mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-23 10:53:10 +00:00
166f8d82e5
Refactor out some logic, make "en" literals reference one spot (where appropriate)
122 lines
No EOL
4.6 KiB
C#
122 lines
No EOL
4.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Logic relating to <see cref="LanguageID"/> values.
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/// </summary>
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public static class Language
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{
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private static readonly int[] Languages_3 =
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{
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(int)LanguageID.Japanese,
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(int)LanguageID.English,
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(int)LanguageID.French,
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(int)LanguageID.German,
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(int)LanguageID.Spanish,
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(int)LanguageID.Italian,
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};
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// check Korean for the VC case, never possible to match string outside of this case
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private static readonly int[] Languages_GB = Languages_3.Concat(new[] {(int)LanguageID.Korean}).ToArray();
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private static readonly int[] Languages_46 = Languages_GB;
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private static readonly int[] Languages_7 = Languages_46.Concat(new[] {(int)LanguageID.ChineseS, (int)LanguageID.ChineseT}).ToArray();
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public static IReadOnlyList<int> GetAvailableGameLanguages(int generation = PKX.Generation)
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{
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if (generation < 3)
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return Languages_GB;
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if (generation < 4)
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return Languages_3;
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if (generation < 7)
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return Languages_46;
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return Languages_7;
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}
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public static LanguageID GetSafeLanguage(int generation, LanguageID prefer, GameVersion game = GameVersion.Any)
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{
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switch (generation)
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{
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case 1:
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case 2:
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if (Languages_GB.Contains((int)prefer) && (prefer != LanguageID.Korean || game == GameVersion.C))
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return prefer;
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return LanguageID.English;
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case 3:
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if (Languages_3.Contains((int)prefer))
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return prefer;
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return LanguageID.English;
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case 4:
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case 5:
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case 6:
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if (Languages_46.Contains((int)prefer))
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return prefer;
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return LanguageID.English;
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default:
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if (Languages_7.Contains((int)prefer))
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return prefer;
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return LanguageID.English;
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}
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}
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public static string GetLanguage2CharName(this LanguageID lang)
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{
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switch (lang)
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{
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default: return GameLanguage.DefaultLanguage;
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case LanguageID.Japanese: return "ja";
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case LanguageID.French: return "fr";
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case LanguageID.Italian: return "it";
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case LanguageID.German: return "de";
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case LanguageID.Spanish: return "es";
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case LanguageID.Korean: return "ko";
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case LanguageID.ChineseS:
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case LanguageID.ChineseT: return "zh";
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}
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}
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/// <summary>
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/// Gets the Main Series language ID from a GameCube (C/XD) language ID.
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/// </summary>
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/// <param name="value">GameCube (C/XD) language ID.</param>
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/// <returns>Main Series language ID.</returns>
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public static byte GetMainLangIDfromGC(byte value)
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{
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if (value <= 2 || value > 7)
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return value;
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return (byte) GCtoMainSeries[(LanguageGC)value];
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}
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/// <summary>
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/// Gets the GameCube (C/XD) language ID from a Main Series language ID.
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/// </summary>
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/// <param name="value">Main Series language ID.</param>
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/// <returns>GameCube (C/XD) language ID.</returns>
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public static byte GetGCLangIDfromMain(byte value)
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{
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if (value <= 2 || value > 7)
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return value;
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return (byte) MainSeriesToGC[(LanguageID)value];
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}
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private static readonly Dictionary<LanguageID, LanguageGC> MainSeriesToGC = new Dictionary<LanguageID, LanguageGC>
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{
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{LanguageID.German, LanguageGC.German},
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{LanguageID.French, LanguageGC.French},
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{LanguageID.Italian, LanguageGC.Italian},
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{LanguageID.Spanish, LanguageGC.Spanish},
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{LanguageID.UNUSED_6, LanguageGC.UNUSED_6},
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};
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private static readonly Dictionary<LanguageGC, LanguageID> GCtoMainSeries = new Dictionary<LanguageGC, LanguageID>
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{
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{LanguageGC.German, LanguageID.German},
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{LanguageGC.French, LanguageID.French},
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{LanguageGC.Italian, LanguageID.Italian},
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{LanguageGC.Spanish, LanguageID.Spanish},
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{LanguageGC.UNUSED_6, LanguageID.UNUSED_6},
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};
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}
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} |