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use crate::api::abilities::AbilityId;
use crate::api::dungeon_mode::*;
use crate::api::enums::*;
use crate::api::iq::IqSkillId;
use crate::api::items::{ExclusiveItemEffectId, ItemId};
use crate::api::monsters::MonsterSpeciesId;
use crate::api::moves::*;
use crate::api::types::MonsterTypeId;
use core::ops::{Deref, DerefMut};
use fixed::types::I24F8;
/// Reference type for the info struct for [`DungeonEntity`] objects that are monsters.
///
/// For methods, see the [`DungeonMonsterRead`] trait.
pub struct DungeonMonsterRef<'a>(pub &'a ffi::monster, pub &'a DungeonEntity);
/// Mutable reference type for the info struct for [`DungeonEntity`] objects that are monsters.
///
/// For methods, see the [`DungeonMonsterRead`] and [`DungeonMonsterWrite`] traits.
pub struct DungeonMonsterMut<'a>(pub &'a mut ffi::monster, pub &'a mut DungeonEntity);
impl<'a> Deref for DungeonMonsterRef<'a> {
type Target = ffi::monster;
fn deref(&self) -> &Self::Target {
self.0
}
}
impl<'a> Deref for DungeonMonsterMut<'a> {
type Target = ffi::monster;
fn deref(&self) -> &Self::Target {
self.0
}
}
impl<'a> DerefMut for DungeonMonsterMut<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
self.0
}
}
/// Trait for [`DungeonMonsterRef`] and [`DungeonMonsterMut`] (read operations).
///
/// # Important safety note
/// Please see the safety note of [`DungeonEntity`]. It also applies to this trait.
pub trait DungeonMonsterRead: private::Sealed {
#[doc(hidden)]
fn entity(&self) -> &DungeonEntity;
#[doc(hidden)]
fn monster(&self) -> &ffi::monster;
#[doc(hidden)]
fn lease(&self) -> OverlayLoadLease<29>;
/// Checks if the monster is a special story ally.
/// This is a hard-coded check that looks at the monster's "Joined At" field.
/// If the value is in the range [
/// [`crate::api::dungeons::DungeonId::DUNGEON_JOINED_AT_BIDOOF`],
/// [`crate::api::dungeons::DungeonId::DUNGEON_DUMMY_0xE3`]
/// ], this check will return true.
fn is_special_story_ally(&self) -> bool {
unsafe { ffi::IsSpecialStoryAlly(force_mut_ptr!(self.monster())) > 0 }
}
/// Checks if the monster does not gain experience.
/// This basically just inverts IsSpecialStoryAlly, with the exception of also checking for
/// the "Joined At" field being [`crate::api::dungeons::DungeonId::DUNGEON_CLIENT`].
fn is_experience_locked(&self) -> bool {
unsafe { ffi::IsExperienceLocked(force_mut_ptr!(self.monster())) > 0 }
}
/// Checks if the monster is holding a certain item that isn't disabled by Klutz.
fn is_holding_item(&self, item_id: ItemId) -> bool {
unsafe { ffi::ItemIsActive(force_mut_ptr!(self.entity()), item_id) > 0 }
}
/// Checks if the monster is at low health (below 25% rounded down).
fn has_low_health(&self) -> bool {
unsafe { ffi::HasLowHealth(force_mut_ptr!(self.entity())) > 0 }
}
/// Checks if the monster has the Gastro Acid status.
fn gastro_acid_status(&self) -> bool {
unsafe { ffi::NoGastroAcidStatus(force_mut_ptr!(self.monster())) == 0 }
}
// Checks if the monster has a certain ability that isn't disabled by Gastro Acid.
fn is_ability_active(&self, ability_id: AbilityId) -> bool {
unsafe { ffi::AbilityIsActive(force_mut_ptr!(self.entity()), ability_id) > 0 }
}
// Note: unverified, ported from Irdkwia's notes
fn is_ability_active_any_entity(&self, ability_id: AbilityId) -> bool {
unsafe { ffi::AbilityIsActiveAnyEntity(force_mut_ptr!(self.entity()), ability_id) > 0 }
}
/// Checks if the monster has a given type.
fn has_type(&self, type_id: MonsterTypeId) -> bool {
unsafe { ffi::MonsterIsType(force_mut_ptr!(self.entity()), type_id) > 0 }
}
/// Checks if the monster has a certain IQ skill enabled.
fn is_iq_skill_enabled(&self, iq_skill_id: IqSkillId) -> bool {
unsafe { ffi::IqSkillIsEnabled(force_mut_ptr!(self.entity()), iq_skill_id) > 0 }
}
/// Checks if a defender has an active ability that isn't disabled by an attacker's (self)
/// Mold Breaker.
fn is_defender_ability_active(
&self,
defender: &DungeonEntity,
defender_ability_id: AbilityId,
own_ability_is_active: bool,
) -> bool {
unsafe {
ffi::DefenderAbilityIsActive(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
defender_ability_id,
own_ability_is_active as ffi::bool_,
) > 0
}
}
/// Checks if a certain exclusive item effect is active for the monster.
fn is_exclusive_item_effect_active(&self, effect_id: ExclusiveItemEffectId) -> bool {
unsafe { ffi::ExclusiveItemEffectIsActive(force_mut_ptr!(self.entity()), effect_id) > 0 }
}
/// Gets the type matchup for a given combat interaction. Attacker is self.
/// Note that the actual monster's types on the attacker and defender are not used;
/// the entities are only used to check conditions. The actual type matchup table lookup is
/// done solely using the attack and target type parameters.
///
/// This factors in some conditional effects like exclusive items, statuses, etc.
fn get_type_matchup(
&self,
defender: &DungeonEntity,
target_type_index: TargetTypeIndex,
attack_type: MonsterTypeId,
) -> Option<DungeonTypeMatchup> {
unsafe {
ffi::GetTypeMatchup(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
target_type_index as i32,
attack_type,
)
.try_into()
.ok()
}
}
/// Probably the damage calculation function.
/// The result seems to get written to the unknown struct behind the pointer provided by
/// damage_out, param_9 is also unknown.
///
/// The signature of this method WILL change once we figure out what the parameters are.
fn calc_damage(
&self,
defender: &DungeonEntity,
attack_type: MonsterTypeId,
attack_power: i32,
crit_chance: i32,
damage_out: &mut ffi::damage_data,
damage_multiplier: I24F8,
move_id: MoveId,
param_9: i32,
) {
unsafe {
ffi::CalcDamage(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
attack_type,
attack_power,
crit_chance,
damage_out,
damage_multiplier.to_bits() as c_int,
move_id,
param_9,
)
}
}
/// Appears to calculate recoil damage to the monster.
/// This function wraps [`Self::calc_damage_fixed`] using the monster as both the attacker and
/// the defender, after doing some basic checks (like if the monster is already at 0 HP)
/// and applying a boost from the Reckless ability if applicable.
/// Some parameters are unknown.
/// The result seems to get written to the unknown struct behind the pointer provided by
/// damage_out, some other parameters are also unknown.
///
/// The signature of this method WILL change once we figure out what the parameters are.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn calc_recoil_damage_fixed(
&self,
fixed_damage: i32,
param_3: ffi::undefined4,
damage_out: &mut ffi::damage_data,
move_id: MoveId,
attack_type: MonsterTypeId,
param_7: i16,
message_type: ffi::undefined4,
param_9: ffi::undefined4,
param_10: ffi::undefined4,
) {
ffi::CalcRecoilDamageFixed(
force_mut_ptr!(self.entity()),
fixed_damage,
param_3,
damage_out,
move_id,
attack_type,
param_7,
message_type,
param_9,
param_10,
)
}
/// Appears to calculate damage from a fixed-damage effect.
/// The result seems to get written to the unknown struct behind the pointer provided by
/// damage_out, some other parameters are also unknown.
///
/// The signature of this method WILL change once we figure out what the parameters are.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn calc_damage_fixed(
&self,
defender: &DungeonEntity,
fixed_damage: i32,
param_4: ffi::undefined4,
damage_out: &mut ffi::damage_data,
attack_type: MonsterTypeId,
move_category: MoveCategory,
param_8: i16,
message_type: ffi::undefined4,
param_10: ffi::undefined4,
param_11: ffi::undefined4,
) {
ffi::CalcDamageFixed(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
fixed_damage,
param_4,
damage_out,
attack_type,
move_category as ffi::move_category::Type,
param_8,
message_type,
param_10,
param_11,
)
}
/// A wrapper around [`Self::calc_damage_fixed`] with the move category
/// set to [`MoveCategory::None`].
///
/// The signature of this method WILL change once we figure out what the parameters are.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn calc_damage_fixed_no_category(
&self,
defender: &DungeonEntity,
fixed_damage: i32,
param_4: ffi::undefined4,
damage_out: &mut ffi::damage_data,
attack_type: MonsterTypeId,
param_7: i16,
message_type: ffi::undefined4,
param_9: ffi::undefined4,
param_10: ffi::undefined4,
) {
ffi::CalcDamageFixedNoCategory(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
fixed_damage,
param_4,
damage_out,
attack_type,
param_7,
message_type,
param_9,
param_10,
)
}
/// A wrapper (with potential side effects...?) around [`Self::calc_damage_fixed`].
///
/// The signature of this method WILL change once we figure out what the parameters are.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn calc_damage_fixed_wrapper(
&self,
defender: &DungeonEntity,
fixed_damage: i32,
param_4: ffi::undefined4,
damage_out: &mut ffi::damage_data,
attack_type: MonsterTypeId,
move_category: MoveCategory,
param_8: i16,
param_9: ffi::undefined4,
param_10: ffi::undefined4,
param_11: ffi::undefined4,
) {
ffi::CalcDamageFixedWrapper(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
fixed_damage,
param_4,
damage_out,
attack_type,
move_category as ffi::move_category::Type,
param_8,
param_9,
param_10,
param_11,
)
}
/// Appears to calculate damage from a variable-damage projectile.
///
/// One of `param_5` or `param_6` is probably the output struct.
///
/// The signature of this method WILL change once we figure out what the parameters are.
fn calc_damage_projectile(
&self,
defender: &DungeonEntity,
used_move: &Move,
move_power: i32,
damage_multiplier: I24F8,
item_id: ItemId,
) -> i32 {
unsafe {
ffi::CalcDamageProjectile(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
force_mut_ptr!(used_move),
move_power,
damage_multiplier.to_bits(),
item_id,
)
}
}
/// Last function called by [`DungeonEffectsEmitter::deal_damage`] to determine the final
/// damage dealt by the move.
///
/// The result of this call is the return value of DealDamage.
///
/// # Arguments
/// * `attacker` - attacker pointer
/// * `defender` - defender pointer
/// * `the_move` - pointer to move data
/// * `damage_out` - struct containing info about the damage calculation
/// * `faint_reason` - faint reason
fn calc_damage_final(
&self,
defender: &DungeonEntity,
used_move: &Move,
damage_out: &mut ffi::damage_data,
faint_reason: ffi::faint_reason,
) -> i32 {
unsafe {
ffi::CalcDamageFinal(
force_mut_ptr!(self.entity()),
force_mut_ptr!(defender),
force_mut_ptr!(used_move),
damage_out,
faint_reason,
)
}
}
/// Checks if a monster can target another entity when controlled by the AI.
///
/// More specifically, it checks if the target is invisible, if the user can see invisible
/// monsters, if the user is blinded and if the target position is in sight from the position
/// of the user (this last check is done by calling [`is_position_in_sight`]
/// with the user's and the target's position).
fn can_target_entity(&self, target: &DungeonEntity) -> bool {
unsafe { ffi::CanTargetEntity(force_mut_ptr!(self.entity()), force_mut_ptr!(target)) > 0 }
}
/// Checks if a monster can target a position. This function just calls
/// [`is_position_in_sight`] using the position of the user as the origin.
fn can_target_position(&self, target: &ffi::position) -> bool {
unsafe { ffi::CanTargetPosition(force_mut_ptr!(self.entity()), force_mut_ptr!(target)) > 0 }
}
/// Checks if a monster is holding an aura bow that isn't disabled by Klutz.
fn is_aura_bow_active(&self) -> bool {
unsafe { ffi::AuraBowIsActive(force_mut_ptr!(self.entity())) > 0 }
}
/// Gets the exclusive item boost for attack/special attack for a monster.
/// Panics if the move category is not physical or special.
fn get_exclusive_item_offense_boost(&self, move_category: MoveCategory) -> i32 {
if move_category == MoveCategory::Special || move_category == MoveCategory::None {
panic!("get_exclusive_item_offense_boost called with invalid move category");
}
unsafe {
ffi::ExclusiveItemOffenseBoost(force_mut_ptr!(self.entity()), move_category as c_int)
}
}
/// Gets the exclusive item boost for defense/special defense for a monster.
/// Panics if the move category is not physical or special.
fn get_exclusive_item_defense_boost(&self, move_category: MoveCategory) -> i32 {
if move_category == MoveCategory::Special || move_category == MoveCategory::None {
panic!("get_exclusive_item_offense_boost called with invalid move category");
}
unsafe {
ffi::ExclusiveItemDefenseBoost(force_mut_ptr!(self.entity()), move_category as c_int)
}
}
/// Checks if a monster is currently immune to Ground-type moves for reasons other than typing and ability.
///
/// This includes checks for Gravity and Magnet Rise.
fn has_conditional_ground_immunity(&self) -> bool {
unsafe { ffi::HasConditionalGroundImmunity(force_mut_ptr!(self.entity())) > 0 }
}
/// Gets the move target-and-range field when used by a given entity.
///
/// The fourth field in the returned tuple seems unused.
/// The values in the returned tuple are None, if they are invalid (or we don't know them yet).
///
/// See [`Move::get_target_and_range`] for more information.
fn get_move_target_and_range(&self, the_move: &Move, is_ai: bool) -> MoveTargetAndRange {
unsafe {
ffi::GetEntityMoveTargetAndRange(
force_mut_ptr!(self.entity()),
force_mut_ptr!(the_move),
is_ai as ffi::bool_,
)
}
.into()
}
/// Get the weather, as experienced by the monster.
fn get_apparent_weather(&self) -> Option<Weather> {
unsafe { ffi::GetApparentWeather(force_mut_ptr!(self.entity())) }
.try_into()
.ok()
}
/// Checks if the monster has a certain held item.
fn has_held_item(&self, item_id: ItemId) -> bool {
unsafe { ffi::HasHeldItem(force_mut_ptr!(self.entity()), item_id) > 0 }
}
/// Gets the power of a move, factoring in Ginseng/Space Globe boosts.
fn get_move_power(&self, the_move: &Move) -> i32 {
unsafe { ffi::GetMovePower(force_mut_ptr!(self.entity()), force_mut_ptr!(the_move)) }
}
/// Note: unverified, ported from Irdkwia's notes
fn get_personality_index(&self) -> i32 {
unsafe { ffi::GetPersonalityIndex(force_mut_ptr!(self.entity())) }
}
/// Seems to calculate the duration of a volatile status on a monster.
///
/// Returns the number of turns for the status condition.
///
/// # Arguments
/// * `turn_range` - lower & higher ends of the turn range
/// * `effects` - flag for whether or not to factor in the Self Curer IQ skill and the
/// Natural Cure ability
fn calc_status_duration(&self, turn_range: &[u16; 2], effects: bool) -> i32 {
unsafe {
ffi::CalcStatusDuration(
force_mut_ptr!(self.entity()),
force_mut_ptr!(turn_range.as_ptr()),
effects as ffi::bool_,
)
}
}
/// Returns the number of attacks that a monster can do in one turn (1 or 2).
///
/// Checks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.
fn get_number_of_attacks(&self) -> i32 {
unsafe { ffi::GetNumberOfAttacks(force_mut_ptr!(self.entity())) }
}
/// Checks if a monster is levitating (has the effect of Levitate and Gravity is not active)
fn is_levitating(&self) -> bool {
unsafe { ffi::LevitateIsActive(force_mut_ptr!(self.entity())) > 0 }
}
/// Checks if Gravity is active and that the given type is affected (i.e., Flying type).
fn is_type_affected_by_gravity(&self, type_id: ffi::type_id) -> bool {
unsafe { ffi::IsTypeAffectedByGravity(force_mut_ptr!(self.entity()), type_id) > 0 }
}
/// Checks if Gravity is active and that this monster is of an affected type (i.e., Flying type).
fn has_type_affected_by_gravity(&self, type_id: ffi::type_id) -> bool {
unsafe { ffi::HasTypeAffectedByGravity(force_mut_ptr!(self.entity()), type_id) > 0 }
}
/// Checks if the monster is under the effect of Conversion 2 (its type was changed). Returns
/// `None` if the value is invalid.
fn is_conversion2_active(&self) -> Option<Conversion2Status> {
unsafe { ffi::Conversion2IsActive(force_mut_ptr!(self.entity())) }
.try_into()
.ok()
}
/// Check the type of a move when used by a certain monster. Accounts for special cases
/// such as Hidden Power, Weather Ball, the regular attack...
fn get_move_type_if_used_by_self(&self, the_move: &Move) -> MonsterTypeId {
unsafe {
ffi::GetMoveTypeForMonster(force_mut_ptr!(self.entity()), force_mut_ptr!(the_move))
}
}
/// Returns the animation id to be applied to a monster that has the sleep, napping,
/// nightmare or bide status.
fn get_sleep_animation_id(&self) -> u8 {
unsafe { ffi::GetSleepAnimationId(force_mut_ptr!(self.entity())) }
}
/// Returns true if the monster has the blinded status, or if it is not the leader and is
/// holding Y-Ray Specs.
fn is_blinded(&self, check_held_item: bool) -> bool {
unsafe { ffi::IsBlinded(force_mut_ptr!(self.entity()), check_held_item as ffi::bool_) > 0 }
}
/// Checks if a monster should run away from other monsters.
fn should_monster_run_away(&self) -> bool {
unsafe { ffi::ShouldMonsterRunAway(force_mut_ptr!(self.entity())) > 0 }
}
/// Calls [`Self::should_monster_run_away`] and returns its result.
/// It also calls another function if the result was true.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn should_monster_run_away_variation(&self, param: ffi::undefined) -> bool {
unsafe { ffi::ShouldMonsterRunAwayVariation(force_mut_ptr!(self.entity()), param) > 0 }
}
/// Calls [`Self::should_monster_run_away_variation`]. If the result is true, returns true.
/// Otherwise, returns true only if the monster's behavior field is equal to
/// [`ffi::monster_behavior::BEHAVIOR_FLEEING_OUTLAW`].
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn should_monster_run_away_variation_outlaw_check(&self, param: ffi::undefined) -> bool {
unsafe {
ffi::ShouldMonsterRunAwayVariationOutlawCheck(force_mut_ptr!(self.entity()), param) > 0
}
}
/// Checks if this monster should try to reach the stairs when controlled by the AI.
fn should_head_to_stairs(&self) -> bool {
unsafe { ffi::ShouldMonsterHeadToStairs(force_mut_ptr!(self.entity())) > 0 }
}
/// Returns true if the monster has any status problem that prevents it from acting.
fn has_status_that_prevents_acting(&self) -> bool {
unsafe { ffi::HasStatusThatPreventsActing(force_mut_ptr!(self.entity())) > 0 }
}
/// True if ths monster is cornered (it can't move in any direction)
fn is_cornered(&self) -> bool {
unsafe { ffi::IsMonsterCornered(force_mut_ptr!(self.entity())) > 0 }
}
/// Returns whether a monster can attack in a given direction.
///
/// The check fails if the destination tile is impassable, contains a monster that isn't of
/// type [`DungeonEntityType::Monster`] or if the monster can't directly move
/// from the current tile into the destination tile.
fn can_attack_in_direction(&self, direction: Direction) -> bool {
unsafe {
ffi::CanAttackInDirection(
force_mut_ptr!(self.entity()),
direction as ffi::direction_id::Type,
) > 0
}
}
/// Returns whether the AI could not move the monster in the specified direction.
///
/// Accounts for walls, other monsters on the target position and IQ skills that might prevent
/// a monster from moving into a specific location, such as House Avoider, Trap Avoider or
/// Lava Evader.
///
/// Returns a `None` if there are no obstructions. If there are, the `Some` contains a boolean,
/// that is true if the way is blocked by another entity.
fn ai_obstruction_in_direction(&self, direction: Direction) -> Option<bool> {
unsafe {
let mut was_entity = 0;
let success = ffi::CanAiMonsterMoveInDirection(
force_mut_ptr!(self.entity()),
direction as ffi::direction_id::Type,
&mut was_entity,
) > 0;
if success {
None
} else if was_entity > 0 {
Some(true)
} else {
Some(false)
}
}
}
/// Returns whether this monster can see other invisible monsters.
///
/// To be precise, this function returns true if the monster is holding Goggle Specs or if it
/// has the status [`ffi::status_id::STATUS_EYEDROPS`].
fn can_see_invisible_monsters(&self) -> bool {
unsafe { ffi::CanSeeInvisibleMonsters(force_mut_ptr!(self.entity())) > 0 }
}
/// Returns whether a certain monster is under the effect of [`ffi::status_id::STATUS_DROPEYE`].
fn has_dropeye_status(&self) -> bool {
unsafe { ffi::HasDropeyeStatus(force_mut_ptr!(self.entity())) > 0 }
}
/// Checks if a given target is eligible to be targeted by the AI with a certain move.
///
/// If `check_all_conditions` is `true` check all the possible [`MoveAiCondition`] values,
/// false to only check for [`MoveAiCondition::Random`] (if the move has a different
/// ai condition, the result will be `false`).
///
/// Panics if any field in the `MoveTargetAndRange` is None or the conversion into the ffi
/// type fails for any other reason.
fn is_target_eligible(
&self,
move_ai_range: MoveTargetAndRange,
target: &DungeonEntity,
the_move: &Move,
check_all_conditions: bool,
) -> bool {
unsafe {
ffi::IsAiTargetEligible(
move_ai_range.try_into().expect("Invalid MoveAiCondition."),
force_mut_ptr!(self.entity()),
force_mut_ptr!(target),
force_mut_ptr!(the_move),
check_all_conditions as ffi::bool_,
) > 0
}
}
/// Checks if a monster can use the given move. Will always return true for the regular attack.
/// Will return false if the move if the flag [`Move::f_disabled`] is true, if the flag
/// [`Move::f_sealed`] is true.
///
/// If `extra_checks` is true check whether the move is out of PP, whether it can be used under
/// the taunted status and whether the encore status prevents using the move.
fn can_use_move(&self, the_move: &Move, extra_checks: bool) -> bool {
unsafe {
ffi::CanMonsterUseMove(
force_mut_ptr!(self.entity()),
force_mut_ptr!(the_move),
extra_checks as ffi::bool_,
) > 0
}
}
/// Checks if an AI-controlled monster can use a move.
/// Will return false if the any of the flags [`Move::f_exists`],
/// [`Move::f_subsequent_in_link_chain`] or [`Move::f_disabled`] is true. The function does not
/// check if the flag [`Move::f_enabled_for_ai`] is set.
///
/// This function also returns true if the call to [`Self::can_use_move`] is true.
/// The function contains a loop that is supposed to check other moves after the specified one,
/// but the loop breaks after it finds a move that isn't linked, which is always true given the
/// checks in place at the start of the function.
///
/// If `extra_checks` is true check whether the move is out of PP, whether it can be used under
/// the taunted status and whether the encore status prevents using the move.
///
/// # Safety
/// The caller must make sure the move index is not out of bounds (normally 0-3).
unsafe fn can_ai_use_move_unchecked(&self, move_index: i32, extra_checks: bool) -> bool {
ffi::CanAiUseMove(
force_mut_ptr!(self.entity()),
move_index,
extra_checks as ffi::bool_,
) > 0
}
/// Checked version of [`Self::can_ai_use_move_unchecked`], that panics if the move index
/// is > 3.
fn can_ai_use_move(&self, move_index: u8, extra_checks: bool) -> bool {
if move_index > 3 {
panic!("Move index out of range: {}", move_index)
} else {
unsafe { self.can_ai_use_move_unchecked(move_index as i32, extra_checks) }
}
}
/// Determines if using a given move against its intended targets would be redundant because
/// all of them already have the effect caused by said move.
///
/// Returns true if it makes sense to use the move, false if it would be redundant given the
/// effects it causes and the effects that all the targets already have.
fn status_checker_check(&self, the_move: &Move) -> bool {
unsafe {
ffi::StatusCheckerCheck(force_mut_ptr!(self.entity()), force_mut_ptr!(the_move)) > 0
}
}
/// Note: unverified, ported from Irdkwia's notes
fn get_monster_apparent_id(&self, current_id: MonsterSpeciesId) -> i32 {
unsafe { ffi::GetMonsterApparentId(force_mut_ptr!(self.entity()), current_id) }
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Safety
/// It's unknown what size the string passed in must be.
unsafe fn get_monster_name(&self, output: *mut c_char) {
ffi::GetMonsterName(output, force_mut_ptr!(self.monster()))
}
/// Note: unverified, ported from Irdkwia's notes
fn is_target_recruited(&self, target: &DungeonEntity) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::IsRecruited(force_mut_ptr!(self.entity()), force_mut_ptr!(target)) > 0 }
}
/// Note: unverified, ported from Irdkwia's notes
fn is_satisfying_scenario_condition_to_spawn(&self) -> bool {
self.monster()
.id
.val()
.is_satisfying_scenario_condition_to_spawn(&self.lease())
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
fn is_in_spawn_list(&self, spawn_list: &mut ffi::undefined) -> bool {
self.monster()
.id
.val()
.is_in_spawn_list(spawn_list, &self.lease())
}
}
/// Trait for [`DungeonMonsterMut`] (write operations).
///
/// You may find more operations in [`DungeonEffectsEmitter`].
///
/// # Important safety note
/// Please see the safety note of [`DungeonEntity`]. It also applies to this trait.
pub trait DungeonMonsterWrite: private::Sealed {
#[doc(hidden)]
fn entity_mut(&mut self) -> &mut DungeonEntity;
#[doc(hidden)]
fn monster_mut(&mut self) -> &mut ffi::monster;
/// Updates the PP of any moves that were used the a monster, if PP should be consumed.
fn update_move_pp(&mut self, should_consume_pp: bool) {
unsafe { ffi::UpdateMovePp(self.entity_mut(), should_consume_pp as ffi::bool_) }
}
/// Checks if the monster has the ability Truant, and if so tries to apply the pause status
/// to it.
fn try_activate_truant(&mut self) {
unsafe { ffi::TryActivateTruant(self.entity_mut()) }
}
/// Tries to change a monster into one of its weather-related alternative forms.
///
/// Applies to Castform and Cherrim, and checks for their unique abilities.
fn try_weather_form_change(&mut self) {
unsafe { ffi::TryWeatherFormChange(self.entity_mut()) }
}
/// Restores PP for all moves, clears flags [`Move::f_consume_2_pp`],
/// [`Move::flags2_unk5`] and [`Move::flags2_unk7`], and sets flag
/// [`Move::f_consume_pp`].
///
/// Called when a monster is revived.
fn restore_pp_for_all_moves_set_flags(&mut self) {
unsafe { ffi::RestorePpAllMovesSetFlags(self.entity_mut()) }
}
/// Checks if the specified enemy should evolve because it just defeated an ally, and if so,
/// attempts to evolve it.
fn evolve_this_enemy_if_should(&mut self) {
unsafe { ffi::EnemyEvolution(force_mut_ptr!(self.entity_mut())) }
}
/// Makes the specified monster evolve into the specified species.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn evolve(&mut self, param_2: &mut ffi::undefined4, new_monster_idx: MonsterSpeciesId) {
ffi::EvolveMonster(force_mut_ptr!(self.entity_mut()), param_2, new_monster_idx)
}
/// Calculates the speed stage of a monster from its speed up/down counters. The second
/// parameter is the weight of each counter (how many stages it will add/remove), but appears
/// to be always 1.
///
/// Takes modifiers into account (paralysis, snowy weather, Time Tripper). Deoxys-speed,
/// Shaymin-sky and enemy Kecleon during a thief alert get a flat +1 always.
///
/// The calculated speed stage is both returned and saved in the monster's statuses struct.
fn calc_speed_stage(&mut self, counter_weight: i32) -> i32 {
unsafe { ffi::CalcSpeedStage(self.entity_mut(), counter_weight) }
}
/// Sets the monster's reflect damage countdown to 4.
fn set_reflect_damage_countdown_to_four(&mut self) {
unsafe { ffi::SetReflectDamageCountdownTo4(self.entity_mut()) }
}
/// Executes the set action for the specified monster.
///
/// Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING,
/// ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to
/// true.
fn execute_action(&mut self) {
unsafe { ffi::ExecuteMonsterAction(self.entity_mut()) }
}
/// Used by the AI to determine the direction in which a monster should move.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn ai_movement(&mut self, param: ffi::undefined) {
ffi::AiMovement(self.entity_mut(), param)
}
/// Calculates the target position of an AI-controlled monster and stores it in
/// the monster's [`ffi::monster::ai_target_pos`] field.
fn calculate_ai_target_pos(&mut self) {
unsafe { ffi::CalculateAiTargetPos(self.entity_mut()) }
}
/// Determines if an AI-controlled monster will use a move and which one it will use.
fn choose_ai_move(&mut self) {
unsafe { ffi::ChooseAiMove(self.entity_mut()) }
}
/// Clears the fields related to AI in the monster's data struct, setting them all to 0.
/// Specifically, [`ffi::monster::action_id`], [`ffi::monster::action_use_idx`]
/// and [`ffi::monster::field_0x54`] are cleared.
fn clear_monster_action_fields(&mut self) {
unsafe {
ffi::ClearMonsterActionFields(
&mut self.monster_mut().action_id as *mut ffi::action_16 as *mut c_void,
)
}
}
/// Sets some the fields related to AI in the monster's data struct.
/// Specifically, [`ffi::monster::action_id`], [`ffi::monster::action_use_idx`]
/// and [`ffi::monster::field_0x54`].
/// The last 2 are always set to 0.
fn set_monster_action_fields(&mut self, action_id: ffi::action::Type) {
unsafe {
ffi::SetMonsterActionFields(
&mut self.monster_mut().action_id as *mut ffi::action_16 as *mut c_void,
ffi::action_16 {
_bitfield_align_1: [],
_bitfield_1: ffi::action_16::new_bitfield_1(action_id),
},
)
}
}
/// Sets a monster's action to [`ffi::action::ACTION_PASS_TURN`] or
/// [`ffi::action::ACTION_WALK`], depending on the result of
/// [`MonsterSpeciesId::get_can_move_flag`] for the monster's ID.
fn set_action_pass_turn_or_walk(&mut self, monster_id: MonsterSpeciesId) {
unsafe {
ffi::SetActionPassTurnOrWalk(
&mut self.monster_mut().action_id as *mut ffi::action_16 as *mut c_void,
monster_id,
)
}
}
/// Sets a monster's action to [`ffi::action::ACTION_REGULAR_ATTACK`],
/// with a specified direction.
fn set_action_regular_attack(&mut self, direction: Direction) {
unsafe {
ffi::SetActionRegularAttack(
&mut self.monster_mut().action_id as *mut ffi::action_16 as *mut c_void,
direction as ffi::direction_id::Type,
)
}
}
/// Sets a monster's action to [`ffi::action::ACTION_USE_MOVE_AI`], with a specified direction and
/// move index.
///
/// # Safety
/// The caller must make sure the move index is not out of bounds (normally 0-3).
unsafe fn set_action_use_move_ai_unchecked(&mut self, move_index: u8, direction: Direction) {
ffi::SetActionUseMoveAi(
&mut self.monster_mut().action_id as *mut ffi::action_16 as *mut c_void,
move_index,
direction as ffi::direction_id::Type,
)
}
/// Sets a monster's action to [`ffi::action::ACTION_USE_MOVE_AI`], with a specified direction and
/// move index.
///
/// Panics if the move index is out of bounds (> 3).
fn set_action_use_move_ai(&mut self, move_index: u8, direction: Direction) {
if move_index > 3 {
panic!("Move index out of range: {}", move_index)
} else {
unsafe { self.set_action_use_move_ai_unchecked(move_index, direction) }
}
}
/// Updates t monster's [`ffi::monster::target_pos`] field based on its current position and
/// the direction in which it plans to attack.
fn update_ai_target_pos(&mut self) {
unsafe { ffi::UpdateAiTargetPos(self.entity_mut()) }
}
/// Runs the AI for a single monster to determine whether the monster can act and which action
/// it should perform if so.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
unsafe fn run_ai(&mut self, param: ffi::undefined) {
ffi::RunMonsterAi(self.entity_mut(), param)
}
/// The AI uses this function to check if a move has any potential targets, to calculate the
/// list of potential targets and to calculate the move's special weight.
/// This weight will be higher if the monster has weak-type picker and the target is weak to the
/// move (allies only, enemies always get a result of 1 even if the move is super effective).
/// More things could affect the result.
/// This function also sets the flag can_be_used on the ai_possible_move struct if it makes
/// sense to use it.
/// More research is needed. There's more documentation about this special weight. Does all the
/// documented behavior happen in this function?
///
/// Returns the move's calculated weight
fn ai_consider_move(
&mut self,
ai_possible_move: &mut ffi::ai_possible_move,
the_move: &Move,
) -> i32 {
unsafe {
ffi::AiConsiderMove(
ai_possible_move,
self.entity_mut(),
force_mut_ptr!(the_move),
)
}
}
/// Checks if the specified target is eligible to be targeted by the AI and if so adds it to
/// the list of targets. This function also fills an array that seems to contain the directions
/// in which the user should turn to look at each of the targets in the list, as well as a
/// third unknown array.
///
/// If `check_all_conditions` is `true` check all the possible [`MoveAiCondition`] values,
/// false to only check for [`MoveAiCondition::Random`] (if the move has a different
/// ai condition, the result will be `false`).
///
/// Panics if any field in the `MoveTargetAndRange` is None or the conversion into the ffi
/// type fails for any other reason.
///
/// Returns the new length of the AI target list.
///
/// # Safety
/// The length of the target list must be correct.
unsafe fn try_add_target_to_ai_target_list(
&mut self,
current_num_targets: i32,
move_ai_range: MoveTargetAndRange,
target: &DungeonEntity,
the_move: &Move,
check_all_conditions: bool,
) -> i32 {
// TODO: Manage handling the target list length, once we know where it is.
ffi::TryAddTargetToAiTargetList(
current_num_targets,
move_ai_range.try_into().expect("Invalid MoveAiCondition."),
self.entity_mut(),
force_mut_ptr!(target),
force_mut_ptr!(the_move),
check_all_conditions as ffi::bool_,
)
}
/// Sets the monster's status_icon_flags bitfield according to its current status effects.
/// Does not affect a Sudowoodo in the "permanent sleep" state
/// ([`ffi::statuses::sleep`] == 0x7F).
///
/// Some of the status effect in monster:statuses are used as an index to access an array,
/// where every group of 8 bytes represents a bitmask. All masks are added in a bitwise OR and
/// then stored in [`ffi::monster::status_icons`].
///
/// Also sets icon flags for [`ffi::statuses::exposed`], [`ffi::statuses::grudge`],
/// critical HP and lowered stats with explicit checks, and applies the effect of the
/// Identifier Orb (see [`ffi::dungeon::identify_orb_flag`]).
fn update_status_icon_flags(&mut self) {
unsafe { ffi::UpdateStatusIconFlags(self.entity_mut()) }
}
/// Checks Forecast ability
///
/// Note: unverified, ported from Irdkwia's notes
fn set_monster_type_and_ability(&mut self) {
unsafe { ffi::SetMonsterTypeAndAbility(self.entity_mut()) }
}
/// forme:
/// 1: change from Land to Sky
/// 2: change from Sky to Land
///
/// result:
/// 0: not Shaymin
/// 1: not correct Forme
/// 2: frozen
/// 3: ok
///
/// Note: unverified, ported from Irdkwia's notes
fn change_shaymin_forme(&mut self, mode: i32) -> i32 {
unsafe { ffi::ChangeShayminForme(self.entity_mut(), mode) }
}
}
impl<'a> DungeonMonsterRead for DungeonMonsterRef<'a> {
fn entity(&self) -> &DungeonEntity {
self.1
}
fn monster(&self) -> &ffi::monster {
self.0
}
fn lease(&self) -> OverlayLoadLease<29> {
// SAFETY: We can assume that if this object exists the overlay is loaded.
unsafe { OverlayLoadLease::acquire_unchecked() }
}
}
impl<'a> DungeonMonsterRead for DungeonMonsterMut<'a> {
fn entity(&self) -> &DungeonEntity {
self.1
}
fn monster(&self) -> &ffi::monster {
self.0
}
fn lease(&self) -> OverlayLoadLease<29> {
// SAFETY: We can assume that if this object exists the overlay is loaded.
unsafe { OverlayLoadLease::acquire_unchecked() }
}
}
impl<'a> DungeonMonsterWrite for DungeonMonsterMut<'a> {
fn entity_mut(&mut self) -> &mut DungeonEntity {
self.1
}
fn monster_mut(&mut self) -> &mut ffi::monster {
self.0
}
}
impl<'a> DungeonMonsterMut<'a> {
/// Initializes a monster struct.
///
/// # Safety
/// The monster must be a valid pointer to either a valid monster or an uninitialized monster.
pub unsafe fn init_monster(monster: *mut ffi::monster, flag: bool) {
ffi::InitMonster(monster, flag as ffi::bool_)
}
}
mod private {
use super::{DungeonMonsterMut, DungeonMonsterRef};
pub trait Sealed {}
impl<'a> Sealed for DungeonMonsterRef<'a> {}
impl<'a> Sealed for DungeonMonsterMut<'a> {}
}
/// Extension trait for [`MonsterSpeciesId`] specific to dungeon mode.
pub trait DungeonMonsterSpeciesIdExt {
/// Note: unverified, ported from Irdkwia's notes
fn is_satisfying_scenario_condition_to_spawn(&self, _ov29: &OverlayLoadLease<29>) -> bool;
/// Note: unverified, ported from Irdkwia's notes
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
fn is_in_spawn_list(
&self,
spawn_list: &mut ffi::undefined,
_ov29: &OverlayLoadLease<29>,
) -> bool;
}
impl DungeonMonsterSpeciesIdExt for MonsterSpeciesId {
fn is_satisfying_scenario_condition_to_spawn(&self, _ov29: &OverlayLoadLease<29>) -> bool {
unsafe { ffi::IsSatisfyingScenarioConditionToSpawn(*self) > 0 }
}
fn is_in_spawn_list(
&self,
spawn_list: &mut ffi::undefined,
_ov29: &OverlayLoadLease<29>,
) -> bool {
unsafe { ffi::IsInSpawnList(spawn_list, *self) > 0 }
}
}