 0x0068, 0x0069, 0x006A, 0x006B, 0x006C, 0x006D, 0x006E, 0x006F, 0x0070, // A
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0x0071, 0x0072, 0x0073, 0x0074, 0x0075, 0x0076, 0x0077, 0x0078, 0x0079, 0x007A, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x00C1, // B
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0x00C4, 0x00D6, 0x00DC, 0x00E4, 0x00F6, 0x00FC, 0x0020, 0x0020, 0x0020, 0x00CD, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // C
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0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // D
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0x0020, 0x0050, 0x004D, 0x002D, 0x0020, 0x0020, 0x003F, 0x0021, 0x002D, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0xE08E, // E
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0x0020, 0x0078, 0x002E, 0x002F, 0x002C, 0xE08F, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, 0x0020, // F
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];
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/// <summary>
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/// Japanese 1/2->7 character translation table
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/// </summary>
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/// <remarks>Full-width 0-9 removed from the Japanese table as these glyphs are inaccessible via the character entry screen.</remarks>
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private static ReadOnlySpan<ushort> CharTableJPN =>
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[
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0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x30AC, 0x30AE, 0x30B0, 0x30B2, 0x30B4, 0x30B6, 0x30B8, 0x30BA, 0x30BC, 0x30BE, 0x30C0, // 0
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0x30C2, 0x30C5, 0x30C7, 0x30C9, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x30D0, 0x30D3, 0x30D6, 0x30DC, 0x3000, 0x3000, 0x3000, // 1
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0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x304C, 0x304E, 0x3050, 0x3052, 0x3054, 0x3056, 0x3058, 0x305A, 0x305C, 0x305E, // 2
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0x3060, 0x3062, 0x3065, 0x3067, 0x3069, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3070, 0x3073, 0x3076, 0x30D9, 0x307C, 0x3000, // 3
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0x30D1, 0x30D4, 0x30D7, 0x30DD, 0x3071, 0x3074, 0x3077, 0x30DA, 0x307D, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, // 4
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0x0000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, // 5
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0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, // 6
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0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, // 7
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0x30A2, 0x30A4, 0x30A6, 0x30A8, 0x30AA, 0x30AB, 0x30AD, 0x30AF, 0x30B1, 0x30B3, 0x30B5, 0x30B7, 0x30B9, 0x30BB, 0x30BD, 0x30BF, // 8
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0x30C1, 0x30C4, 0x30C6, 0x30C8, 0x30CA, 0x30CB, 0x30CC, 0x30CD, 0x30CE, 0x30CF, 0x30D2, 0x30D5, 0x30DB, 0x30DE, 0x30DF, 0x30E0, // 9
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0x30E1, 0x30E2, 0x30E4, 0x30E6, 0x30E8, 0x30E9, 0x30EB, 0x30EC, 0x30ED, 0x30EF, 0x30F2, 0x30F3, 0x30C3, 0x30E3, 0x30E5, 0x30E7, // A
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0x30A3, 0x3042, 0x3044, 0x3046, 0x3048, 0x304A, 0x304B, 0x304D, 0x304F, 0x3051, 0x3053, 0x3055, 0x3057, 0x3059, 0x305B, 0x305D, // B
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0x305F, 0x3061, 0x3064, 0x3066, 0x3068, 0x306A, 0x306B, 0x306C, 0x306D, 0x306E, 0x306F, 0x3072, 0x3075, 0x30D8, 0x307B, 0x307E, // C
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0x307F, 0x3080, 0x3081, 0x3082, 0x3084, 0x3086, 0x3088, 0x3089, 0x30EA, 0x308B, 0x308C, 0x308D, 0x308F, 0x3092, 0x3093, 0x3063, // D
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0x3083, 0x3085, 0x3087, 0x30FC, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x30A1, 0x30A5, 0x30A7, 0x3000, 0x3000, 0x3000, 0x2642, // E
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0x3000, 0x3000, 0x3000, 0x3000, 0x30A9, 0x2640, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, 0x3000, // F
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];
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/// <summary>
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/// Gets the Trainer Name for a Generation 1 in-game trade (NPC).
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/// </summary>
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/// <param name="language">Language to localize with</param>
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public static string GetTradeNameGen1(int language) => language switch
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{
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1 => "トレーナー",
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2 => "Trainer",
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3 => "Dresseur",
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4 => "Allenatore",
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5 => "Trainer",
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7 => "Entrenador",
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//8 => "트레이너",
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//9 => "训练家",
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//10 => "訓練家",
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_ => string.Empty,
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};
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/// <summary>
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/// Gets a "safe" Trainer Name for a Generation 1 or 2 trainer, in the event the original was naughty.
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/// </summary>
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/// <param name="language">Language to localize with</param>
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/// <param name="version">Version transferred from to Bank</param>
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public static string GetFilteredOT(int language, GameVersion version) => version switch
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{
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GameVersion.RD => language switch
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{
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1 => "レッド.",
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2 => "Red*",
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3 => "Rouge*",
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4 => "Rosso*",
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5 => "Rot*",
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7 => "Rojo*",
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_ => string.Empty,
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},
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GameVersion.GN => language switch
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{
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1 => "グリーン.",
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2 => "Blue*",
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3 => "Bleu*",
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4 => "Blu*",
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5 => "Blau*",
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7 => "Azul*",
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_ => string.Empty,
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},
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GameVersion.BU => language switch
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{
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1 => "ブルー.",
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_ => string.Empty,
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},
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GameVersion.YW => language switch
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{
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1 => "イエロー.",
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2 => "Yellow*",
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3 => "Jaune*",
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4 => "Giallo*",
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5 => "Gelb*",
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7 => "Amarillo*",
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_ => string.Empty,
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},
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GameVersion.GD => language switch
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{
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1 => "ゴールド.",
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2 => "Gold*",
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3 => "Or*",
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4 => "Oro*",
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5 => "Gold*",
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7 => "Oro*",
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8 => "금.",
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_ => string.Empty,
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},
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GameVersion.SI => language switch
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{
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1 => "シルバー.",
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2 => "Silver*",
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3 => "Argent*",
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4 => "Argento*",
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5 => "Silber*",
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7 => "Plata*",
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8 => "은.",
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_ => string.Empty,
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},
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GameVersion.C => language switch
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{
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1 => "クリスタル.",
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2 => "Crystal*",
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3 => "Cristal*",
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4 => "Cristallo*",
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5 => "Kristall*",
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7 => "Cristal*",
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_ => string.Empty,
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},
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_ => string.Empty,
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};
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}
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