PkmnLib.NET/PkmnLib.Static/Species/Evolution.cs

234 lines
6.0 KiB
C#

using PkmnLib.Static.Utils;
namespace PkmnLib.Static.Species;
/// <summary>
/// Data about how and into which Pokemon a species can evolve.
/// </summary>
public interface IEvolution
{
/// <summary>
/// The species that the Pokemon evolves into.
/// </summary>
StringKey ToSpecies { get; }
}
/// <summary>
/// Evolves when a certain level is reached.
/// </summary>
public record LevelEvolution : IEvolution
{
/// <summary>
/// The level at which the Pokemon evolves.
/// </summary>
public required uint Level { get; init; }
/// <inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when a certain level is reached, and the Pokemon is a specific gender
/// </summary>
public record LevelGenderEvolution : IEvolution
{
/// <summary>
/// The level at which the Pokemon evolves.
/// </summary>
public required uint Level { get; init; }
/// <summary>
/// The gender the Pokemon needs to have to evolve
/// </summary>
public required Gender Gender { get; init; }
/// <inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when an item is used on the Pokemon.
/// </summary>
public record ItemUseEvolution : IEvolution
{
/// <summary>
/// The item that needs to be used.
/// </summary>
public required StringKey Item { get; init; }
/// <inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when an item is used on the Pokemon, and the Pokemon is a specific gender
/// </summary>
public record ItemGenderEvolution : IEvolution
{
/// <summary>
/// The item that needs to be used.
/// </summary>
public required StringKey Item { get; init; }
/// <summary>
/// The gender the Pokemon needs to have to evolve
/// </summary>
public Gender Gender { get; init; }
/// <inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when an item is held by the Pokemon, and the Pokemon levels up.
/// </summary>
public record HoldItemEvolution : IEvolution
{
/// <summary>
/// The item that needs to be held.
/// </summary>
public required StringKey Item { get; init; }
/// <inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when an item is held by the Pokemon, and the Pokemon levels up, and it's day.
/// </summary>
public record DayHoldItemEvolution : IEvolution
{
/// <summary>
/// The item that needs to be held.
/// </summary>
public required StringKey Item { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when an item is held by the Pokemon, and the Pokemon levels up, and it's night.
/// </summary>
public record NightHoldItemEvolution : IEvolution
{
/// <summary>
/// The item that needs to be held.
/// </summary>
public required StringKey Item { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when the Pokemon knows a certain move, and the Pokemon levels up.
/// </summary>
public record HasMoveEvolution : IEvolution
{
/// <summary>
/// The name of the move that needs to be known.
/// </summary>
public required StringKey MoveName { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when above a certain happiness level, and the Pokemon levels up.
/// </summary>
public record HappinessEvolution : IEvolution
{
/// <summary>
/// The happiness level that needs to be reached.
/// </summary>
public required byte Happiness { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when above a certain happiness level, and the Pokemon levels up, and it's day.
/// </summary>
public record HappinessDayEvolution : IEvolution
{
/// <summary>
/// The happiness level that needs to be reached.
/// </summary>
public required byte Happiness { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when above a certain happiness level, and the Pokemon levels up, and it's night.
/// </summary>
public record HappinessNightEvolution : IEvolution
{
/// <summary>
/// The happiness level that needs to be reached.
/// </summary>
public required byte Happiness { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when traded.
/// </summary>
public record TradeEvolution : IEvolution
{
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when traded with a certain species.
/// </summary>
public record TradeSpeciesEvolution : IEvolution
{
/// <summary>
/// The species that needs to be traded with.
/// </summary>
public required StringKey WithSpecies { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Evolves when traded while it's holding a certain item.
/// </summary>
public record TradeItemEvolution : IEvolution
{
/// <summary>
/// The item that needs to be held.
/// </summary>
public required StringKey Item { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}
/// <summary>
/// Custom evolution method, implemented by the user.
/// </summary>
public record CustomEvolution : IEvolution
{
/// <summary>
/// The name of the custom evolution method. This should refer to the name of the script that will be executed.
/// </summary>
public required StringKey Name { get; init; }
/// <summary>
/// The parameters of the custom evolution method.
/// </summary>
public required IReadOnlyDictionary<StringKey, object> Parameters { get; init; }
/// < inheritdoc />
public required StringKey ToSpecies { get; init; }
}