Some work on script function parameters.
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@ -180,9 +180,9 @@ mod tests {
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0
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}
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fn add_suppression(&self) {}
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fn add_suppression(&mut self) {}
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fn remove_suppression(&self) {}
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fn remove_suppression(&mut self) {}
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fn on_initialize(&mut self, _pars: &[EffectParameter]) {
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self.test_count += 1;
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@ -1,4 +1,6 @@
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use crate::dynamic_data::choices::TurnChoice;
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use crate::dynamic_data::models::damage_source::DamageSource;
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use crate::dynamic_data::models::executing_move::ExecutingMove;
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use crate::dynamic_data::models::pokemon::Pokemon;
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use crate::static_data::moves::secondary_effect::EffectParameter;
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use crate::StringKey;
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@ -14,24 +16,30 @@ pub trait Script {
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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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fn add_suppression(&mut self);
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fn remove_suppression(&mut 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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// FIXME: add missing parameters, and make all these mut
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fn stack(&mut self) {}
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fn on_remove(&mut self) {}
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fn on_initialize(&mut self, _pars: &[EffectParameter]) {}
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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_before_turn(&mut self, _choice: &TurnChoice) {}
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fn change_speed(&mut self, _choice: &TurnChoice, _speed: &mut u32) {}
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fn change_priority(&mut self, _choice: &TurnChoice, _priority: &mut i8) {}
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fn change_attack(&mut self, _choice: &TurnChoice, _moveName: &mut StringKey) {}
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fn change_number_of_hits(&mut self, _choice: &TurnChoice, _numberOfHits: &mut u8) {}
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fn prevent_attack(&mut self, _move: &ExecutingMove, _prevent: &mut bool) {}
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fn fail_attack(&mut self, _move: &ExecutingMove, _fail: &mut bool) {}
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fn stop_before_attack(&mut self, _move: &ExecutingMove, _stop: &mut bool) {}
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fn on_before_attack(&mut self, _move: &ExecutingMove) {}
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fn fail_incoming_attack(&mut self, _move: &ExecutingMove, target: &Pokemon, _fail: &mut bool) {}
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fn is_invulnerable(
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&mut self,
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_move: &ExecutingMove,
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target: &Pokemon,
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_invulnerable: &mut bool,
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) {
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}
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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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