2022-06-03 14:35:18 +00:00
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use crate::dynamic_data::models::pokemon::Pokemon;
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use std::fmt::{Debug, Formatter};
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pub trait Script {
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fn is_suppressed(&self) -> bool {
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self.get_suppressed_count() > 0
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}
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fn get_suppressed_count(&self) -> usize;
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fn add_suppression(&self);
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fn remove_suppression(&self);
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// FIXME: add missing parameters
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fn stack(&self);
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fn on_remove(&self);
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fn on_initialize(&self);
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fn on_before_turn(&self);
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fn change_speed(&self);
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fn change_priority(&self);
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fn change_attack(&self);
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fn change_number_of_hits(&self);
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fn prevent_attack(&self);
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fn fail_attack(&self);
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fn stop_before_attack(&self);
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fn on_before_attack(&self);
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fn fail_incoming_attack(&self);
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fn is_invulnerable(&self);
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fn on_attack_miss(&self);
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fn change_attack_type(&self);
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fn block_critical(&self);
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fn override_base_power(&self);
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fn change_damage_stats_user(&self);
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fn bypass_defensive_stat(&self);
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fn bypass_offensive_stat(&self);
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fn change_stat_modifier(&self);
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fn change_damage_modifier(&self);
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fn change_damage(&self);
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fn change_incoming_damage(&self);
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fn on_incoming_hit(&self);
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fn on_opponent_faints(&self);
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fn prevent_stat_boost_change(&self);
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fn change_stat_boost_change(&self);
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fn on_secondary_effect(&self);
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fn on_after_hits(&self);
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fn prevent_self_switch(&self);
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fn prevent_opponent_switch(&self);
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fn modify_effect_chance(&self);
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fn modify_incoming_effect_change(&self);
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fn on_fail(&self);
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fn on_opponent_fail(&self);
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fn prevent_self_run_away(&self);
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fn prevent_opponent_run_away(&self);
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fn on_end_turn(&self);
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fn on_damage(&self);
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fn on_faint(&self);
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fn on_switch_in<'b>(&self, pokemon: &'b Pokemon);
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fn on_after_held_item_consume(&self);
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}
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impl Debug for dyn Script {
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fn fmt(&self, _f: &mut Formatter<'_>) -> std::fmt::Result {
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Ok(())
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}
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}
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