@pkmn/engine 0.1.0-dev.02b7f810 → 0.1.0-dev.09d1baec

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Files changed (60) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +103 -69
  3. package/build/pkg/addon.d.ts +2 -2
  4. package/build/pkg/addon.js +8 -7
  5. package/build/pkg/addon.js.map +1 -1
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +3 -2
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +17 -13
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +61 -40
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +31 -13
  20. package/build/test/display.js.map +1 -1
  21. package/build/tools/debug.js +3 -1
  22. package/build/tools/debug.js.map +1 -1
  23. package/build.zig +159 -124
  24. package/package.json +56 -25
  25. package/src/bin/install-pkmn-engine +24 -19
  26. package/src/lib/common/battle.zig +17 -0
  27. package/src/lib/common/data.zig +19 -31
  28. package/src/lib/common/debug.zig +21 -11
  29. package/src/lib/common/js.zig +118 -0
  30. package/src/lib/common/optional.zig +67 -0
  31. package/src/lib/common/options.zig +12 -3
  32. package/src/lib/common/protocol.zig +932 -395
  33. package/src/lib/common/rational.zig +357 -0
  34. package/src/lib/common/rng.zig +29 -20
  35. package/src/lib/common/util.zig +12 -0
  36. package/src/lib/gen1/README.md +285 -182
  37. package/src/lib/gen1/calc.zig +426 -0
  38. package/src/lib/gen1/chance.zig +1060 -0
  39. package/src/lib/gen1/data/moves.zig +202 -190
  40. package/src/lib/gen1/data/species.zig +4 -4
  41. package/src/lib/gen1/data/types.zig +10 -10
  42. package/src/lib/gen1/data.zig +106 -92
  43. package/src/lib/gen1/helpers.zig +577 -32
  44. package/src/lib/gen1/mechanics.zig +1117 -818
  45. package/src/lib/gen2/README.md +105 -85
  46. package/src/lib/gen2/calc.zig +143 -0
  47. package/src/lib/gen2/chance.zig +1314 -0
  48. package/src/lib/gen2/data/items.zig +14 -20
  49. package/src/lib/gen2/data/moves.zig +664 -570
  50. package/src/lib/gen2/data/species.zig +2 -2
  51. package/src/lib/gen2/data/types.zig +137 -34
  52. package/src/lib/gen2/data.zig +134 -96
  53. package/src/lib/gen2/generated.zig +806 -0
  54. package/src/lib/gen2/helpers.zig +16 -22
  55. package/src/lib/gen2/mechanics.zig +3506 -12
  56. package/src/lib/node.zig +131 -0
  57. package/src/lib/pkmn.zig +91 -9
  58. package/src/lib/wasm.zig +13 -0
  59. package/src/lib/binding/node.zig +0 -229
  60. package/src/lib/binding/wasm.zig +0 -10
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,50 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
62
64
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
65
67
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
70
 
75
71
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
72
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
81
  }
83
82
 
84
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
85
87
  }
86
88
 
87
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
88
90
  const p1 = battle.side(.P1);
89
91
  const p2 = battle.side(.P2);
90
92
 
91
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
92
94
  assert(!showdown or p1_slot == 1);
93
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
96
 
95
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
96
98
  assert(!showdown or p2_slot == 1);
97
99
  if (p2_slot == 0) return Result.Win;
98
100
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
101
103
 
102
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
103
105
  }
104
106
 
105
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +114,7 @@ fn selectMove(
112
114
  player: Player,
113
115
  choice: Choice,
114
116
  foe_choice: Choice,
115
- from: *?Move,
117
+ skip_turn: *bool,
116
118
  ) ?Result {
117
119
  if (choice.type == .Pass) return null;
118
120
 
@@ -121,20 +123,27 @@ fn selectMove(
121
123
  const stored = side.stored();
122
124
 
123
125
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
127
 
126
128
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
128
133
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
131
138
  return null;
132
139
  }
133
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
141
  if (!showdown) volatiles.Flinch = false;
135
142
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
138
147
  return null;
139
148
  }
140
149
 
@@ -144,13 +153,14 @@ fn selectMove(
144
153
  // pre-move select
145
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
155
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
148
160
  return null;
149
161
  }
150
162
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
163
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +172,7 @@ fn selectMove(
162
172
  assert(choice.data == 0);
163
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
174
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
170
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
177
  if (last.id == .MirrorMove) return Result.Error;
172
178
  }
@@ -175,6 +181,7 @@ fn selectMove(
175
181
  }
176
182
 
177
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
178
185
  if (showdown) {
179
186
  saveMove(battle, player, choice);
180
187
  } else {
@@ -189,16 +196,13 @@ fn selectMove(
189
196
  if (choice.data == 0) {
190
197
  const struggle = ok: {
191
198
  for (side.active.moves, 0..) |move, i| {
192
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
193
200
  }
194
201
  break :ok true;
195
202
  };
196
-
197
203
  assert(struggle);
198
- saveMove(battle, player, choice);
199
- } else {
200
- saveMove(battle, player, choice);
201
204
  }
205
+ saveMove(battle, player, choice);
202
206
 
203
207
  return null;
204
208
  }
@@ -211,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
211
215
  if (c.data == 0) {
212
216
  side.last_selected_move = .Struggle;
213
217
  } else {
214
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
215
219
  const move = side.active.move(c.data);
216
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
217
221
  // sometimes required...), but a 0 PP move can be used automatically
218
222
  assert(showdown or move.pp != 0);
219
223
 
220
224
  side.last_selected_move = move.id;
221
- if (player == .P1) {
222
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
223
- } else {
224
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
225
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
226
226
  }
227
227
  }
228
228
  }
229
229
 
230
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
231
231
  var side = battle.side(player);
232
232
  var foe = battle.foe(player);
233
233
  var active = &side.active;
@@ -240,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
240
240
  side.order[0] = side.order[slot - 1];
241
241
  side.order[slot - 1] = out;
242
242
 
243
- if (player == .P1) {
244
- battle.last_selected_indexes.p1 = 1;
245
- } else {
246
- battle.last_selected_indexes.p2 = 1;
247
- }
243
+ battle.lastMove(player).index = 1;
248
244
 
249
245
  side.last_used_move = .None;
250
246
  foe.last_used_move = .None;
@@ -260,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
260
256
 
261
257
  foe.active.volatiles.Binding = false;
262
258
 
263
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
264
261
 
265
262
  if (showdown and incoming.status == Status.TOX) {
266
263
  incoming.status = Status.init(.PSN);
267
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
268
265
  // rather not clutter up turnOrder just for this (incorrect) log message
269
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
270
267
  }
271
268
  }
272
269
 
273
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
274
271
  assert(c1.type != .Pass or c2.type != .Pass);
275
272
 
276
273
  if (c1.type == .Pass) return .P2;
@@ -300,13 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
300
297
  const spe2 = battle.side(.P2).active.stats.spe;
301
298
  if (spe1 == spe2) {
302
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
303
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
304
-
305
- const p1 = if (showdown)
306
- battle.rng.range(u8, 0, 2) == 0
307
- else
308
- battle.rng.next() < Gen12.percent(50) + 1;
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
309
303
 
304
+ const p1 = try Rolls.speedTie(battle, options);
310
305
  if (!showdown) return if (p1) .P1 else .P2;
311
306
 
312
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -316,7 +311,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
316
311
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
317
312
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
318
313
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
319
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
314
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
320
315
  // won the original coin flip
321
316
  if (t1 and t2) return .P1;
322
317
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -329,34 +324,55 @@ fn doTurn(
329
324
  battle: anytype,
330
325
  player: Player,
331
326
  player_choice: Choice,
332
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
333
329
  foe_player: Player,
334
330
  foe_choice: Choice,
335
- foe_from: ?Move,
336
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
337
334
  ) !?Result {
338
335
  assert(player_choice.type != .Pass);
339
336
 
340
337
  var residual = true;
341
338
  var replace = battle.side(player).stored().hp == 0;
342
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
343
348
  if (!replace) {
344
349
  if (player_choice.type != .Switch) {
345
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
346
351
  }
347
- if (residual) try handleResidual(battle, player, log);
348
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
349
354
  } else if (foe_choice.type == .Pass) return null;
350
355
 
356
+ options.chance.clearPending();
357
+
351
358
  residual = true;
352
359
  replace = battle.side(foe_player).stored().hp == 0;
353
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
354
370
  if (!replace) {
355
- if (foe_choice.type != .Switch) {
356
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
357
373
  }
358
- if (residual) try handleResidual(battle, foe_player, log);
359
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
360
376
  }
361
377
 
362
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -373,29 +389,31 @@ fn executeMove(
373
389
  battle: anytype,
374
390
  player: Player,
375
391
  choice: Choice,
376
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
377
394
  residual: *bool,
378
- log: anytype,
395
+ options: anytype,
379
396
  ) !?Result {
380
397
  var side = battle.side(player);
381
398
 
382
399
  if (choice.type == .Switch) {
383
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
384
401
  return null;
385
402
  }
386
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
387
407
  if (side.last_selected_move == .SKIP_TURN) {
388
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
389
- // Binding instead gets handled in beforeMove after sleep and freeze
390
408
  assert(!showdown);
391
409
  if (battle.foe(player).active.volatiles.Binding) {
392
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
393
411
  }
394
412
  return null;
395
413
  }
396
414
 
397
415
  assert(choice.type == .Move);
398
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
399
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
400
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
401
419
  var auto = showdown and side.last_selected_move != .None;
@@ -404,14 +422,13 @@ fn executeMove(
404
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
405
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
406
424
  assert(!showdown);
407
- mslot = @intCast(u4, if (player == .P1)
408
- battle.last_selected_indexes.p1
409
- else
410
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
411
426
  const stored = side.stored();
412
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
413
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
414
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
415
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
416
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
417
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -428,15 +445,12 @@ fn executeMove(
428
445
  } else if (showdown and side.active.volatiles.Charging) {
429
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
430
447
  assert(mslot == 1);
431
- mslot = @intCast(u4, if (player == .P1)
432
- battle.last_selected_indexes.p1
433
- else
434
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
435
449
  }
436
450
 
437
451
  var skip_can = false;
438
452
  var skip_pp = false;
439
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
440
454
  .done => return null,
441
455
  .skip_can => skip_can = true,
442
456
  .skip_pp => skip_pp = true,
@@ -444,22 +458,23 @@ fn executeMove(
444
458
  .err => return @as(?Result, Result.Error),
445
459
  }
446
460
 
447
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
448
- return null;
449
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
450
464
 
451
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
452
466
  }
453
467
 
454
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
455
469
 
456
470
  fn beforeMove(
457
471
  battle: anytype,
458
472
  player: Player,
459
- from: ?Move,
473
+ skip: bool,
460
474
  residual: *bool,
461
- log: anytype,
475
+ options: anytype,
462
476
  ) !BeforeMove {
477
+ var log = options.log;
463
478
  var side = battle.side(player);
464
479
  const foe = battle.foe(player);
465
480
  var active = &side.active;
@@ -468,58 +483,69 @@ fn beforeMove(
468
483
  var volatiles = &active.volatiles;
469
484
 
470
485
  if (Status.is(stored.status, .SLP)) {
471
- const status = stored.status;
486
+ const before = stored.status;
472
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
473
- stored.status -= 1;
474
- if (Status.duration(stored.status) == 0) {
475
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
476
501
  stored.status = 0; // clears EXT if present
477
502
  } else {
478
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
479
504
  }
480
505
  side.last_used_move = .None;
481
506
  return .done;
482
507
  }
483
508
 
484
509
  if (Status.is(stored.status, .FRZ)) {
485
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
486
511
  side.last_used_move = .None;
487
512
  return .done;
488
513
  }
489
514
 
490
- if (foe.active.volatiles.Binding) {
491
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
492
517
  return .done;
493
518
  }
494
519
 
495
- if (!showdown and volatiles.Flinch) {
496
- volatiles.Flinch = false;
497
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
498
525
  return .done;
499
526
  }
500
527
 
501
528
  if (volatiles.Recharging) {
502
529
  volatiles.Recharging = false;
503
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
504
531
  return .done;
505
532
  }
506
533
 
507
- if (volatiles.disabled_duration > 0) {
508
- volatiles.disabled_duration -= 1;
509
- if (volatiles.disabled_duration == 0) {
510
- volatiles.disabled_move = 0;
511
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
512
539
  }
513
- }
514
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
515
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
516
541
 
517
- // Pokémon Showdown checks for Flinch *after* instead of before
518
- if (showdown and volatiles.Flinch) {
519
- volatiles.Flinch = false;
520
- try log.cant(ident, .Flinch);
521
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
522
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
523
549
 
524
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
525
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -531,19 +557,20 @@ fn beforeMove(
531
557
  if (volatiles.Confusion) {
532
558
  assert(volatiles.confusion > 0);
533
559
 
534
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
535
567
  if (volatiles.confusion == 0) {
536
568
  volatiles.Confusion = false;
537
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
538
570
  } else {
539
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
540
572
 
541
- const confused = if (showdown)
542
- !battle.rng.chance(u8, 128, 256)
543
- else
544
- battle.rng.next() >= Gen12.percent(50) + 1;
545
-
546
- if (confused) {
573
+ if (try Rolls.confused(battle, player, options)) {
547
574
  assert(!volatiles.MultiHit);
548
575
  if (!volatiles.Rage) volatiles.state = 0;
549
576
  volatiles.Bide = false;
@@ -553,6 +580,7 @@ fn beforeMove(
553
580
  volatiles.Charging = false;
554
581
  volatiles.Binding = false;
555
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
556
584
  {
557
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
558
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -572,8 +600,8 @@ fn beforeMove(
572
600
 
573
601
  const uncapped = battle.last_damage;
574
602
  // Skipping adjustDamage / randomizeDamage / checkHit
575
- _ = try applyDamage(battle, player, target, .Confusion, log);
576
- // Pokémon Showdown thinks that Confusion damage is uncapped ¯\_(ツ)_/¯
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
604
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
577
605
  if (showdown) battle.last_damage = uncapped;
578
606
 
579
607
  return .done;
@@ -581,90 +609,108 @@ fn beforeMove(
581
609
  }
582
610
  }
583
611
 
584
- if (!showdown and try disabled(side, ident, log)) return .done;
585
-
586
- if (Status.is(stored.status, .PAR)) {
587
- const paralyzed = if (showdown)
588
- battle.rng.chance(u8, 63, 256)
589
- else
590
- battle.rng.next() < Gen12.percent(25);
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
591
613
 
592
- if (paralyzed) {
593
- if (!volatiles.Rage) volatiles.state = 0;
594
- volatiles.Bide = false;
595
- volatiles.Thrashing = false;
596
- volatiles.Charging = false;
597
- volatiles.Binding = false;
598
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
599
- try log.cant(ident, .Paralysis);
600
- return .done;
601
- }
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
615
+ if (!volatiles.Rage) volatiles.state = 0;
616
+ volatiles.Bide = false;
617
+ volatiles.Thrashing = false;
618
+ volatiles.Charging = false;
619
+ volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
621
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
+ try log.cant(.{ ident, .Paralysis });
623
+ return .done;
602
624
  }
603
625
 
604
626
  if (volatiles.Bide) {
605
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
606
628
 
607
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
608
637
 
609
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
610
644
 
611
- volatiles.attacks -= 1;
612
645
  if (volatiles.attacks != 0) {
613
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
614
647
  return .done;
615
648
  }
616
649
 
617
650
  volatiles.Bide = false;
618
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
619
652
 
620
653
  battle.last_damage = volatiles.state *% 2;
621
654
  volatiles.state = 0;
622
655
 
623
656
  if (battle.last_damage == 0) {
624
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
625
658
  return .done;
626
659
  }
627
660
 
628
661
  const sub = showdown and foe.active.volatiles.Substitute;
629
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
630
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
631
664
 
632
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
633
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
634
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
635
668
  if (showdown) {
636
669
  residual.* = false;
637
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
638
671
  }
639
672
 
640
673
  return .done;
641
674
  }
642
675
 
643
676
  if (volatiles.Thrashing) {
644
- assert(volatiles.attacks > 0);
645
- assert(from != null);
646
- volatiles.attacks -= 1;
647
- if (!showdown and handleThrashing(battle, active)) {
648
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
681
+ }
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
649
686
  }
650
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
651
- if (showdown and handleThrashing(battle, active)) {
652
- try log.start(battle.active(player), .ConfusionSilent);
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
653
695
  }
654
696
  return .skip_can;
655
697
  }
656
698
 
657
699
  if (volatiles.Binding) {
658
- assert(volatiles.attacks > 0);
659
- volatiles.attacks -= 1;
660
- try log.move(
661
- battle.active(player),
662
- side.last_selected_move,
663
- battle.active(player.foe()),
664
- side.last_selected_move,
665
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
666
708
  if (showdown or battle.last_damage != 0) {
667
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
668
714
  }
669
715
  return .done;
670
716
  }
@@ -678,56 +724,57 @@ fn canMove(
678
724
  mslot: u4,
679
725
  auto: bool,
680
726
  skip_pp: bool,
681
- from: ?Move,
727
+ from: Move,
682
728
  residual: *bool,
683
- log: anytype,
729
+ options: anytype,
684
730
  ) !bool {
685
731
  var side = battle.side(player);
686
732
  const player_ident = battle.active(player);
687
733
  const move = Move.get(side.last_selected_move);
688
734
 
689
- const foe_last = battle.foe(player).last_used_move;
690
- const special = from != null and (from.? == .Metronome and
691
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
692
-
693
- var skip = skip_pp;
694
735
  if (side.active.volatiles.Charging) {
695
736
  side.active.volatiles.Charging = false;
696
737
  side.active.volatiles.Invulnerable = false;
697
738
  } else if (move.effect == .Charge) {
698
- try log.move(player_ident, side.last_selected_move, .{}, from);
699
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
700
742
  return false;
701
743
  }
702
744
 
703
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
704
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
705
747
 
706
748
  const target = if (move.target == .Self) player else player.foe();
707
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
708
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
709
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
710
- // meaning sometimes we lose this information. from is still set because it not being null is
711
- // relevant for control flow, but we don't have anything useful to put in the log. This is
712
- // regrettable, but this information is more "nice to have" than required
713
- const f = if (from != null and from.? == .None) null else from;
714
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
715
751
 
716
752
  if (move.effect.onBegin()) {
717
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
718
754
  return false;
719
755
  }
720
756
 
721
757
  if (move.effect == .Thrashing) {
722
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
723
759
  } else if (!showdown and move.effect == .Binding) {
724
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
725
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
726
762
  }
727
763
 
728
764
  return true;
729
765
  }
730
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
731
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
732
779
  if (side.last_selected_move == .Struggle) return;
733
780
 
@@ -737,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
737
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
738
785
  if (volatiles.Bide) return;
739
786
 
740
- assert(active.move(mslot).pp > 0 or auto);
741
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
742
790
  if (volatiles.Transform) return;
743
791
 
744
- assert(side.stored().move(mslot).pp > 0 or auto);
745
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
746
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
747
796
  }
748
797
 
@@ -750,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
750
799
  var active = &side.active;
751
800
  const volatiles = &active.volatiles;
752
801
 
753
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
754
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
755
804
  if (showdown and volatiles.Transform) return;
756
805
 
757
806
  assert(mslot > 0 and mslot <= 4);
758
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
759
808
  }
760
809
 
761
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -763,10 +812,12 @@ fn doMove(
763
812
  battle: anytype,
764
813
  player: Player,
765
814
  mslot: u4,
815
+ rewrap: bool,
766
816
  auto: bool,
767
817
  residual: *bool,
768
- log: anytype,
818
+ options: anytype,
769
819
  ) !?Result {
820
+ var log = options.log;
770
821
  var side = battle.side(player);
771
822
  const foe = battle.foe(player);
772
823
 
@@ -781,23 +832,27 @@ fn doMove(
781
832
  var hits: u4 = 1;
782
833
  var effectiveness = Effectiveness.neutral;
783
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
784
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
785
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
786
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
787
841
  }
788
842
 
789
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
790
844
  // calling moveHit early covers most of that but we also need to check type immunity first
791
845
  var miss = showdown and miss: {
792
846
  immune = move.target != .Self and !status and !counter and
793
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
794
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
795
849
  if (immune and move.effect != .Binding) break :miss true;
796
850
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
797
851
  battle.last_damage = 0;
798
852
  break :miss true;
799
853
  }
800
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
801
856
  };
802
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
803
858
 
@@ -805,16 +860,16 @@ fn doMove(
805
860
  const skip = status or immune;
806
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
807
862
  if (showdown and move.effect.isMulti()) {
808
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
809
864
  hits = side.active.volatiles.attacks;
810
865
  late = false;
811
866
  }
812
867
 
813
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
814
869
  const check = !showdown or (!counter and move.effect != .OHKO);
815
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
816
871
 
817
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
818
873
 
819
874
  battle.last_damage = 0;
820
875
 
@@ -836,17 +891,15 @@ fn doMove(
836
891
  effectiveness = adjustDamage(battle, player);
837
892
  immune = effectiveness == 0;
838
893
  }
839
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
840
895
  }
841
896
  }
842
897
 
843
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
844
- if (showdown and skip) battle.last_damage = 0;
845
-
898
+ const zero = battle.last_damage == 0;
846
899
  miss = if (showdown or skip)
847
900
  miss
848
901
  else
849
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
850
903
 
851
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
852
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -854,11 +907,11 @@ fn doMove(
854
907
 
855
908
  if (!showdown or !miss) {
856
909
  if (move.effect == .MirrorMove) {
857
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
858
911
  } else if (move.effect == .Metronome) {
859
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
860
913
  } else if (move.effect.onEnd()) {
861
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
862
915
  return null;
863
916
  }
864
917
  }
@@ -870,36 +923,41 @@ fn doMove(
870
923
  ohko = (!showdown or (!immune and !invulnerable)) and
871
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
872
925
  if (ohko) {
873
- try log.immune(foe_ident, .OHKO);
874
- } else if (immune and !invulnerable) {
875
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
876
929
  } else if (mist) {
877
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
878
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
879
932
  } else {
880
- try log.lastmiss();
881
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
882
936
  }
883
937
  if (move.effect == .JumpKick) {
884
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
885
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
886
940
  battle.last_damage = 1;
887
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
888
942
  if (showdown and side.stored().hp == 0) residual.* = false;
889
943
  } else if (move.effect == .Explode) {
890
944
  try Effects.explode(battle, player);
891
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
892
946
  } else if (showdown and move.effect == .Disable) {
893
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
894
950
  }
895
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
896
954
  }
897
955
 
898
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
899
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
900
958
  // it up above before damage calculation).
901
959
  if (!showdown and move.effect.isMulti()) {
902
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
903
961
  hits = side.active.volatiles.attacks;
904
962
  }
905
963
 
@@ -910,18 +968,20 @@ fn doMove(
910
968
  var hit: u4 = 0;
911
969
  while (hit < hits) {
912
970
  if (hit == 0) {
913
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
914
972
  if (effectiveness > Effectiveness.neutral) {
915
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
916
974
  } else if (effectiveness < Effectiveness.neutral) {
917
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
918
976
  }
919
977
  }
920
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
921
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
922
980
  hit += 1;
923
981
  if (foe.stored().hp == 0) break;
924
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
925
985
  // If the substitute breaks during a multi-hit attack, the attack ends
926
986
  if (nullified) break;
927
987
  }
@@ -931,17 +991,23 @@ fn doMove(
931
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
932
992
  side.active.volatiles.attacks = 0;
933
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
934
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
935
995
  }
936
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
937
997
  } else if (showdown) {
938
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
939
999
  if (move.effect == .Binding) {
940
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
941
1001
  if (immune) {
942
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
943
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
944
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
945
1011
  return null;
946
1012
  }
947
1013
  }
@@ -954,12 +1020,12 @@ fn doMove(
954
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
955
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
956
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
957
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
958
1024
 
959
1025
  if (foe.stored().hp == 0) return null;
960
1026
 
961
1027
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
962
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
963
1029
 
964
1030
  if (!move.effect.isSpecial()) {
965
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -970,30 +1036,29 @@ fn doMove(
970
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
971
1037
  // puts the |-status| message before |-hitcount| instead of after.
972
1038
  if (move.effect == .Twineedle) {
973
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
974
1040
  } else if (move.effect == .Disable) {
975
- const result = try Effects.disable(battle, player, move, log);
976
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
977
1043
  return result;
978
1044
  } else {
979
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
980
1046
  }
981
1047
  }
982
1048
 
983
1049
  return null;
984
1050
  }
985
1051
 
986
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
987
1053
  const side = battle.side(player);
988
1054
 
989
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
990
- var chance = @as(u16, Species.chance(side.stored().species));
991
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
992
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
993
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
994
1060
 
995
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
996
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
997
1062
  }
998
1063
 
999
1064
  fn calcDamage(
@@ -1045,9 +1110,9 @@ fn calcDamage(
1045
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1046
1111
  }
1047
1112
 
1048
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1049
1114
 
1050
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1051
1116
 
1052
1117
  if (def == 0) return false;
1053
1118
 
@@ -1059,7 +1124,7 @@ fn calcDamage(
1059
1124
  d = @min(997, d);
1060
1125
  d += 2;
1061
1126
 
1062
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1063
1128
 
1064
1129
  return true;
1065
1130
  }
@@ -1073,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1073
1138
  var d = battle.last_damage;
1074
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1075
1140
 
1076
- const neutral = @enumToInt(Effectiveness.Neutral);
1077
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1078
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1079
1144
 
1080
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1081
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1095,26 +1160,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1095
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1096
1161
  }
1097
1162
 
1098
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1099
1164
  if (battle.last_damage <= 1) return;
1100
-
1101
- const random = if (showdown)
1102
- battle.rng.range(u8, 217, 256)
1103
- else loop: {
1104
- while (true) {
1105
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1106
- if (r >= 217) break :loop r;
1107
- }
1108
- };
1109
-
1110
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1111
1169
  }
1112
1170
 
1113
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1114
1172
  const side = battle.side(player);
1115
1173
  const foe = battle.foe(player);
1116
1174
 
1117
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1118
1177
 
1119
1178
  battle.last_damage = switch (side.last_selected_move) {
1120
1179
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1123,17 +1182,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1123
1182
  .DragonRage => 40,
1124
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1125
1184
  .Psywave => power: {
1126
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1127
- if (showdown) {
1128
- break :power battle.rng.range(u8, 0, max);
1129
- } else {
1130
- // GLITCH: Psywave infinite glitch loop
1131
- if (max <= 1) return Result.Error;
1132
- while (true) {
1133
- const r = battle.rng.next();
1134
- if (r < max) break :power r;
1135
- }
1136
- }
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1186
+ // GLITCH: Psywave infinite glitch loop
1187
+ if (!showdown and max <= 1) return Result.Error;
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1137
1189
  },
1138
1190
  else => unreachable,
1139
1191
  };
@@ -1141,57 +1193,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1141
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1142
1194
 
1143
1195
  const sub = showdown and foe.active.volatiles.Substitute;
1144
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1145
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1146
1198
 
1147
1199
  return null;
1148
1200
  }
1149
1201
 
1150
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1151
1203
  const foe = battle.foe(player);
1152
1204
 
1153
1205
  if (battle.last_damage == 0) {
1154
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1155
1207
  return null;
1156
1208
  }
1157
1209
 
1158
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1159
- const foe_last_used_move =
1160
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1161
1211
  const foe_last_selected_move =
1162
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1163
- .Counter
1213
+ .Splash
1164
1214
  else
1165
1215
  foe.last_selected_move);
1166
1216
 
1167
- const used = foe_last_used_move.bp > 0 and
1168
- foe.last_used_move != .Counter and
1169
- (foe_last_used_move.type == .Normal or
1170
- foe_last_used_move.type == .Fighting);
1171
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1172
1218
  const selected = foe_last_selected_move.bp > 0 and
1173
1219
  foe.last_selected_move != .Counter and
1174
1220
  (foe_last_selected_move.type == .Normal or
1175
1221
  foe_last_selected_move.type == .Fighting);
1176
1222
 
1177
1223
  if (!used and !selected) {
1178
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1179
1225
  return null;
1180
1226
  }
1181
1227
 
1182
1228
  if (!used or !selected) {
1183
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1184
1230
  if (!showdown) return Result.Error;
1185
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1186
1232
  return null;
1187
1233
  }
1188
1234
 
1189
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1190
1236
 
1191
1237
  // Pokémon Showdown calls checkHit before Counter
1192
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1193
1240
 
1194
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1195
1244
  return null;
1196
1245
  }
1197
1246
 
@@ -1200,7 +1249,7 @@ fn applyDamage(
1200
1249
  target_player: Player,
1201
1250
  sub_player: Player,
1202
1251
  reason: Damage,
1203
- log: anytype,
1252
+ options: anytype,
1204
1253
  ) !bool {
1205
1254
  assert(showdown or battle.last_damage != 0);
1206
1255
 
@@ -1215,19 +1264,20 @@ fn applyDamage(
1215
1264
  subbed.active.volatiles.substitute = 0;
1216
1265
  subbed.active.volatiles.Substitute = false;
1217
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1218
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1219
1269
  return true;
1220
1270
  } else {
1221
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1222
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1223
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1224
1274
  return false;
1225
1275
  }
1226
1276
  }
1227
1277
 
1228
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1229
1279
  target.stored().hp -= battle.last_damage;
1230
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1231
1281
  return false;
1232
1282
  }
1233
1283
 
@@ -1235,73 +1285,78 @@ fn mirrorMove(
1235
1285
  battle: anytype,
1236
1286
  player: Player,
1237
1287
  mslot: u4,
1288
+ rewrap: bool,
1238
1289
  auto: bool,
1239
1290
  residual: *bool,
1240
- log: anytype,
1241
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1242
1293
  var side = battle.side(player);
1243
1294
  const foe = battle.foe(player);
1244
1295
 
1245
1296
  side.last_selected_move = foe.last_used_move;
1246
1297
 
1247
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1248
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1249
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1250
1303
  }
1251
1304
 
1252
- incrementPP(side, mslot);
1253
-
1254
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1255
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1256
1309
  }
1257
1310
 
1258
1311
  fn metronome(
1259
1312
  battle: anytype,
1260
1313
  player: Player,
1261
1314
  mslot: u4,
1315
+ rewrap: bool,
1262
1316
  auto: bool,
1263
1317
  residual: *bool,
1264
- log: anytype,
1265
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1266
1320
  var side = battle.side(player);
1267
1321
 
1268
- side.last_selected_move = if (showdown) blk: {
1269
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1270
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1271
- break :blk @intToEnum(Move, r + mod);
1272
- } else loop: {
1273
- while (true) {
1274
- const r = battle.rng.next();
1275
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1276
- if (r >= @enumToInt(Move.Struggle)) continue;
1277
- break :loop @intToEnum(Move, r);
1278
- }
1279
- };
1280
-
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1281
1323
  incrementPP(side, mslot);
1282
1324
 
1283
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1284
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1285
1329
  }
1286
1330
 
1287
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1288
1332
  var immune = false;
1289
1333
  var mist = false;
1290
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1291
1337
  assert(!immune);
1292
1338
  if (mist) {
1293
1339
  assert(!showdown);
1294
1340
  const foe_ident = battle.active(player.foe());
1295
- try log.activate(foe_ident, .Mist);
1296
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1297
1343
  } else {
1298
- try log.lastmiss();
1299
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1300
1347
  }
1348
+
1301
1349
  return false;
1302
1350
  }
1303
1351
 
1304
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1305
1360
  var side = battle.side(player);
1306
1361
  const foe = battle.foe(player);
1307
1362
 
@@ -1340,10 +1395,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1340
1395
  const overwritten = overwrite and state > 0;
1341
1396
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1342
1397
 
1343
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1344
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1345
1400
  accuracy = accuracy * boost[0] / boost[1];
1346
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1347
1402
  accuracy = accuracy * boost[0] / boost[1];
1348
1403
  accuracy = @min(255, @max(1, accuracy));
1349
1404
 
@@ -1352,10 +1407,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1352
1407
  if (overwrite) side.active.volatiles.state = accuracy;
1353
1408
 
1354
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1355
- break :miss if (showdown)
1356
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1357
- else
1358
- battle.rng.next() >= accuracy;
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1359
1411
  };
1360
1412
 
1361
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1365,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1365
1417
  }
1366
1418
 
1367
1419
  if (!miss) return true;
1368
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1369
1421
  side.active.volatiles.Binding = false;
1370
1422
  return false;
1371
1423
  }
@@ -1373,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1373
1425
  fn checkFaint(
1374
1426
  battle: anytype,
1375
1427
  player: Player,
1376
- log: anytype,
1377
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1378
1430
  const side = battle.side(player);
1379
1431
  if (side.stored().hp > 0) return null;
1380
1432
 
@@ -1382,33 +1434,32 @@ fn checkFaint(
1382
1434
  const foe_fainted = foe.stored().hp == 0;
1383
1435
 
1384
1436
  const player_out = findFirstAlive(side) == 0;
1385
- const foe_out = findFirstAlive(foe) == 0;
1386
- const tie = player_out and foe_out;
1387
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1388
1439
 
1389
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1390
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1391
1442
 
1392
1443
  assert(!side.active.volatiles.MultiHit);
1393
1444
  assert(!foe.active.volatiles.MultiHit);
1394
1445
 
1395
- if (tie) {
1396
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1397
1448
  return Result.Tie;
1398
1449
  } else if (player_out) {
1399
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1400
1451
  return if (player == .P1) Result.Lose else Result.Win;
1401
1452
  } else if (foe_out) {
1402
- try log.win(player);
1453
+ try options.log.win(.{player});
1403
1454
  return if (player == .P1) Result.Win else Result.Lose;
1404
1455
  }
1405
1456
 
1406
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1407
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1408
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1409
1460
  }
1410
1461
 
1411
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1412
1463
  var side = battle.side(player);
1413
1464
  var foe = battle.foe(player);
1414
1465
  assert(side.stored().hp == 0);
@@ -1441,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1441
1492
  side.stored().stats.spe;
1442
1493
  }
1443
1494
 
1444
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1445
1497
  return null;
1446
1498
  }
1447
1499
 
1448
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1449
1501
  var side = battle.side(player);
1450
1502
  var stored = side.stored();
1451
1503
  const ident = battle.active(player);
1452
1504
  var volatiles = &side.active.volatiles;
1453
1505
 
1454
1506
  const brn = Status.is(stored.status, .BRN);
1455
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1456
1508
  var damage = @max(stored.stats.hp / 16, 1);
1457
-
1458
1509
  if (volatiles.Toxic) {
1459
1510
  volatiles.toxic += 1;
1460
1511
  damage *= volatiles.toxic;
1461
1512
  }
1513
+ damage = @min(damage, stored.hp);
1462
1514
 
1463
- const amount = @min(damage, stored.hp);
1464
- if (showdown and amount == 0) break :blk;
1465
-
1466
- stored.hp -= amount;
1467
-
1468
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1469
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1470
1520
  }
1471
1521
 
1472
1522
  if (volatiles.LeechSeed) {
@@ -1490,47 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1490
1540
  const amount = @min(damage, stored.hp);
1491
1541
  stored.hp -= amount;
1492
1542
 
1493
- // As above, Pokémon Showdown uses damageOf but its not relevant
1494
- if (amount > 0) {
1495
- try log.damage(ident, stored, .LeechSeed);
1496
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1497
- if (showdown) battle.last_damage = damage;
1498
- }
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1499
1545
 
1500
1546
  const before = foe_stored.hp;
1501
1547
  // Uncapped damage is added back to the foe
1502
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1503
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1504
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1505
1551
  }
1506
1552
  }
1507
1553
 
1508
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1509
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1510
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1511
1557
 
1512
- if (showdown and options.ebc and checkEBC(battle)) {
1513
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1514
1562
  return Result.Tie;
1515
1563
  }
1516
1564
 
1517
- battle.turn += 1;
1518
-
1519
1565
  if (showdown and battle.turn >= 1000) {
1520
- try log.tie();
1566
+ try options.log.tie(.{});
1521
1567
  return Result.Tie;
1522
1568
  } else if (battle.turn >= 65535) {
1523
1569
  return Result.Error;
1524
1570
  }
1525
1571
 
1526
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1527
1573
 
1528
1574
  return Result.Default;
1529
1575
  }
1530
1576
 
1531
1577
  fn checkEBC(battle: anytype) bool {
1532
1578
  for (battle.sides, 0..) |side, i| {
1533
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1534
1580
 
1535
1581
  var foe_all_ghosts = true;
1536
1582
  var foe_all_transform = true;
@@ -1582,105 +1628,135 @@ fn checkEBC(battle: anytype) bool {
1582
1628
  return false;
1583
1629
  }
1584
1630
 
1585
- inline fn onBegin(
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1633
+ // A Pokémon that transforms after being disabled may end up with less move slots
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1635
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1636
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1637
+ m
1638
+ else
1639
+ side.last_selected_move;
1640
+ if (m != .None and m == last) {
1641
+ side.active.volatiles.Charging = false;
1642
+ try options.log.cant(.{ ident, .Disable, last });
1643
+ return true;
1644
+ }
1645
+ }
1646
+ return false;
1647
+ }
1648
+
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1650
+ const side = battle.side(who);
1651
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1653
+ }
1654
+ }
1655
+
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1657
+ var volatiles = &active.volatiles;
1658
+ assert(volatiles.Thrashing);
1659
+ if (volatiles.attacks > 0) return false;
1660
+
1661
+ volatiles.Thrashing = false;
1662
+ volatiles.Confusion = true;
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1664
+ return true;
1665
+ }
1666
+
1667
+ fn onBegin(
1586
1668
  battle: anytype,
1587
1669
  player: Player,
1588
1670
  move: Move.Data,
1589
1671
  mslot: u8,
1590
1672
  residual: *bool,
1591
- log: anytype,
1673
+ options: anytype,
1592
1674
  ) !void {
1593
- assert(move.effect.onBegin());
1594
1675
  return switch (move.effect) {
1595
- .Confusion => Effects.confusion(battle, player, move, log),
1596
- .Conversion => Effects.conversion(battle, player, log),
1597
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1598
- .Haze => Effects.haze(battle, player, log),
1599
- .Heal => Effects.heal(battle, player, log),
1600
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1601
- .LightScreen => Effects.lightScreen(battle, player, log),
1602
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1603
- .Mist => Effects.mist(battle, player, log),
1604
- .Paralyze => Effects.paralyze(battle, player, move, log),
1605
- .Poison => Effects.poison(battle, player, move, log),
1606
- .Reflect => Effects.reflect(battle, player, log),
1607
- .Splash => Effects.splash(battle, player, log),
1608
- .Substitute => Effects.substitute(battle, player, residual, log),
1609
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1610
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1611
1692
  else => unreachable,
1612
1693
  };
1613
1694
  }
1614
1695
 
1615
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1616
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1617
1697
  return switch (move.effect) {
1618
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1619
1699
  // zig fmt: off
1620
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1621
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1622
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1623
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1624
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1625
1705
  // zig fmt: on
1626
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1627
1707
  else => unreachable,
1628
1708
  };
1629
1709
  }
1630
1710
 
1631
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1632
1712
  battle: anytype,
1633
1713
  player: Player,
1634
1714
  move: Move.Data,
1635
1715
  residual: *bool,
1636
- log: anytype,
1716
+ options: anytype,
1637
1717
  ) !void {
1638
- assert(move.effect.alwaysHappens());
1639
1718
  return switch (move.effect) {
1640
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1641
1720
  .Explode => Effects.explode(battle, player),
1642
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1643
1722
  .Rage => Effects.rage(battle, player),
1644
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1645
1724
  .JumpKick, .Binding => {},
1646
1725
  else => unreachable,
1647
1726
  };
1648
1727
  }
1649
1728
 
1650
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1651
1730
  return switch (move.effect) {
1652
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1653
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1654
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1655
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1656
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1657
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1658
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1659
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1660
1739
  // zig fmt: off
1661
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1662
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1663
1742
  // zig fmt: on
1664
1743
  else => {},
1665
1744
  };
1666
1745
  }
1667
1746
 
1668
1747
  pub const Effects = struct {
1669
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1670
1749
  var side = battle.side(player);
1671
1750
 
1672
1751
  side.active.volatiles.Bide = true;
1673
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1674
1753
  side.active.volatiles.state = 0;
1675
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1676
- battle.rng.range(u4, 2, 4)
1677
- else
1678
- (battle.rng.next() & 1) + 2);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1679
1755
 
1680
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1681
1757
  }
1682
1758
 
1683
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1760
  var foe = battle.foe(player);
1685
1761
  var foe_stored = foe.stored();
1686
1762
 
@@ -1691,96 +1767,92 @@ pub const Effects = struct {
1691
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1692
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1693
1769
  assert(move.type == .Fire);
1694
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1695
1775
  foe_stored.status = 0;
1696
1776
  }
1697
1777
  return;
1698
1778
  }
1699
1779
 
1700
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1701
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1702
- else
1703
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1704
- Gen12.percent(10)
1705
- else
1706
- Gen12.percent(30));
1707
- if (!chance) return;
1780
+ if (foe.active.types.includes(move.type)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1708
1784
 
1709
1785
  foe_stored.status = Status.init(.BRN);
1710
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1711
1787
 
1712
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1713
1789
  }
1714
1790
 
1715
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1716
1792
  var side = battle.side(player);
1717
1793
  var volatiles = &side.active.volatiles;
1718
1794
 
1719
1795
  volatiles.Charging = true;
1720
1796
  const move = side.last_selected_move;
1721
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1722
- try log.laststill();
1723
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1724
1800
  }
1725
1801
 
1726
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1727
1803
  var foe = battle.foe(player);
1728
1804
  const sub = foe.active.volatiles.Substitute;
1729
1805
 
1730
1806
  if (move.effect == .ConfusionChance) {
1731
- const chance = if (showdown)
1732
- battle.rng.chance(u8, 25, 256)
1733
- else
1734
- battle.rng.next() < Gen12.percent(10);
1735
- if (!chance) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1736
1808
  } else {
1737
1809
  if (showdown) {
1738
- if (!try checkHit(battle, player, move, log)) {
1739
- return;
1740
- } else if (sub) {
1741
- return log.fail(battle.active(player.foe()), .None);
1742
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1743
1812
  } else {
1744
- if (sub) {
1745
- return log.fail(battle.active(player.foe()), .None);
1746
- } else if (!try checkHit(battle, player, move, log)) {
1747
- return;
1748
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1749
1815
  }
1816
+ try options.chance.commit(player, .hit);
1750
1817
  }
1751
1818
 
1752
1819
  if (foe.active.volatiles.Confusion) return;
1753
1820
  foe.active.volatiles.Confusion = true;
1754
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1755
- battle.rng.range(u8, 2, 6)
1756
- else
1757
- (battle.rng.next() & 3) + 2);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1758
1822
 
1759
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1760
1824
  }
1761
1825
 
1762
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1763
1827
  const foe = battle.foe(player);
1764
1828
 
1765
1829
  if (foe.active.volatiles.Invulnerable) {
1766
- try log.lastmiss();
1767
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1768
1832
  }
1769
1833
 
1770
1834
  battle.side(player).active.types = foe.active.types;
1771
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1772
1841
  }
1773
1842
 
1774
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1775
1844
  var foe = battle.foe(player);
1776
1845
  var volatiles = &foe.active.volatiles;
1777
1846
  const foe_ident = battle.active(player.foe());
1778
1847
 
1779
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1780
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1781
1853
 
1782
- if (volatiles.disabled_move != 0) {
1783
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1784
1856
  return null;
1785
1857
  }
1786
1858
 
@@ -1796,7 +1868,7 @@ pub const Effects = struct {
1796
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1797
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1798
1870
  if (n == 0) {
1799
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1800
1872
  return null;
1801
1873
  } else if (err) {
1802
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1804,19 +1876,18 @@ pub const Effects = struct {
1804
1876
  return Result.Error;
1805
1877
  }
1806
1878
 
1807
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1808
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1809
- battle.rng.range(u8, 1, 9)
1810
- else
1811
- (battle.rng.next() & 7) + 1);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1812
1882
 
1813
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1814
1885
  return null;
1815
1886
  }
1816
1887
 
1817
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1818
- var side = battle.side(player);
1819
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1820
1891
 
1821
1892
  if (battle.last_damage == 0) {
1822
1893
  assert(showdown);
@@ -1829,7 +1900,7 @@ pub const Effects = struct {
1829
1900
  if (stored.hp == stored.stats.hp) return;
1830
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1831
1902
 
1832
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1833
1904
  }
1834
1905
 
1835
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1843,34 +1914,28 @@ pub const Effects = struct {
1843
1914
  side.active.volatiles.LeechSeed = false;
1844
1915
  }
1845
1916
 
1846
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1847
1918
  var volatiles = &battle.foe(player).active.volatiles;
1848
1919
 
1849
1920
  if (volatiles.Substitute) return;
1850
-
1851
- const chance = if (showdown)
1852
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1853
- else
1854
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1855
- Gen12.percent(10)
1856
- else
1857
- Gen12.percent(30));
1858
- if (!chance) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1859
1924
 
1860
1925
  volatiles.Flinch = true;
1861
1926
  volatiles.Recharging = false;
1862
1927
  }
1863
1928
 
1864
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1865
1930
  var side = battle.side(player);
1866
1931
 
1867
1932
  if (side.active.volatiles.FocusEnergy) return;
1868
1933
  side.active.volatiles.FocusEnergy = true;
1869
1934
 
1870
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1871
1936
  }
1872
1937
 
1873
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1874
1939
  var foe = battle.foe(player);
1875
1940
  var foe_stored = foe.stored();
1876
1941
  const foe_ident = battle.active(player.foe());
@@ -1881,26 +1946,23 @@ pub const Effects = struct {
1881
1946
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1882
1947
  }
1883
1948
 
1884
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1885
- battle.rng.chance(u8, 26, 256)
1886
- else
1887
- battle.rng.next() < 1 + Gen12.percent(10);
1888
- if (!chance) return;
1889
-
1949
+ if (foe.active.types.includes(move.type)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1890
1951
  // Freeze Clause Mod
1891
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1892
1953
 
1893
1954
  foe_stored.status = Status.init(.FRZ);
1894
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1895
1956
 
1896
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1897
1958
  }
1898
1959
 
1899
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1900
1962
  var side = battle.side(player);
1901
1963
  var foe = battle.foe(player);
1902
1964
 
1903
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1904
1966
  var foe_stored = foe.stored();
1905
1967
 
1906
1968
  const player_ident = battle.active(player);
@@ -1912,96 +1974,100 @@ pub const Effects = struct {
1912
1974
  side.active.stats = side_stored.stats;
1913
1975
  foe.active.stats = foe_stored.stats;
1914
1976
 
1915
- try log.activate(player_ident, .Haze);
1916
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1917
1979
 
1918
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1919
1981
  if (showdown) {
1920
1982
  for (&battle.sides, 0..) |*s, i| {
1921
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1922
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1923
1985
  if (p != player and Status.any(s.stored().status)) {
1924
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1925
1987
  s.stored().status = 0;
1926
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1927
1989
  s.stored().status = Status.init(.PSN);
1928
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1929
1991
  }
1930
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1931
1993
  }
1932
1994
  } else {
1933
1995
  if (Status.any(foe_stored.status)) {
1934
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1935
1997
  foe.last_selected_move = .SKIP_TURN;
1936
1998
  }
1937
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1938
2000
  foe_stored.status = 0;
1939
2001
  }
1940
- try clearVolatiles(battle, player, log);
1941
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1942
2004
  }
1943
2005
  }
1944
2006
 
1945
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1946
2008
  var side = battle.side(player);
1947
2009
  var stored = side.stored();
1948
2010
  const ident = battle.active(player);
1949
2011
 
1950
2012
  // GLITCH: HP recovery move failure glitches
1951
2013
  const delta = stored.stats.hp - stored.hp;
1952
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1953
2017
 
1954
2018
  const rest = side.last_selected_move == .Rest;
1955
2019
  if (rest) {
1956
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1957
2021
  if (showdown) battle.rng.advance(1);
1958
2022
  stored.status = Status.slf(2);
1959
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1960
2024
  stored.hp = stored.stats.hp;
1961
2025
  } else {
1962
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1963
2027
  }
1964
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1965
2029
  }
1966
2030
 
1967
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1968
2032
  battle.side(player).active.volatiles.Recharging = true;
1969
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1970
2034
  }
1971
2035
 
1972
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1973
2037
  var foe = battle.foe(player);
1974
2038
 
1975
2039
  if (showdown) {
1976
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1977
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1978
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1979
2043
  }
1980
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1981
2045
  if (foe.active.volatiles.LeechSeed) return;
1982
2046
  } else {
1983
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1984
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1985
- try log.lastmiss();
1986
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1987
2051
  }
1988
2052
  }
1989
2053
 
2054
+ try options.chance.commit(player, .hit);
1990
2055
  foe.active.volatiles.LeechSeed = true;
1991
2056
 
1992
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1993
2058
  }
1994
2059
 
1995
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1996
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1997
2063
 
1998
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1999
2065
  side.active.volatiles.LightScreen = true;
2000
2066
 
2001
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
2002
2068
  }
2003
2069
 
2004
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2005
2071
  var side = battle.side(player);
2006
2072
  var foe = battle.foe(player);
2007
2073
 
@@ -2017,45 +2083,51 @@ pub const Effects = struct {
2017
2083
  const has_mimic = has_mimic: {
2018
2084
  for (side.active.moves, 0..) |m, i| {
2019
2085
  if (m.id == .Mimic) {
2020
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
2021
2087
  break :has_mimic true;
2022
2088
  }
2023
2089
  }
2024
2090
  break :has_mimic false;
2025
2091
  };
2026
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2027
- // trigger |-miss| instead of |-fail|
2028
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2029
- return try log.fail(battle.active(player.foe()), .None);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2030
2097
  }
2031
2098
  }
2032
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
2033
2101
 
2034
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2035
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
2036
2104
 
2037
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2038
2106
  }
2039
2107
 
2040
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2041
2109
  var side = battle.side(player);
2042
2110
 
2043
2111
  if (side.active.volatiles.Mist) return;
2044
2112
  side.active.volatiles.Mist = true;
2045
2113
 
2046
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2047
2115
  }
2048
2116
 
2049
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2050
2118
  var side = battle.side(player);
2051
2119
 
2052
2120
  assert(!side.active.volatiles.MultiHit);
2053
2121
  side.active.volatiles.MultiHit = true;
2054
2122
 
2055
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2056
2127
  }
2057
2128
 
2058
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2059
2131
  var foe = battle.foe(player);
2060
2132
  var foe_stored = foe.stored();
2061
2133
  const foe_ident = battle.active(player.foe());
@@ -2065,27 +2137,29 @@ pub const Effects = struct {
2065
2137
 
2066
2138
  if (showdown) {
2067
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2068
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2069
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2070
2143
  }
2071
2144
  if (Status.any(foe_stored.status)) {
2072
- return log.fail(
2145
+ return log.fail(.{
2073
2146
  foe_ident,
2074
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2075
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2076
2149
  }
2077
2150
  if (!showdown) {
2078
- if (immune) return log.immune(foe_ident, .None);
2079
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2080
2153
  }
2154
+ try options.chance.commit(player, .hit);
2081
2155
 
2082
2156
  foe_stored.status = Status.init(.PAR);
2083
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2084
2158
 
2085
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2086
2160
  }
2087
2161
 
2088
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2089
2163
  var foe = battle.foe(player);
2090
2164
  var foe_stored = foe.stored();
2091
2165
 
@@ -2096,65 +2170,60 @@ pub const Effects = struct {
2096
2170
  }
2097
2171
 
2098
2172
  // Body Slam can't paralyze a Normal type Pokémon
2099
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2100
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2101
- else
2102
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2103
- Gen12.percent(10)
2104
- else
2105
- Gen12.percent(30));
2106
- if (!chance) return;
2173
+ if (foe.active.types.includes(move.type)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2107
2177
 
2108
2178
  foe_stored.status = Status.init(.PAR);
2109
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2110
2180
 
2111
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2112
2182
  }
2113
2183
 
2114
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2115
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2116
2188
  }
2117
2189
 
2118
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2119
2192
  var foe = battle.foe(player);
2120
2193
  var foe_stored = foe.stored();
2121
2194
  const foe_ident = battle.active(player.foe());
2122
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2123
2196
 
2124
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2125
2198
  return;
2126
2199
  } else if (foe.active.volatiles.Substitute) {
2127
2200
  if (move.effect != .Poison) return;
2128
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2129
2202
  } else if (Status.any(foe_stored.status)) {
2130
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2131
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2132
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2133
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2134
2207
  if (!showdown)
2135
- .Poison
2208
+ Fail.Poison
2136
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2137
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2138
2211
  else
2139
- .None
2212
+ Fail.None
2140
2213
  else
2141
- .None);
2214
+ Fail.None });
2142
2215
  } else if (foe.active.types.includes(.Poison)) {
2143
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2144
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2145
2218
  }
2146
2219
 
2147
2220
  if (move.effect == .Poison) {
2148
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2149
2223
  } else {
2150
- const chance = if (showdown)
2151
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2152
- else
2153
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2154
- Gen12.percent(20)
2155
- else
2156
- Gen12.percent(40));
2157
- if (!chance) return;
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2158
2227
  }
2159
2228
 
2160
2229
  foe_stored.status = Status.init(.PSN);
@@ -2164,7 +2233,7 @@ pub const Effects = struct {
2164
2233
  foe.active.volatiles.toxic = 0;
2165
2234
  }
2166
2235
 
2167
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2168
2237
  }
2169
2238
 
2170
2239
  fn rage(battle: anytype, player: Player) !void {
@@ -2173,28 +2242,37 @@ pub const Effects = struct {
2173
2242
  volatiles.Rage = true;
2174
2243
  }
2175
2244
 
2176
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2177
2246
  var side = battle.side(player);
2178
2247
  var stored = side.stored();
2179
2248
 
2180
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2181
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2182
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2183
2255
 
2184
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2185
2262
  if (showdown and stored.hp == 0) residual.* = false;
2186
2263
  }
2187
2264
 
2188
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2189
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2190
2268
 
2191
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2192
2270
  side.active.volatiles.Reflect = true;
2193
2271
 
2194
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2195
2273
  }
2196
2274
 
2197
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2198
2276
  var foe = battle.foe(player);
2199
2277
  var foe_stored = foe.stored();
2200
2278
  const foe_ident = battle.active(player.foe());
@@ -2205,13 +2283,14 @@ pub const Effects = struct {
2205
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2206
2284
  } else {
2207
2285
  if (Status.any(foe_stored.status)) {
2208
- return log.fail(
2286
+ return options.log.fail(.{
2209
2287
  foe_ident,
2210
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2211
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2212
2290
  }
2213
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2214
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2215
2294
  }
2216
2295
 
2217
2296
  // Sleep Clause Mod
@@ -2222,75 +2301,68 @@ pub const Effects = struct {
2222
2301
  }
2223
2302
  foe.active.volatiles.Recharging = false;
2224
2303
 
2225
- const duration = @intCast(u3, if (showdown)
2226
- battle.rng.range(u8, 1, 8)
2227
- else loop: {
2228
- while (true) {
2229
- const r = battle.rng.next() & 7;
2230
- if (r != 0) break :loop r;
2231
- }
2232
- });
2233
-
2234
- foe_stored.status = Status.slp(duration);
2235
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2236
2307
  }
2237
2308
 
2238
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2239
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2240
2311
  }
2241
2312
 
2242
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2243
2314
  var side = battle.side(player);
2244
2315
  if (side.active.volatiles.Substitute) {
2245
- try log.fail(battle.active(player), .Substitute);
2246
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2247
2317
  }
2248
2318
 
2249
2319
  assert(side.stored().stats.hp <= 1023);
2250
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2251
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2252
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2253
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2254
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2255
2325
  // avoid having to convert to floating point)
2256
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2257
2327
  if (side.stored().hp < required_hp) {
2258
- try log.fail(battle.active(player), .Weak);
2259
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2260
2329
  }
2261
2330
 
2262
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2263
2332
  side.stored().hp -= hp;
2264
2333
  side.active.volatiles.substitute = hp + 1;
2265
2334
  side.active.volatiles.Substitute = true;
2266
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2267
2336
  if (hp > 0) {
2268
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2269
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2270
2339
  }
2271
2340
  }
2272
2341
 
2273
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2274
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2275
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2276
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2277
- _ = try checkHit(battle, player, move, log);
2278
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2279
2354
  }
2280
2355
 
2281
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2282
2357
  var volatiles = &battle.side(player).active.volatiles;
2283
2358
  assert(!volatiles.Thrashing);
2284
2359
  assert(!volatiles.Bide);
2285
2360
 
2286
2361
  volatiles.Thrashing = true;
2287
- volatiles.attacks = @intCast(u3, if (showdown)
2288
- battle.rng.range(u8, 2, 4)
2289
- else
2290
- (battle.rng.next() & 1) + 2);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2291
2363
  }
2292
2364
 
2293
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2294
2366
  var side = battle.side(player);
2295
2367
  const foe = battle.foe(player);
2296
2368
  const foe_ident = battle.active(player.foe());
@@ -2316,10 +2388,10 @@ pub const Effects = struct {
2316
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2317
2389
  }
2318
2390
 
2319
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2320
2392
  }
2321
2393
 
2322
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2323
2395
  var side = battle.side(player);
2324
2396
  var foe = battle.foe(player);
2325
2397
 
@@ -2327,12 +2399,16 @@ pub const Effects = struct {
2327
2399
  side.active.volatiles.Binding = true;
2328
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2329
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2330
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2331
2405
 
2332
- side.active.volatiles.attacks = distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2333
2408
  }
2334
2409
 
2335
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2336
2412
  var side = battle.side(player);
2337
2413
  const ident = battle.active(player);
2338
2414
 
@@ -2342,87 +2418,87 @@ pub const Effects = struct {
2342
2418
  switch (move.effect) {
2343
2419
  .AttackUp1, .AttackUp2, .Rage => {
2344
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2345
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2346
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2347
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2348
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2349
2425
  if (stats.atk == MAX_STAT_VALUE) {
2350
2426
  boosts.atk -= 1;
2351
2427
  if (showdown) {
2352
- try log.boost(ident, reason, n);
2353
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2354
2430
  if (move.effect == .Rage) return;
2355
2431
  }
2356
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2357
2433
  }
2358
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2359
- const stat = unmodifiedStats(battle, player).atk;
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2435
+ const stat = unmodifiedStats(battle, side).atk;
2360
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2361
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2362
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2363
2439
  if (showdown and move.effect == .Rage) return;
2364
2440
  },
2365
2441
  .DefenseUp1, .DefenseUp2 => {
2366
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2367
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2368
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2369
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2370
2446
  if (stats.def == MAX_STAT_VALUE) {
2371
2447
  boosts.def -= 1;
2372
2448
  if (showdown) {
2373
- try log.boost(ident, .Defense, n);
2374
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2375
2451
  }
2376
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2377
2453
  }
2378
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2379
- const stat = unmodifiedStats(battle, player).def;
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2455
+ const stat = unmodifiedStats(battle, side).def;
2380
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2381
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2382
2458
  },
2383
2459
  .SpeedUp2 => {
2384
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2385
- if (boosts.spe == 6) return try log.fail(ident, .None);
2386
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2387
2463
  if (stats.spe == MAX_STAT_VALUE) {
2388
2464
  boosts.spe -= 1;
2389
2465
  if (showdown) {
2390
- try log.boost(ident, .Speed, 2);
2391
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2392
2468
  }
2393
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2394
2470
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2396
- const stat = unmodifiedStats(battle, player).spe;
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2472
+ const stat = unmodifiedStats(battle, side).spe;
2397
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2398
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2399
2475
  },
2400
2476
  .SpecialUp1, .SpecialUp2 => {
2401
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2402
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2403
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2404
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2405
2481
  if (stats.spc == MAX_STAT_VALUE) {
2406
2482
  boosts.spc -= 1;
2407
2483
  if (showdown) {
2408
- try log.boost(ident, .SpecialAttack, n);
2409
- try log.boost(ident, .SpecialAttack, -1);
2410
- try log.boost(ident, .SpecialDefense, n);
2411
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2412
2488
  }
2413
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2414
2490
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2416
- const stat = unmodifiedStats(battle, player).spc;
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2492
+ const stat = unmodifiedStats(battle, side).spc;
2417
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2418
- try log.boost(ident, .SpecialAttack, n);
2419
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2420
2496
  },
2421
2497
  .EvasionUp1 => {
2422
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2423
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2424
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2425
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2426
2502
  },
2427
2503
  else => unreachable,
2428
2504
  }
@@ -2431,106 +2507,106 @@ pub const Effects = struct {
2431
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2432
2508
  }
2433
2509
 
2434
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2435
2512
  var foe = battle.foe(player);
2436
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2437
2515
 
2438
- if (foe.active.volatiles.Substitute) {
2439
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2440
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2441
2517
 
2442
- if (move.effect.isStatDownChance()) {
2443
- const chance = if (showdown)
2444
- battle.rng.chance(u8, 85, 256)
2445
- else
2446
- battle.rng.next() < Gen12.percent(33) + 1;
2447
- if (!chance or foe.active.volatiles.Invulnerable) return;
2448
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2449
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2450
2525
  }
2451
2526
 
2452
2527
  var stats = &foe.active.stats;
2453
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2454
2530
 
2455
2531
  switch (move.effect) {
2456
2532
  .AttackDown1, .AttackDownChance => {
2457
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2458
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2459
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2460
2536
  if (stats.atk == 1) {
2461
2537
  boosts.atk += 1;
2462
2538
  if (showdown) {
2463
- try log.boost(foe_ident, .Attack, -1);
2464
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2465
2541
  }
2466
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2467
2543
  }
2468
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2469
- const stat = unmodifiedStats(battle, player.foe()).atk;
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2545
+ const stat = unmodifiedStats(battle, foe).atk;
2470
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2471
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2472
2548
  },
2473
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2474
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2475
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2476
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2477
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2478
2554
  if (stats.def == 1) {
2479
2555
  boosts.def += 1;
2480
2556
  if (showdown) {
2481
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2482
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2483
2559
  }
2484
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2485
2561
  }
2486
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2487
- const stat = unmodifiedStats(battle, player.foe()).def;
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2563
+ const stat = unmodifiedStats(battle, foe).def;
2488
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2489
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2490
2566
  },
2491
2567
  .SpeedDown1, .SpeedDownChance => {
2492
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2493
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2494
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2495
2571
  if (stats.spe == 1) {
2496
2572
  boosts.spe += 1;
2497
2573
  if (showdown) {
2498
- try log.boost(foe_ident, .Speed, -1);
2499
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2500
2576
  }
2501
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2502
2578
  }
2503
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2504
- const stat = unmodifiedStats(battle, player.foe()).spe;
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2580
+ const stat = unmodifiedStats(battle, foe).spe;
2505
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2506
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2507
2583
  assert(boosts.spe >= -6);
2508
2584
  },
2509
2585
  .SpecialDownChance => {
2510
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2511
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2512
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2513
2589
  if (stats.spc == 1) {
2514
2590
  boosts.spc += 1;
2515
2591
  if (showdown) {
2516
- try log.boost(foe_ident, .SpecialAttack, -1);
2517
- try log.boost(foe_ident, .SpecialAttack, 1);
2518
- try log.boost(foe_ident, .SpecialDefense, -1);
2519
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2520
2596
  }
2521
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2522
2598
  }
2523
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2524
- const stat = unmodifiedStats(battle, player.foe()).spc;
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2600
+ const stat = unmodifiedStats(battle, foe).spc;
2525
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2526
- try log.boost(foe_ident, .SpecialAttack, -1);
2527
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2528
2604
  },
2529
2605
  .AccuracyDown1 => {
2530
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2531
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2532
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2533
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2534
2610
  },
2535
2611
  else => unreachable,
2536
2612
  }
@@ -2540,8 +2616,7 @@ pub const Effects = struct {
2540
2616
  }
2541
2617
  };
2542
2618
 
2543
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2544
- const side = battle.side(who);
2619
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2545
2620
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2546
2621
  const id = ID.from(side.active.volatiles.transform);
2547
2622
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2555,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2555
2630
  }
2556
2631
  }
2557
2632
 
2558
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2559
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2560
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2561
2636
  }
2562
2637
 
2563
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2564
2640
  var side = battle.side(who);
2565
2641
  var volatiles = &side.active.volatiles;
2566
2642
  const ident = battle.active(who);
2567
2643
 
2568
- if (volatiles.disabled_move != 0) {
2569
- volatiles.disabled_move = 0;
2570
- volatiles.disabled_duration = 0;
2571
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2572
2650
  }
2573
2651
  if (volatiles.Confusion) {
2574
2652
  // volatiles.confusion is left unchanged
2575
2653
  volatiles.Confusion = false;
2576
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2577
2655
  }
2578
2656
  if (volatiles.Mist) {
2579
2657
  volatiles.Mist = false;
2580
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2581
2659
  }
2582
2660
  if (volatiles.FocusEnergy) {
2583
2661
  volatiles.FocusEnergy = false;
2584
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2585
2663
  }
2586
2664
  if (volatiles.LeechSeed) {
2587
2665
  volatiles.LeechSeed = false;
2588
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2589
2667
  }
2590
2668
  if (!showdown and volatiles.Toxic) {
2591
2669
  volatiles.Toxic = false;
@@ -2593,107 +2671,328 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2593
2671
  }
2594
2672
  if (volatiles.LightScreen) {
2595
2673
  volatiles.LightScreen = false;
2596
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2597
2675
  }
2598
2676
  if (volatiles.Reflect) {
2599
2677
  volatiles.Reflect = false;
2600
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2601
2679
  }
2602
2680
  if (showdown and volatiles.Toxic) {
2603
2681
  volatiles.Toxic = false;
2604
2682
  // Pokémon Showdown erroneously clears the toxic counter
2605
2683
  volatiles.toxic = 0;
2606
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2607
2685
  }
2608
2686
  }
2609
2687
 
2610
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2611
- if (side.active.volatiles.disabled_move != 0) {
2612
- // A Pokémon that transforms after being disabled may end up with less move slots
2613
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2614
- // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
2615
- const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
2616
- m
2688
+ pub const Rolls = struct {
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (showdown)
2693
+ battle.rng.range(u8, 0, 2) == 0
2617
2694
  else
2618
- side.last_selected_move;
2619
- if (m != .None and m == last) {
2620
- side.active.volatiles.Charging = false;
2621
- try log.disabled(ident, last);
2622
- return true;
2623
- }
2695
+ battle.rng.next() < Gen12.percent(50) + 1;
2696
+
2697
+ try options.chance.speedTie(p1);
2698
+ return p1;
2624
2699
  }
2625
- return false;
2626
- }
2627
2700
 
2628
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2629
- const side = battle.side(who);
2630
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2631
- try Effects.boost(battle, who, Move.get(.Rage), log);
2701
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2702
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2703
+ val == .true
2704
+ else if (showdown)
2705
+ battle.rng.chance(u8, rate, 256)
2706
+ else
2707
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2708
+
2709
+ try options.chance.criticalHit(player, crit, rate);
2710
+ return crit;
2632
2711
  }
2633
- }
2634
2712
 
2635
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2636
- var volatiles = &active.volatiles;
2637
- assert(volatiles.Thrashing);
2638
- if (volatiles.attacks > 0) return false;
2713
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2714
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2715
+ val
2716
+ else roll: {
2717
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2718
+ while (true) {
2719
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2720
+ if (r >= 217) break :roll r;
2721
+ }
2722
+ };
2639
2723
 
2640
- volatiles.Thrashing = false;
2641
- volatiles.Confusion = true;
2642
- volatiles.confusion = @intCast(u3, if (showdown)
2643
- battle.rng.range(u8, 2, 6)
2644
- else
2645
- (battle.rng.next() & 3) + 2);
2724
+ assert(roll >= 217 and roll <= 255);
2725
+ try options.chance.damage(player, roll);
2726
+ return roll;
2727
+ }
2646
2728
 
2647
- return true;
2648
- }
2729
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2730
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2731
+ val == .true
2732
+ else if (showdown)
2733
+ battle.rng.chance(u8, accuracy, 256)
2734
+ else
2735
+ battle.rng.next() < accuracy;
2649
2736
 
2650
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2737
+ options.chance.hit(ok, accuracy);
2738
+ return ok;
2739
+ }
2651
2740
 
2652
- fn distribution(battle: anytype) u3 {
2653
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2654
- const r = (battle.rng.next() & 3);
2655
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2656
- }
2741
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2742
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2743
+ val == .true
2744
+ else if (showdown)
2745
+ !battle.rng.chance(u8, 128, 256)
2746
+ else
2747
+ battle.rng.next() >= Gen12.percent(50) + 1;
2657
2748
 
2658
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2659
- if (showdown) {
2660
- if (check_pp == 0) {
2661
- var i: usize = moves.len;
2662
- while (i > 0) {
2663
- i -= 1;
2664
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2749
+ try options.chance.confused(player, cfz);
2750
+ return cfz;
2751
+ }
2752
+
2753
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2754
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2755
+ val == .true
2756
+ else if (showdown)
2757
+ battle.rng.chance(u8, 63, 256)
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(25);
2760
+
2761
+ try options.chance.paralyzed(player, par);
2762
+ return par;
2763
+ }
2764
+
2765
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2766
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2767
+ val == .true
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 25, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(10);
2772
+
2773
+ try options.chance.secondaryChance(player, proc, 25);
2774
+ return proc;
2775
+ }
2776
+
2777
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2778
+ const rate: u8 = if (low) 26 else 77;
2779
+
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, rate, 256)
2784
+ else
2785
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2786
+
2787
+ try options.chance.secondaryChance(player, proc, rate);
2788
+ return proc;
2789
+ }
2790
+
2791
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 52 else 103;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2803
+ }
2804
+
2805
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2806
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2807
+ val == .true
2808
+ else if (showdown)
2809
+ battle.rng.chance(u8, 85, 256)
2810
+ else
2811
+ battle.rng.next() < Gen12.percent(33) + 1;
2812
+
2813
+ try options.chance.secondaryChance(player, proc, 85);
2814
+ return proc;
2815
+ }
2816
+
2817
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2818
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2819
+ val
2820
+ else if (showdown)
2821
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2822
+ else move: {
2823
+ while (true) {
2824
+ const r = battle.rng.next();
2825
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2826
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2827
+ break :move @enumFromInt(r);
2665
2828
  }
2829
+ };
2830
+
2831
+ try options.chance.metronome(player, move);
2832
+ return move;
2833
+ }
2834
+
2835
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2836
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2837
+ val - 1
2838
+ else if (showdown)
2839
+ battle.rng.range(u8, 0, max)
2840
+ else power: {
2841
+ while (true) {
2842
+ const r = battle.rng.next();
2843
+ if (r < max) break :power r;
2844
+ }
2845
+ };
2846
+
2847
+ assert(power < max);
2848
+ try options.chance.psywave(player, power, max);
2849
+ return power;
2850
+ }
2851
+
2852
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2853
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2854
+ @intCast(val)
2855
+ else if (showdown)
2856
+ battle.rng.range(u3, 1, 8)
2857
+ else duration: {
2858
+ while (true) {
2859
+ const r = battle.rng.next() & 7;
2860
+ if (r != 0) break :duration @intCast(r);
2861
+ }
2862
+ };
2863
+
2864
+ assert(duration >= 1 and duration <= 7);
2865
+ options.chance.duration(.sleep, player, player.foe(), duration);
2866
+ return duration;
2867
+ }
2868
+
2869
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2870
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2871
+ val
2872
+ else if (showdown)
2873
+ battle.rng.range(u4, 1, 9)
2874
+ else
2875
+ @intCast((battle.rng.next() & 7) + 1);
2876
+
2877
+ assert(duration >= 1 and duration <= 8);
2878
+ options.chance.duration(.disable, player, player.foe(), duration);
2879
+ return duration;
2880
+ }
2881
+
2882
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2883
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2884
+ @intCast(val)
2885
+ else if (showdown)
2886
+ battle.rng.range(u3, 2, 6)
2887
+ else
2888
+ @intCast((battle.rng.next() & 3) + 2);
2889
+
2890
+ assert(duration >= 2 and duration <= 5);
2891
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2892
+ return duration;
2893
+ }
2894
+
2895
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2896
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2897
+ @intCast(val)
2898
+ else if (showdown)
2899
+ battle.rng.range(u3, 2, 4)
2900
+ else
2901
+ @intCast((battle.rng.next() & 1) + 2);
2902
+
2903
+ assert(duration >= 2 and duration <= 3);
2904
+ options.chance.duration(.attacking, player, player, duration);
2905
+ return duration;
2906
+ }
2907
+
2908
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2909
+
2910
+ fn distribution(
2911
+ battle: anytype,
2912
+ comptime effect: Move.Effect,
2913
+ player: Player,
2914
+ options: anytype,
2915
+ ) !u3 {
2916
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2917
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2918
+ @intCast(val)
2919
+ else if (showdown)
2920
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2921
+ else n: {
2922
+ const r = (battle.rng.next() & 3);
2923
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2924
+ };
2925
+
2926
+ assert(n >= 2 and n <= 5);
2927
+ if (effect == .Binding) {
2928
+ options.chance.duration(.binding, player, player, n);
2666
2929
  } else {
2667
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2668
- var i: usize = 0;
2669
- while (i < moves.len and r > 0) : (i += 1) {
2670
- if (moves[i].pp > 0) {
2671
- r -= 1;
2672
- if (r == 0) break;
2930
+ try options.chance.multiHit(player, n);
2931
+ }
2932
+ return n;
2933
+ }
2934
+
2935
+ fn moveSlot(
2936
+ battle: anytype,
2937
+ player: Player,
2938
+ moves: []MoveSlot,
2939
+ check_pp: u4,
2940
+ options: anytype,
2941
+ ) !u4 {
2942
+ // TODO: consider throwing error instead of rerolling?
2943
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2944
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2945
+ val
2946
+ else
2947
+ null
2948
+ else
2949
+ null;
2950
+
2951
+ const slot: u4 = overridden orelse slot: {
2952
+ if (showdown) {
2953
+ if (check_pp == 0) {
2954
+ var i: usize = moves.len;
2955
+ while (i > 0) {
2956
+ i -= 1;
2957
+ if (moves[i].id != .None) {
2958
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2959
+ }
2960
+ }
2961
+ } else {
2962
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2963
+ var i: usize = 0;
2964
+ while (i < moves.len and r > 0) : (i += 1) {
2965
+ if (moves[i].pp > 0) {
2966
+ r -= 1;
2967
+ if (r == 0) break :slot @intCast(i + 1);
2968
+ }
2969
+ }
2673
2970
  }
2674
2971
  }
2675
- return @intCast(u4, i + 1);
2676
- }
2677
- }
2678
2972
 
2679
- while (true) {
2680
- const r = @intCast(u4, rand.next() & 3);
2681
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2973
+ while (true) {
2974
+ const r: u4 = @intCast(battle.rng.next() & 3);
2975
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2976
+ }
2977
+ };
2978
+
2979
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2980
+ return slot;
2682
2981
  }
2683
- }
2982
+ };
2684
2983
 
2685
2984
  test "RNG agreement" {
2686
2985
  if (!showdown) return;
2687
2986
  var expected: [256]u32 = undefined;
2688
2987
  for (0..expected.len) |i| {
2689
- expected[i] = @intCast(u32, i * 0x1000000);
2988
+ expected[i] = @intCast(i * 0x1000000);
2690
2989
  }
2691
2990
 
2692
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2693
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2694
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2695
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2696
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
2991
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2992
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2993
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2994
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2995
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2697
2996
 
2698
2997
  for (0..expected.len) |i| {
2699
2998
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2729,7 +3028,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2729
3028
  const side = battle.side(player);
2730
3029
  const foe = battle.foe(player);
2731
3030
 
2732
- var active = side.active;
3031
+ const active = &side.active;
2733
3032
  const stored = side.stored();
2734
3033
 
2735
3034
  // While players are not given any input options on the cartridge in these cases,
@@ -2743,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2743
3042
  // strictly correct as the player would not have been presented the option to move or
2744
3043
  // switch at all.
2745
3044
  if (isForced(active)) {
2746
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3045
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2747
3046
  n += 1;
2748
3047
  return n;
2749
3048
  }
@@ -2783,7 +3082,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2783
3082
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2784
3083
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2785
3084
  const struggle =
2786
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3085
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2787
3086
  const s = if (struggle) 0 else slot;
2788
3087
  out[n] = .{ .type = .Move, .data = s };
2789
3088
  n += 1;
@@ -2798,7 +3097,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2798
3097
  const m = active.moves[slot - 1];
2799
3098
  if (m.id == .None) break;
2800
3099
  if (m.pp == 0) continue;
2801
- if (active.volatiles.disabled_move == slot) continue;
3100
+ if (active.volatiles.disable_move == slot) continue;
2802
3101
  out[n] = .{ .type = .Move, .data = slot };
2803
3102
  n += 1;
2804
3103
  }