PKHeX/PKHeX.Core/Legality/Verifiers/Egg/EggStateLegality.cs
2022-02-24 23:14:40 -08:00

138 lines
5.7 KiB
C#

using static PKHeX.Core.GameVersion;
namespace PKHeX.Core
{
/// <summary>
/// Provides information for what values an Egg can have, while it still is an egg.
/// </summary>
public static class EggStateLegality
{
/// <summary>
/// Checks if the Egg Entity's hatch counter value is within the confines of game legality.
/// </summary>
/// <param name="pk">Egg Entity</param>
/// <param name="enc">Encounter the egg was generated from</param>
/// <returns>True if valid, false if invalid.</returns>
public static bool GetIsEggHatchCyclesValid(PKM pk, IEncounterTemplate enc)
{
var hatchCounter = pk.OT_Friendship;
var max = GetMaximumEggHatchCycles(pk, enc);
if (hatchCounter > max)
return false;
var min = GetMinimumEggHatchCycles(pk);
if (hatchCounter < min)
return false;
return true;
}
/// <summary>
/// Gets the minimum hatch counter value allowed for an Egg Entity.
/// </summary>
/// <param name="pk">Egg Entity</param>
/// <returns>Usually 1...</returns>
public static int GetMinimumEggHatchCycles(PKM pk) => pk switch
{
PK2 or PB8 => 1, // no grace period between 1 step remaining and hatch
_ => 0, // having several Eggs in your party and then hatching one will give the rest 0... they can then be boxed!
};
/// <inheritdoc cref="GetMaximumEggHatchCycles(PKM, IEncounterTemplate)"/>
/// <remarks>Will create a new <see cref="LegalityAnalysis"/> to find the encounter.</remarks>
public static int GetMaximumEggHatchCycles(PKM pk)
{
var la = new LegalityAnalysis(pk);
var enc = la.EncounterMatch;
return GetMaximumEggHatchCycles(pk, enc);
}
/// <summary>
/// Gets the original Hatch Cycle value for an Egg Entity.
/// </summary>
/// <param name="pk">Egg Entity</param>
/// <param name="enc">Encounter the egg was generated from</param>
/// <returns>Maximum value the Hatch Counter can be.</returns>
public static int GetMaximumEggHatchCycles(PKM pk, IEncounterTemplate enc)
{
if (enc is EncounterStatic { EggCycles: not 0 } s)
return s.EggCycles;
return pk.PersonalInfo.HatchCycles;
}
/// <summary>
/// Level which eggs are given to the player.
/// </summary>
/// <param name="generation">Generation the egg is given in</param>
public static int GetEggLevel(int generation) => generation >= 4 ? 1 : 5;
/// <summary>
/// Met Level which eggs are given to the player. May change if transferred to future games.
/// </summary>
/// <param name="version">Game the egg is obtained in</param>
/// <param name="generation">Generation the egg is given in</param>
public static int GetEggLevelMet(GameVersion version, int generation) => generation switch
{
2 => version is C ? 1 : 0, // GS do not store met data
3 or 4 => 0,
_ => 1,
};
/// <summary>
/// Checks if the <see cref="PKM.HT_Name"/> and associated details can be set for the provided egg <see cref="pk"/>.
/// </summary>
/// <param name="pk">Egg Entity</param>
/// <returns>True if valid, false if invalid.</returns>
public static bool IsValidHTEgg(PKM pk) => pk switch
{
PB8 { Met_Location: Locations.LinkTrade6NPC } pb8 when pb8.HT_Friendship == PersonalTable.BDSP[pb8.Species].BaseFriendship => true,
_ => false,
};
/// <summary>
/// Indicates if the <see cref="PKM.IsNicknamed"/> flag should be set for an Egg entity.
/// </summary>
/// <param name="enc">Encounter the egg was generated with</param>
/// <param name="pk">Egg Entity</param>
/// <returns>True if the <see cref="PKM.IsNicknamed"/> flag should be set, otherwise false.</returns>
public static bool IsNicknameFlagSet(IEncounterTemplate enc, PKM pk) => enc switch
{
EncounterStatic7 => false,
WB8 or EncounterStatic8b when pk.IsUntraded => false,
{ Generation: 4 } => false,
_ => true,
};
/// <inheritdoc cref="IsNicknameFlagSet(IEncounterTemplate,PKM)"/>
public static bool IsNicknameFlagSet(PKM pk) => IsNicknameFlagSet(new LegalityAnalysis(pk).EncounterMatch, pk);
/// <summary>
/// Gets a valid Egg hatch location for the origin game, permitting future format transfers.
/// </summary>
public static int GetEggHatchLocation(GameVersion game, int format) => game switch
{
R or S or E or FR or LG => format switch
{
3 => game is FR or LG ? Locations.HatchLocationFRLG : Locations.HatchLocationRSE,
4 => Locations.Transfer3, // Pal Park
_ => Locations.Transfer4,
},
D or P or Pt => format > 4 ? Locations.Transfer4 : Locations.HatchLocationDPPt,
HG or SS => format > 4 ? Locations.Transfer4 : Locations.HatchLocationHGSS,
B or W or B2 or W2 => Locations.HatchLocation5,
X or Y => Locations.HatchLocation6XY,
AS or OR => Locations.HatchLocation6AO,
SN or MN or US or UM => Locations.HatchLocation7,
GSC or C when format <= 2 => Locations.HatchLocationC,
RD or BU or GN or YW => Locations.Transfer1,
GD or SV or C => Locations.Transfer2,
SW or SH => Locations.HatchLocation8,
BD or SP => Locations.HatchLocation8b,
_ => -1,
};
}
}