using PkmnLib.Dynamic.Models.Choices;
using PkmnLib.Dynamic.ScriptHandling;
namespace PkmnLib.Dynamic.Models;
///
/// A side in a battle.
///
public interface IBattleSide : IScriptSource
{
///
/// The index of the side on the battle.
///
byte Index { get; }
///
/// The number of Pokémon that can be on the side.
///
byte NumberOfPositions { get; }
///
/// A list of Pokémon currently on the battlefield.
///
IReadOnlyList Pokemon { get; }
///
/// The currently set choices for all Pokémon on the battlefield. Cleared when the turn starts.
///
IReadOnlyList SetChoices { get; }
///
/// Whether every Pokémon on this side has its choices
///
bool AllChoicesSet { get; }
///
/// The slots on the side that can still be filled. Once all slots are set to false, this side
/// has lost the battle.
///
IReadOnlyList FillablePositions { get; }
///
/// A reference to the battle this side is in.
///
IBattle Battle { get; }
///
/// Whether this side has fled.
///
bool HasFledBattle { get; }
///
/// The volatile scripts that are attached to the side.
///
IScriptSet VolatileScripts { get; }
///
/// Returns true if there are slots that need to be filled with a new pokemon, that have parties
/// responsible for them. Returns false if all slots are filled with usable pokemon, or slots are
/// empty, but can't be filled by any party anymore.
///
void AllPositionsFilled();
///
/// Sets a choice for a Pokémon on this side.
///
void SetChoice(byte position, ITurnChoice choice);
///
/// Resets all choices on this side.
///
void ResetChoices();
///
/// Forcibly removes a Pokémon from the field.
///
void ForceClearPokemonFromField();
///
/// Switches out a spot on the field for a different Pokémon. If null is passed, the spot is
/// cleared. Returns the Pokémon that was previously in the spot.
///
IPokemon? SwapPokemon(byte position, IPokemon? pokemon);
///
/// Swaps two Pokémon on the side.
///
void SwapPokemon(byte position1, byte position2);
///
/// Checks whether a Pokemon is on the field in this side.
///
bool IsPokemonOnSide(IPokemon pokemon);
///
/// Marks a slot as unfillable. This happens when no parties are able to fill the slot anymore.
/// If this happens, the slot can not be used again.
///
void MarkPositionAsUnfillable(byte position);
///
/// Checks whether a slot is fillable. If it is not, the slot can not be used anymore.
///
bool IsPositionFillable(byte position);
///
/// Checks whether the side has been defeated.
///
bool IsDefeated();
///
/// Mark the side as fled.
///
void MarkAsFled();
///
/// Gets a random Pokémon on the given side.
///
byte GetRandomPosition();
}