497 lines
18 KiB
C#
497 lines
18 KiB
C#
using PkmnLib.Dynamic.Libraries;
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using PkmnLib.Dynamic.Models;
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using PkmnLib.Dynamic.Models.Choices;
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using PkmnLib.Dynamic.ScriptHandling.Registry;
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using PkmnLib.Static;
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using PkmnLib.Static.Utils;
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namespace PkmnLib.Dynamic.ScriptHandling;
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/// <summary>
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/// The script class is used to make changes to how a battle executes, without requiring hardcoded
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/// changes. This allows for easily defining generational differences, and add effects that the
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/// developer might require.
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/// </summary>
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public abstract class Script
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{
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private bool _markedForDeletion;
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private int _suppressCount;
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/// <summary>
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/// The name of a script is its unique identifier.
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/// If not overridden, this will resolve the name from the <see cref="ScriptAttribute"/> of the
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/// script.
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/// </summary>
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public virtual StringKey Name => this.ResolveName();
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public bool MarkForDeletion() => _markedForDeletion = true;
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public bool IsMarkedForDeletion() => _markedForDeletion;
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/// <summary>
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/// A script can be suppressed by other scripts. If a script is suppressed by at least one script
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/// we will not execute its methods. This should return the number of suppressions on the script.
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/// </summary>
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public int SuppressCount => _suppressCount;
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/// <summary>
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/// Helper function to check if there is at least one suppression on the script
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/// </summary>
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public bool IsSuppressed => _suppressCount > 0;
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/// <summary>
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/// Adds a suppression. This makes the script not run anymore. Note that adding this should also
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/// remove the suppression later.
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///
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/// A common pattern for this is to run this in the <see cref="OnInitialize"/> and remove it in the
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/// <see cref="OnRemove"/> function.
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/// </summary>
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public void Suppress() => _suppressCount++;
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/// <summary>
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/// Removes a suppression. This allows the script to run again (provided other scripts are not
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/// suppressing it). Note that running this should only occur if <see cref="Suppress"/> was called earlier
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/// </summary>
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public void Unsuppress() => _suppressCount--;
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/// <summary>
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/// This function is ran when a volatile effect is added while that volatile effect already is
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/// in place. Instead of adding the volatile effect twice, it will execute this function instead.
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/// </summary>
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public virtual void Stack()
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{
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}
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/// <summary>
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/// This function is ran when this script stops being in effect, and is removed from its owner.
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/// </summary>
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public virtual void OnRemove()
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{
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}
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/// <summary>
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/// This function is ran when this script starts being in effect.
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/// </summary>
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public virtual void OnInitialize(IDynamicLibrary library, IReadOnlyDictionary<StringKey, object>? parameters)
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{
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}
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/// <summary>
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/// This function is ran just before the start of the turn. Everyone has made its choices here,
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/// and the turn is about to start. This is a great place to initialize data if you need to know
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/// something has happened during a turn.
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/// </summary>
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public virtual void OnBeforeTurnStart(ITurnChoice choice)
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{
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}
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/// <summary>
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/// This function allows you to modify the effective speed of the Pokemon. This is run before
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/// turn ordering, so overriding here will allow you to put certain Pokemon before others.
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/// </summary>
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public virtual void ChangeSpeed(ITurnChoice choice, ref uint speed)
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{
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}
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/// <summary>
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/// This function allows you to modify the effective priority of the Pokemon. This is run before
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/// turn ordering, so overriding here will allow you to put certain Pokemon before others. Note
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/// that this is only relevant on move choices, as other turn choice types do not have a priority.
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/// </summary>
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public virtual void ChangePriority(IMoveChoice choice, ref sbyte priority)
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{
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}
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/// <summary>
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/// This function allows you to change the move that is used during execution. This is useful for
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/// moves such as metronome, where the move chosen actually differs from the move used.
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/// </summary>
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public virtual void ChangeMove(IMoveChoice choice, ref string moveName)
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{
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}
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/// <summary>
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/// This function allows you to change a move into a multi-hit move. The number of hits set here
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/// gets used as the number of hits. If set to 0, this will behave as if the move missed on its
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/// first hit.
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/// </summary>
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public virtual void ChangeNumberOfHits(IMoveChoice choice, ref byte numberOfHits)
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{
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}
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/// <summary>
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/// This function allows you to prevent a move from running. If this gets set to true, the move
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/// ends execution here. No PP will be decreased in this case.
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/// </summary>
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public virtual void PreventMove(IExecutingMove move, ref bool prevent)
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{
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}
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/// <summary>
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/// This function makes the move fail. If the fail field gets set to true, the move ends execution,
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/// and fail events get triggered.
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/// </summary>
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public virtual void FailMove(IExecutingMove move, ref bool fail)
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{
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}
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/// <summary>
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/// Similar to <see cref="PreventMove"/>. This function will also stop execution of the move, but
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/// PP will still be decreased.
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/// </summary>
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public virtual void StopBeforeMove(IExecutingMove move, ref bool stop)
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{
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}
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/// <summary>
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/// This function runs just before the move starts its execution.
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/// </summary>
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public virtual void OnBeforeMove(IExecutingMove move)
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{
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}
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/// <summary>
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/// This function allows a script to prevent a move that is targeted at its owner. If set to true
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/// the move fails, and fail events get triggered.
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/// </summary>
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public virtual void FailIncomingMove(IExecutingMove move, IPokemon target, ref bool fail)
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{
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}
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/// <summary>
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/// This function allows a script to make its owner invulnerable to an incoming move.
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/// </summary>
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public virtual void IsInvulnerableToMove(IExecutingMove move, IPokemon target, ref bool invulnerable)
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{
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}
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/// <summary>
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/// This function occurs when a move gets missed. This runs on the scripts belonging to the executing
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/// move, which include the scripts that are attached to the owner of the script.
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/// </summary>
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public virtual void OnMoveMiss(IExecutingMove move, IPokemon target)
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{
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}
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/// <summary>
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/// This function allows the script to change the actual type that is used for the move on a target.
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/// </summary>
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public virtual void ChangeMoveType(IExecutingMove move, IPokemon target, byte hit, ref TypeIdentifier moveType)
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{
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}
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/// <summary>
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/// This function allows the script to change how effective a move is on a target.
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/// </summary>
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public virtual void ChangeEffectiveness(IExecutingMove move, IPokemon target, byte hit, ref float effectiveness)
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{
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}
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/// <summary>
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/// This function allows a script to block an outgoing move from being critical.
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/// </summary>
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public virtual void BlockCriticalHit(IExecutingMove move, IPokemon target, ref bool block)
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{
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}
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/// <summary>
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/// This function allows a script to block an incoming move from being critical.
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/// </summary>
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public virtual void BlockIncomingCriticalHit(IExecutingMove move, IPokemon target, ref bool block)
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{
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}
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/// <summary>
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/// This function allows a script to modify the accuracy of a move used. This value represents
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/// the percentage accuracy, so anything above 100% will make it always hit.
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/// </summary>
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public virtual void ChangeAccuracy(IExecutingMove move, IPokemon target, byte hit, ref byte accuracy)
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{
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}
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/// <summary>
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/// This function allows a script to change the critical stage of the move used.
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/// </summary>
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public virtual void ChangeCriticalStage(IExecutingMove move, IPokemon target, byte hit, ref byte stage)
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{
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}
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/// <summary>
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/// This function allows a script to change the damage modifier of a critical hit. This will only
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/// run when a hit is critical.
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/// </summary>
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public virtual void ChangeCriticalModifier(IExecutingMove move, IPokemon target, byte hit, ref float modifier)
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{
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}
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/// <summary>
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/// This function allows a script to change the damage modifier of a Same Type Attack Bonus, which
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/// occurs when the user has the move type as one of its own types.
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/// </summary>
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public virtual void ChangeStabModifier(IExecutingMove executingMove, IPokemon target, byte hitNumber,
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ref float modifier)
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{
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}
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/// <summary>
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/// This function allows a script to change the effective base power of a move hit.
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/// </summary>
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public virtual void ChangeBasePower(IExecutingMove move, IPokemon target, byte hit, ref byte basePower)
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{
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}
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/// <summary>
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/// This function allows a script to bypass defensive stat boosts for a move hit.
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/// If this is true, the damage will be calculated as if the target has no positive stat boosts. Negative
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/// stat boosts will still be applied.
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/// </summary>
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public virtual void BypassDefensiveStatBoosts(IExecutingMove move, IPokemon target, byte hit, ref bool bypass)
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{
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}
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/// <summary>
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/// This function allows a script to bypass offensive stat boosts for a move hit.
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/// If this is true, the damage will be calculated as if the user has no negative offensive stat boosts. Positive
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/// stat boosts will still be applied.
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/// </summary>
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public virtual void BypassOffensiveStatBoosts(IExecutingMove move, IPokemon target, byte hit, ref bool bypass)
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{
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}
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/// <summary>
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/// This function allows a script to change the actual offensive stat values used when calculating damage
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/// </summary>
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public virtual void ChangeOffensiveStatValue(IExecutingMove move, IPokemon target, byte hit, ref uint value)
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{
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}
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/// <summary>
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/// This function allows a script to change the actual defensive stat values used when calculating damage.
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/// </summary>
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public virtual void ChangeDefensiveStatValue(IExecutingMove move, IPokemon target, byte hit, ref uint value)
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{
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}
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/// <summary>
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/// This function allows a script to change the raw modifier we retrieved from the stats of the
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/// defender and attacker. The default value is the offensive stat divided by the defensive stat.
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/// </summary>
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public virtual void ChangeDamageStatModifier(IExecutingMove move, IPokemon target, byte hit, ref float modifier)
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{
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}
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/// <summary>
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/// This function allows a script to apply a raw multiplier to the damage done by a move.
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/// </summary>
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public virtual void ChangeDamageModifier(IExecutingMove move, IPokemon target, byte hit, ref float modifier)
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{
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}
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/// <summary>
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/// This function allows a script to modify the outgoing damage done by a move.
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/// </summary>
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public virtual void ChangeDamage(IExecutingMove move, IPokemon target, byte hit, ref uint damage)
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{
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}
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/// <summary>
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/// This function allows a script to modify the incoming damage done by a move.
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/// </summary>
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public virtual void ChangeIncomingDamage(IExecutingMove move, IPokemon target, byte hit, ref uint damage)
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{
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}
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/// <summary>
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/// This function triggers when an incoming hit happens. This triggers after the damage is done,
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/// but before the secondary effect of the move happens.
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/// </summary>
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public virtual void OnIncomingHit(IExecutingMove move, IPokemon target, byte hit)
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{
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}
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/// <summary>
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/// This function triggers when an opponent on the field faints.
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/// </summary>
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public virtual void OnOpponentFaints(IExecutingMove move, IPokemon target, byte hit)
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{
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}
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/// <summary>
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/// This function allows a script attached to a Pokemon or its parents to prevent stat boost
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/// changes on that Pokemon.
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/// </summary>
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public virtual void PreventStatBoostChange(IPokemon target, Statistic stat, sbyte amount, bool selfInflicted,
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ref bool prevent)
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{
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}
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/// <summary>
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/// This function allows a script attached to a Pokemon or its parents to modify the amount by
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/// which the stat boost will change. If the stat boost is done by the user itself, self
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/// inflicted will be true, otherwise it will be false.
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/// </summary>
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public virtual void ChangeStatBoostChange(IPokemon target, Statistic stat, bool selfInflicted, ref sbyte amount)
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{
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}
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/// <summary>
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/// This function allows a script attached to a Pokemon or its parents to prevent an incoming
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/// secondary effect. This means the move will still hit and do damage, but not trigger its
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/// secondary effect. Note that this function is not called for status moves.
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/// </summary>
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public virtual void PreventSecondaryEffect(IExecutingMove move, IPokemon target, byte hit, ref bool prevent)
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{
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}
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/// <summary>
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/// This function allows a script attached to a move or its parents to change the chance the
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/// secondary effect of a move will trigger. The chance is depicted in percentage here, so
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/// changing this to above or equal to 100 will make it always hit, while setting it to equal or
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/// below 0 will make it never hit.
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/// </summary>
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public virtual void ChangeEffectChance(IExecutingMove move, IPokemon target, byte hit, ref float chance)
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{
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}
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/// <summary>
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/// This function allows a script attached to a Pokemon or its parents to change the chance the
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/// secondary effect of an incoming move will trigger. The chance is depicted in percentage here,
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/// so changing this to above or equal to 100 will make it always hit, while setting it to equal
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/// or below 0 will make it never hit.
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/// </summary>
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public virtual void ChangeIncomingEffectChance(IExecutingMove move, IPokemon target, byte hit, ref float chance)
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{
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}
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/// <summary>
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/// This function triggers when the move uses its secondary effect. Moves should implement their
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/// secondary effects here. Status moves should implement their actual functionality in this
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/// function as well, as status moves effects are defined as secondary effects for simplicity.
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/// </summary>
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public virtual void OnSecondaryEffect(IExecutingMove move, IPokemon target, byte hit)
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{
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}
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/// <summary>
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/// This function triggers on a move or its parents when all hits on a target are finished.
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/// </summary>
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public virtual void OnAfterHits(IExecutingMove move, IPokemon target)
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{
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}
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/// <summary>
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/// This function prevents the Pokemon it is attached to from being able to switch out.
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/// </summary>
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public virtual void PreventSelfSwitch(ISwitchChoice choice, ref bool prevent)
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{
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}
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/// <summary>
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/// This function allows the prevention of switching for any opponent.
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/// </summary>
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public virtual void PreventOpponentSwitch(ISwitchChoice choice, ref bool prevent)
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{
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}
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/// <summary>
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/// This function is called on a move and its parents when the move fails.
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/// </summary>
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public virtual void OnFail(IPokemon pokemon)
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{
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}
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/// <summary>
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/// This function is called on a script when an opponent fails.
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/// </summary>
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/// <param name="pokemon"></param>
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public virtual void OnOpponentFail(IPokemon pokemon)
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{
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}
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/// <summary>
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/// This function allows preventing the running away of the Pokemon its attached to
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/// </summary>
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public virtual void PreventSelfRunAway(IFleeChoice choice, ref bool prevent)
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{
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}
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/// <summary>
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/// This function prevents a Pokemon on another side than where its attached to from running away.
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/// </summary>
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public virtual void PreventOpponentRunAway(IFleeChoice choice, ref bool prevent)
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{
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}
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/// <summary>
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/// This function id triggered on all scripts active in the battle after all choices have finished
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/// running. Note that choices are not active anymore here, so their scripts do not call this
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/// function.
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/// </summary>
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public virtual void OnEndTurn()
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon takes damage.
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/// </summary>
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public virtual void OnDamage(IPokemon pokemon, DamageSource source, uint oldHealth, uint newHealth)
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon faints.
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/// </summary>
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public virtual void OnFaint(IPokemon pokemon, DamageSource source)
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon is switched into
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/// the battlefield.
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/// </summary>
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public virtual void OnSwitchIn(IPokemon pokemon)
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon consumes the
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/// held item it had.
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/// </summary>
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public virtual void OnAfterHeldItemConsume(IPokemon pokemon, IItem item)
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon gains experience,
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/// and allows for changing this amount of experience.
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/// </summary>
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public virtual void ChangeExperienceGained(IPokemon faintedPokemon, IPokemon winningPokemon, ref uint amount)
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{
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}
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/// <summary>
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/// This function is triggered on a Pokemon and its parents when the given Pokemon gains experience,
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/// and allows for making the experience be shared across multiple Pokemon.
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/// Amount is the modifier for how much experience is shared, with 1 being the default amount.
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/// </summary>
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public virtual void ShareExperience(IPokemon faintedPokemon, IPokemon winningPokemon, ref bool share,
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ref float amount)
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{
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}
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/// <summary>
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/// This function is triggered on a battle and its parents when something attempts to change the
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/// weather, and allows for blocking the weather change.
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/// </summary>
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public virtual void BlockWeatherChange(IBattle battle, ref bool block)
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{
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}
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/// <summary>
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/// This function is called when a Pokeball is thrown at a Pokemon, and allows modifying the catch
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/// rate of this attempt. Pokeball modifier effects should be implemented here, as well as for
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/// example status effects that change capture rates.
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/// </summary>
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public virtual void ChangeCaptureRateBonus(IPokemon pokemon, IItem pokeball, ref byte modifier)
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{
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}
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} |