@pkmn/engine 0.1.0-dev.0eb29f53 → 0.1.0-dev.0f9e9648

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (86) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +153 -72
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +26 -4
  13. package/build/pkg/addon.js +41 -72
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +18 -20
  21. package/build/pkg/gen1.js +76 -51
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +57 -103
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +53 -76
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +152 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +359 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +33 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +409 -142
  40. package/package.json +69 -120
  41. package/src/bin/install-pkmn-engine +42 -26
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/bindings/c.zig +255 -0
  44. package/src/lib/bindings/node.zig +121 -0
  45. package/src/lib/bindings/wasm.zig +59 -0
  46. package/src/lib/common/array.zig +77 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +19 -31
  49. package/src/lib/common/debug.zig +58 -17
  50. package/src/lib/common/js.zig +120 -0
  51. package/src/lib/common/optional.zig +71 -0
  52. package/src/lib/common/options.zig +18 -3
  53. package/src/lib/common/protocol.zig +947 -407
  54. package/src/lib/common/rational.zig +522 -0
  55. package/src/lib/common/rng.zig +31 -24
  56. package/src/lib/common/util.zig +76 -0
  57. package/src/lib/gen1/calc.zig +962 -0
  58. package/src/lib/gen1/chance.zig +1185 -0
  59. package/src/lib/gen1/data/moves.zig +203 -193
  60. package/src/lib/gen1/data/species.zig +6 -8
  61. package/src/lib/gen1/data/types.zig +11 -12
  62. package/src/lib/gen1/data.zig +96 -85
  63. package/src/lib/gen1/helpers.zig +139 -50
  64. package/src/lib/gen1/mechanics.zig +1274 -839
  65. package/src/lib/gen2/calc.zig +153 -0
  66. package/src/lib/gen2/chance.zig +902 -0
  67. package/src/lib/gen2/data/items.zig +15 -23
  68. package/src/lib/gen2/data/moves.zig +665 -573
  69. package/src/lib/gen2/data/species.zig +3 -5
  70. package/src/lib/gen2/data/types.zig +138 -36
  71. package/src/lib/gen2/data.zig +130 -95
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +59 -44
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/node.zig +18 -0
  76. package/src/lib/pkmn.zig +90 -9
  77. package/src/lib/wasm.zig +17 -0
  78. package/src/tools/display/dom.ts +93 -0
  79. package/src/tools/display/ui.css +354 -0
  80. package/build/test/display.js +0 -383
  81. package/build/test/display.js.map +0 -1
  82. package/src/lib/binding/node.zig +0 -229
  83. package/src/lib/binding/wasm.zig +0 -10
  84. package/src/lib/gen1/README.md +0 -791
  85. package/src/lib/gen2/README.md +0 -309
  86. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,52 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
64
56
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
57
+ var s1 = false;
58
+ var s2 = false;
67
59
 
68
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
69
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
70
-
71
- if (turnOrder(battle, c1, c2) == .P1) {
72
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
73
- } else {
74
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
75
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
62
 
77
63
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
64
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
73
  }
85
74
 
86
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
87
79
  }
88
80
 
89
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
90
82
  const p1 = battle.side(.P1);
91
83
  const p2 = battle.side(.P2);
92
84
 
93
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
94
86
  assert(!showdown or p1_slot == 1);
95
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
96
88
 
97
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
98
90
  assert(!showdown or p2_slot == 1);
99
91
  if (p2_slot == 0) return Result.Win;
100
92
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
103
95
 
104
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
105
97
  }
106
98
 
107
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +106,7 @@ fn selectMove(
114
106
  player: Player,
115
107
  choice: Choice,
116
108
  foe_choice: Choice,
117
- from: *?Move,
109
+ skip_turn: *bool,
118
110
  ) ?Result {
119
111
  if (choice.type == .Pass) return null;
120
112
 
@@ -123,20 +115,27 @@ fn selectMove(
123
115
  const stored = side.stored();
124
116
 
125
117
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
119
 
128
120
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
130
125
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
133
130
  return null;
134
131
  }
135
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
133
  if (!showdown) volatiles.Flinch = false;
137
134
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
140
139
  return null;
141
140
  }
142
141
 
@@ -146,37 +145,38 @@ fn selectMove(
146
145
  // pre-move select
147
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
147
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
150
152
  return null;
151
153
  }
152
154
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
155
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
159
159
  // set the selected move will not actually be used, it will just be reported as having
160
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
161
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
162
162
  saveMove(battle, player, choice);
163
163
  } else {
164
164
  assert(choice.data == 0);
165
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
166
  if (foe_choice.type == .Switch) {
167
- const slot = if (player == .P1)
168
- battle.last_selected_indexes.p1
169
- else
170
- battle.last_selected_indexes.p2;
171
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
172
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
174
173
  }
175
174
  }
176
175
  return null;
177
176
  }
178
177
 
179
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
180
180
  if (showdown) {
181
181
  saveMove(battle, player, choice);
182
182
  } else {
@@ -191,16 +191,13 @@ fn selectMove(
191
191
  if (choice.data == 0) {
192
192
  const struggle = ok: {
193
193
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
195
  }
196
196
  break :ok true;
197
197
  };
198
-
199
198
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
199
  }
200
+ saveMove(battle, player, choice);
204
201
 
205
202
  return null;
206
203
  }
@@ -213,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
210
  if (c.data == 0) {
214
211
  side.last_selected_move = .Struggle;
215
212
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
214
  const move = side.active.move(c.data);
218
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
216
  // sometimes required...), but a 0 PP move can be used automatically
220
217
  assert(showdown or move.pp != 0);
221
218
 
222
219
  side.last_selected_move = move.id;
223
- if (player == .P1) {
224
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
225
- } else {
226
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
227
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
228
221
  }
229
222
  }
230
223
  }
231
224
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
226
  var side = battle.side(player);
234
227
  var foe = battle.foe(player);
235
228
  var active = &side.active;
@@ -242,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
235
  side.order[0] = side.order[slot - 1];
243
236
  side.order[slot - 1] = out;
244
237
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
238
+ battle.lastMove(player).index = 1;
250
239
 
251
240
  side.last_used_move = .None;
252
241
  foe.last_used_move = .None;
@@ -259,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
248
  active.moves = incoming.moves;
260
249
 
261
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
262
252
 
263
253
  foe.active.volatiles.Binding = false;
264
254
 
265
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
266
256
 
267
257
  if (showdown and incoming.status == Status.TOX) {
268
258
  incoming.status = Status.init(.PSN);
269
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
260
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
262
  }
273
263
  }
274
264
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
266
  assert(c1.type != .Pass or c2.type != .Pass);
277
267
 
278
268
  if (c1.type == .Pass) return .P2;
@@ -302,9 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
292
  const spe2 = battle.side(.P2).active.stats.spe;
303
293
  if (spe1 == spe2) {
304
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
306
298
 
307
- const p1 = Rolls.speedTie(battle);
299
+ const p1 = try Rolls.speedTie(battle, options);
308
300
  if (!showdown) return if (p1) .P1 else .P2;
309
301
 
310
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +319,55 @@ fn doTurn(
327
319
  battle: anytype,
328
320
  player: Player,
329
321
  player_choice: Choice,
330
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
331
324
  foe_player: Player,
332
325
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
335
329
  ) !?Result {
336
330
  assert(player_choice.type != .Pass);
337
331
 
338
332
  var residual = true;
339
333
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
341
343
  if (!replace) {
342
344
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
344
346
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
347
349
  } else if (foe_choice.type == .Pass) return null;
348
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
349
353
  residual = true;
350
354
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
352
365
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
368
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
371
  }
359
372
 
360
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +384,31 @@ fn executeMove(
371
384
  battle: anytype,
372
385
  player: Player,
373
386
  choice: Choice,
374
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
375
389
  residual: *bool,
376
- log: anytype,
390
+ options: anytype,
377
391
  ) !?Result {
378
392
  var side = battle.side(player);
379
393
 
380
394
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
382
396
  return null;
383
397
  }
384
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
402
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
403
  assert(!showdown);
389
404
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
391
406
  }
392
407
  return null;
393
408
  }
394
409
 
395
410
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
397
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
414
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +417,16 @@ fn executeMove(
402
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
419
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
409
421
  const stored = side.stored();
410
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
416
430
  if (!auto) {
417
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +440,12 @@ fn executeMove(
426
440
  } else if (showdown and side.active.volatiles.Charging) {
427
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
442
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
433
444
  }
434
445
 
435
446
  var skip_can = false;
436
447
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
449
  .done => return null,
439
450
  .skip_can => skip_can = true,
440
451
  .skip_pp => skip_pp = true,
@@ -442,22 +453,42 @@ fn executeMove(
442
453
  .err => return @as(?Result, Result.Error),
443
454
  }
444
455
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
447
473
  }
448
474
 
449
- return doMove(battle, player, mslot, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
480
  }
451
481
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
483
 
454
484
  fn beforeMove(
455
485
  battle: anytype,
456
486
  player: Player,
457
- from: ?Move,
487
+ skip: bool,
458
488
  residual: *bool,
459
- log: anytype,
489
+ options: anytype,
460
490
  ) !BeforeMove {
491
+ var log = options.log;
461
492
  var side = battle.side(player);
462
493
  const foe = battle.foe(player);
463
494
  var active = &side.active;
@@ -466,77 +497,104 @@ fn beforeMove(
466
497
  var volatiles = &active.volatiles;
467
498
 
468
499
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
470
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
471
- stored.status -= 1;
472
- if (Status.duration(stored.status) == 0) {
473
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
474
520
  stored.status = 0; // clears EXT if present
475
521
  } else {
476
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
477
523
  }
478
524
  side.last_used_move = .None;
479
525
  return .done;
480
526
  }
481
527
 
482
528
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
484
530
  side.last_used_move = .None;
485
531
  return .done;
486
532
  }
487
533
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
490
536
  return .done;
491
537
  }
492
538
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
496
544
  return .done;
497
545
  }
498
546
 
499
547
  if (volatiles.Recharging) {
500
548
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
502
550
  return .done;
503
551
  }
504
552
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
509
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
510
564
  }
511
565
  }
512
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
514
-
515
- // Pokémon Showdown checks for Flinch *after* instead of before
516
- if (showdown and volatiles.Flinch) {
517
- volatiles.Flinch = false;
518
- try log.cant(ident, .Flinch);
519
- return .done;
520
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
521
568
 
522
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
523
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
524
571
  if (side.last_selected_move == .None) {
525
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
526
573
  return .err;
527
574
  }
528
575
 
529
576
  if (volatiles.Confusion) {
530
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
531
590
 
532
- volatiles.confusion -= 1;
533
591
  if (volatiles.confusion == 0) {
534
592
  volatiles.Confusion = false;
535
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
536
594
  } else {
537
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
538
596
 
539
- if (Rolls.confused(battle)) {
597
+ if (try Rolls.confused(battle, player, options)) {
540
598
  assert(!volatiles.MultiHit);
541
599
  if (!volatiles.Rage) volatiles.state = 0;
542
600
  volatiles.Bide = false;
@@ -546,6 +604,9 @@ fn beforeMove(
546
604
  volatiles.Charging = false;
547
605
  volatiles.Binding = false;
548
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
549
610
  {
550
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
551
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -553,19 +614,14 @@ fn beforeMove(
553
614
  const def = foe.active.stats.def;
554
615
  foe.active.stats.def = active.stats.def;
555
616
  defer foe.active.stats.def = def;
556
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
557
620
  }
558
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
559
- // on the targeting behavior of the confused Pokémon's selected move which results
560
- // in the wrong behavior with respect to the Substitute + Confusion glitch
561
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
562
- player
563
- else
564
- player.foe();
565
621
 
566
622
  const uncapped = battle.last_damage;
567
623
  // Skipping adjustDamage / randomizeDamage / checkHit
568
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
569
625
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
570
626
  if (showdown) battle.last_damage = uncapped;
571
627
 
@@ -574,83 +630,112 @@ fn beforeMove(
574
630
  }
575
631
  }
576
632
 
577
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
578
634
 
579
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
580
636
  if (!volatiles.Rage) volatiles.state = 0;
581
637
  volatiles.Bide = false;
582
638
  volatiles.Thrashing = false;
583
639
  volatiles.Charging = false;
584
640
  volatiles.Binding = false;
641
+
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
585
645
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
586
- try log.cant(ident, .Paralysis);
646
+ try log.cant(.{ ident, .Paralysis });
587
647
  return .done;
588
648
  }
589
649
 
590
650
  if (volatiles.Bide) {
591
651
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
652
 
593
- volatiles.state +%= battle.last_damage;
653
+ if (showdown) {
654
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
655
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
656
+ // addition because 65535 is sufficient to faint any Pokémon anyway
657
+ volatiles.state +|= battle.last_damage;
658
+ } else {
659
+ volatiles.state +%= battle.last_damage;
660
+ }
594
661
 
595
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
596
664
 
597
- volatiles.attacks -= 1;
598
665
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
600
667
  return .done;
601
668
  }
602
669
 
603
670
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
605
672
 
606
673
  battle.last_damage = volatiles.state *% 2;
607
674
  volatiles.state = 0;
608
675
 
609
676
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
611
678
  return .done;
612
679
  }
613
680
 
614
681
  const sub = showdown and foe.active.volatiles.Substitute;
615
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
616
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
617
684
 
618
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
619
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
620
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
621
688
  if (showdown) {
622
689
  residual.* = false;
623
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
624
691
  }
625
692
 
626
693
  return .done;
627
694
  }
628
695
 
629
696
  if (volatiles.Thrashing) {
630
- assert(volatiles.attacks > 0);
631
- assert(from != null);
632
- volatiles.attacks -= 1;
633
- if (!showdown and handleThrashing(battle, active)) {
634
- try log.start(battle.active(player), .ConfusionSilent);
635
- }
636
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
637
- if (showdown and handleThrashing(battle, active)) {
638
- try log.start(battle.active(player), .ConfusionSilent);
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
639
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
640
725
  return .skip_can;
641
726
  }
642
727
 
643
728
  if (volatiles.Binding) {
644
- assert(volatiles.attacks > 0);
645
- volatiles.attacks -= 1;
646
- try log.move(
647
- battle.active(player),
648
- side.last_selected_move,
649
- battle.active(player.foe()),
650
- side.last_selected_move,
651
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
652
733
  if (showdown or battle.last_damage != 0) {
653
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
734
+ const sub = showdown and foe.active.volatiles.Substitute;
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
736
+ if (battle.foe(player).stored().hp > 0 and !sub) {
737
+ try buildRage(battle, player.foe(), options);
738
+ }
654
739
  }
655
740
  return .done;
656
741
  }
@@ -664,56 +749,62 @@ fn canMove(
664
749
  mslot: u4,
665
750
  auto: bool,
666
751
  skip_pp: bool,
667
- from: ?Move,
752
+ from: Move,
668
753
  residual: *bool,
669
- log: anytype,
754
+ options: anytype,
670
755
  ) !bool {
671
756
  var side = battle.side(player);
672
757
  const player_ident = battle.active(player);
673
758
  const move = Move.get(side.last_selected_move);
674
759
 
675
- const foe_last = battle.foe(player).last_used_move;
676
- const special = from != null and (from.? == .Metronome and
677
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
678
-
679
- var skip = skip_pp;
680
760
  if (side.active.volatiles.Charging) {
681
761
  side.active.volatiles.Charging = false;
682
762
  side.active.volatiles.Invulnerable = false;
683
763
  } else if (move.effect == .Charge) {
684
- try log.move(player_ident, side.last_selected_move, .{}, from);
685
- try Effects.charge(battle, player, log);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
765
+ setCounterable(battle, player, side, move);
766
+ try Effects.charge(battle, player, options);
686
767
  return false;
687
768
  }
688
769
 
689
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
690
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
691
772
 
692
773
  const target = if (move.target == .Self) player else player.foe();
693
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
694
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
695
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
696
- // meaning sometimes we lose this information. from is still set because it not being null is
697
- // relevant for control flow, but we don't have anything useful to put in the log. This is
698
- // regrettable, but this information is more "nice to have" than required
699
- const f = if (from != null and from.? == .None) null else from;
700
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
775
+ setCounterable(battle, player, side, move);
701
776
 
702
777
  if (move.effect.onBegin()) {
703
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
704
779
  return false;
705
780
  }
706
781
 
707
782
  if (move.effect == .Thrashing) {
708
- Effects.thrashing(battle, player);
709
- } else if (!showdown and move.effect == .Binding) {
710
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
711
- Effects.binding(battle, player);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
712
792
  }
713
793
 
714
794
  return true;
715
795
  }
716
796
 
797
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
798
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
799
+ // in cases where an early return happens the data for a players last selected move does not get
800
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
801
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
802
+ // as the desync results from actually having two separate battle states that subtly disagree
803
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
804
+ (move.type == .Normal or move.type == .Fighting);
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
806
+ }
807
+
717
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
718
809
  if (side.last_selected_move == .Struggle) return;
719
810
 
@@ -723,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
723
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
724
815
  if (volatiles.Bide) return;
725
816
 
726
- assert(active.move(mslot).pp > 0 or auto);
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
728
820
  if (volatiles.Transform) return;
729
821
 
730
- assert(side.stored().move(mslot).pp > 0 or auto);
731
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
732
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
733
826
  }
734
827
 
735
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
736
829
  var active = &side.active;
737
830
  const volatiles = &active.volatiles;
738
831
 
739
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
740
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
741
834
  if (showdown and volatiles.Transform) return;
742
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
743
839
  assert(mslot > 0 and mslot <= 4);
744
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
745
841
  }
746
842
 
747
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -749,10 +845,12 @@ fn doMove(
749
845
  battle: anytype,
750
846
  player: Player,
751
847
  mslot: u4,
848
+ rewrap: bool,
752
849
  auto: bool,
753
850
  residual: *bool,
754
- log: anytype,
851
+ options: anytype,
755
852
  ) !?Result {
853
+ var log = options.log;
756
854
  var side = battle.side(player);
757
855
  const foe = battle.foe(player);
758
856
 
@@ -767,40 +865,44 @@ fn doMove(
767
865
  var hits: u4 = 1;
768
866
  var effectiveness = Effectiveness.neutral;
769
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
770
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
771
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
772
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
773
874
  }
774
875
 
775
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
776
877
  // calling moveHit early covers most of that but we also need to check type immunity first
777
878
  var miss = showdown and miss: {
778
879
  immune = move.target != .Self and !status and !counter and
779
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
780
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
781
882
  if (immune and move.effect != .Binding) break :miss true;
782
883
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
783
884
  battle.last_damage = 0;
784
885
  break :miss true;
785
886
  }
786
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
787
889
  };
788
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
789
891
 
790
892
  var late = showdown and move.effect != .Explode;
791
893
  const skip = status or immune;
792
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
793
895
  if (showdown and move.effect.isMulti()) {
794
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
795
897
  hits = side.active.volatiles.attacks;
796
898
  late = false;
797
899
  }
798
900
 
799
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
800
902
  const check = !showdown or (!counter and move.effect != .OHKO);
801
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
802
904
 
803
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
804
906
 
805
907
  battle.last_damage = 0;
806
908
 
@@ -811,8 +913,9 @@ fn doMove(
811
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
812
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
813
915
  battle.last_damage = if (ohko) 65535 else 0;
814
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
815
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
816
919
  return @as(?Result, Result.Error);
817
920
  }
818
921
  if (battle.last_damage == 0) {
@@ -822,17 +925,16 @@ fn doMove(
822
925
  effectiveness = adjustDamage(battle, player);
823
926
  immune = effectiveness == 0;
824
927
  }
825
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
826
929
  }
827
930
  }
828
931
 
829
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
830
- if (showdown and skip) battle.last_damage = 0;
831
-
832
- miss = if (showdown or skip)
833
- miss
834
- else
835
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
836
938
 
837
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
838
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -840,11 +942,11 @@ fn doMove(
840
942
 
841
943
  if (!showdown or !miss) {
842
944
  if (move.effect == .MirrorMove) {
843
- return mirrorMove(battle, player, mslot, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
844
946
  } else if (move.effect == .Metronome) {
845
- return metronome(battle, player, mslot, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
846
948
  } else if (move.effect.onEnd()) {
847
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
848
950
  return null;
849
951
  }
850
952
  }
@@ -856,36 +958,60 @@ fn doMove(
856
958
  ohko = (!showdown or (!immune and !invulnerable)) and
857
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
858
960
  if (ohko) {
859
- try log.immune(foe_ident, .OHKO);
860
- } else if (immune and !invulnerable) {
861
- try log.immune(foe_ident, .None);
961
+ try log.immune(.{ foe_ident, .OHKO });
962
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
862
985
  } else if (mist) {
863
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
864
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
865
988
  } else {
866
- try log.lastmiss();
867
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
868
992
  }
869
993
  if (move.effect == .JumpKick) {
870
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
871
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
872
996
  battle.last_damage = 1;
873
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
874
998
  if (showdown and side.stored().hp == 0) residual.* = false;
875
999
  } else if (move.effect == .Explode) {
876
1000
  try Effects.explode(battle, player);
877
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
878
1002
  } else if (showdown and move.effect == .Disable) {
879
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
880
1004
  }
881
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
882
1008
  }
883
1009
 
884
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
885
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
886
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
887
1013
  if (!showdown and move.effect.isMulti()) {
888
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
889
1015
  hits = side.active.volatiles.attacks;
890
1016
  }
891
1017
 
@@ -896,18 +1022,20 @@ fn doMove(
896
1022
  var hit: u4 = 0;
897
1023
  while (hit < hits) {
898
1024
  if (hit == 0) {
899
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
900
1026
  if (effectiveness > Effectiveness.neutral) {
901
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
902
1028
  } else if (effectiveness < Effectiveness.neutral) {
903
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
904
1030
  }
905
1031
  }
906
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
907
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
908
1034
  hit += 1;
909
1035
  if (foe.stored().hp == 0) break;
910
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
911
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
912
1040
  if (nullified) break;
913
1041
  }
@@ -917,35 +1045,39 @@ fn doMove(
917
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
918
1046
  side.active.volatiles.attacks = 0;
919
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
920
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
921
1049
  }
922
- try log.hitcount(battle.active(player.foe()), hit);
923
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1051
+ } else if (showdown and move.effect == .Binding) {
924
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
925
- if (move.effect == .Binding) {
926
- Effects.binding(battle, player);
927
- if (immune) {
928
- battle.last_damage = 0;
929
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
930
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
931
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
932
1063
  }
1064
+ return null;
933
1065
  }
934
1066
  }
935
1067
 
936
1068
  // Substitute being broken nullifies the move's effect completely so even
937
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
938
1070
  if (nullified) return null;
939
1071
 
940
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
941
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
942
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
943
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
944
1076
 
945
1077
  if (foe.stored().hp == 0) return null;
946
1078
 
947
1079
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
948
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
949
1081
 
950
1082
  if (!move.effect.isSpecial()) {
951
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -954,31 +1086,33 @@ fn doMove(
954
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
955
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
956
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
957
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
958
1090
  if (move.effect == .Twineedle) {
959
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
960
1092
  } else if (move.effect == .Disable) {
961
- const result = try Effects.disable(battle, player, move, log);
962
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
963
1095
  return result;
964
1096
  } else {
965
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
966
1098
  }
967
1099
  }
968
1100
 
969
1101
  return null;
970
1102
  }
971
1103
 
972
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
973
1105
  const side = battle.side(player);
974
1106
 
975
1107
  // Base speed is used for the critical hit calculation, even when Transform-ed
976
- var chance = @as(u16, Species.chance(side.stored().species));
977
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
978
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
979
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
980
-
981
- return Rolls.criticalHit(battle, chance);
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
982
1116
  }
983
1117
 
984
1118
  fn calcDamage(
@@ -987,6 +1121,7 @@ fn calcDamage(
987
1121
  target_player: Player,
988
1122
  m: ?Move.Data,
989
1123
  crit: bool,
1124
+ options: anytype,
990
1125
  ) bool {
991
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
992
1127
  const cfz = m == null;
@@ -998,28 +1133,8 @@ fn calcDamage(
998
1133
 
999
1134
  const special = move.type.special();
1000
1135
 
1001
- // zig fmt: off
1002
- var atk: u32 =
1003
- if (crit)
1004
- if (special) side.stored().stats.spc
1005
- else side.stored().stats.atk
1006
- else
1007
- if (special) side.active.stats.spc
1008
- else side.active.stats.atk;
1009
- var def: u32 =
1010
- if (crit)
1011
- if (special) target.stored().stats.spc
1012
- else target.stored().stats.def
1013
- else
1014
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1015
- if (special)
1016
- target.active.stats.spc *
1017
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1018
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1019
- else
1020
- target.active.stats.def *
1021
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1022
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1023
1138
 
1024
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1025
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1027,12 +1142,12 @@ fn calcDamage(
1027
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1028
1143
  atk = @max((atk / 4) & 255, 1);
1029
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1030
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1031
1146
  }
1032
1147
 
1033
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1034
1149
 
1035
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1036
1151
 
1037
1152
  if (def == 0) return false;
1038
1153
 
@@ -1044,11 +1159,41 @@ fn calcDamage(
1044
1159
  d = @min(997, d);
1045
1160
  d += 2;
1046
1161
 
1047
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1048
1173
 
1049
1174
  return true;
1050
1175
  }
1051
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1052
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1053
1198
  const side = battle.side(player);
1054
1199
  const foe = battle.foe(player);
@@ -1058,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1058
1203
  var d = battle.last_damage;
1059
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1060
1205
 
1061
- const neutral = @enumToInt(Effectiveness.Neutral);
1062
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1063
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1064
1209
 
1065
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1066
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1080,17 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1080
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1081
1226
  }
1082
1227
 
1083
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1084
1229
  if (battle.last_damage <= 1) return;
1085
- const random = Rolls.damage(battle);
1086
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1087
1234
  }
1088
1235
 
1089
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1090
1237
  const side = battle.side(player);
1091
1238
  const foe = battle.foe(player);
1092
1239
 
1093
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1094
1241
 
1095
1242
  battle.last_damage = switch (side.last_selected_move) {
1096
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1099,68 +1246,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1099
1246
  .DragonRage => 40,
1100
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1101
1248
  .Psywave => power: {
1102
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1103
1250
  // GLITCH: Psywave infinite glitch loop
1104
- if (!showdown and max <= 1) return Result.Error;
1105
- break :power Rolls.psywave(battle, max);
1251
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1106
1253
  },
1107
1254
  else => unreachable,
1108
1255
  };
1109
1256
 
1110
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1111
1258
 
1112
1259
  const sub = showdown and foe.active.volatiles.Substitute;
1113
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1114
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1115
1262
 
1116
1263
  return null;
1117
1264
  }
1118
1265
 
1119
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1120
1267
  const foe = battle.foe(player);
1121
1268
 
1122
1269
  if (battle.last_damage == 0) {
1123
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1124
1271
  return null;
1125
1272
  }
1126
1273
 
1127
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1128
- const foe_last_used_move =
1129
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1274
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1130
1275
  const foe_last_selected_move =
1131
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1132
- .Counter
1277
+ .Splash
1133
1278
  else
1134
1279
  foe.last_selected_move);
1135
1280
 
1136
- const used = foe_last_used_move.bp > 0 and
1137
- foe.last_used_move != .Counter and
1138
- (foe_last_used_move.type == .Normal or
1139
- foe_last_used_move.type == .Fighting);
1140
-
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1141
1282
  const selected = foe_last_selected_move.bp > 0 and
1142
1283
  foe.last_selected_move != .Counter and
1143
1284
  (foe_last_selected_move.type == .Normal or
1144
1285
  foe_last_selected_move.type == .Fighting);
1145
1286
 
1146
1287
  if (!used and !selected) {
1147
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1148
1289
  return null;
1149
1290
  }
1150
1291
 
1151
1292
  if (!used or !selected) {
1152
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1153
- if (!showdown) return Result.Error;
1154
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return Result.Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1155
1296
  return null;
1156
1297
  }
1157
1298
 
1158
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.cpu.arch.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1159
1304
 
1160
- // Pokémon Showdown calls checkHit before Counter
1161
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1162
1307
 
1163
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1308
+ const sub = showdown and foe.active.volatiles.Substitute;
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1164
1311
  return null;
1165
1312
  }
1166
1313
 
@@ -1169,7 +1316,7 @@ fn applyDamage(
1169
1316
  target_player: Player,
1170
1317
  sub_player: Player,
1171
1318
  reason: Damage,
1172
- log: anytype,
1319
+ options: anytype,
1173
1320
  ) !bool {
1174
1321
  assert(showdown or battle.last_damage != 0);
1175
1322
 
@@ -1184,19 +1331,20 @@ fn applyDamage(
1184
1331
  subbed.active.volatiles.substitute = 0;
1185
1332
  subbed.active.volatiles.Substitute = false;
1186
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1187
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1188
1336
  return true;
1189
1337
  } else {
1190
1338
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1191
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1192
- try log.activate(battle.active(sub_player), .Substitute);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1193
1341
  return false;
1194
1342
  }
1195
1343
  }
1196
1344
 
1197
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1198
1346
  target.stored().hp -= battle.last_damage;
1199
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1200
1348
  return false;
1201
1349
  }
1202
1350
 
@@ -1204,61 +1352,81 @@ fn mirrorMove(
1204
1352
  battle: anytype,
1205
1353
  player: Player,
1206
1354
  mslot: u4,
1355
+ rewrap: bool,
1207
1356
  auto: bool,
1208
1357
  residual: *bool,
1209
- log: anytype,
1210
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1211
1360
  var side = battle.side(player);
1212
1361
  const foe = battle.foe(player);
1213
1362
 
1214
1363
  side.last_selected_move = foe.last_used_move;
1215
1364
 
1216
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1217
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1218
1367
  return null;
1368
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1369
+ incrementPP(side, player, mslot, options);
1219
1370
  }
1220
1371
 
1221
- incrementPP(side, mslot);
1222
-
1223
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1224
- return doMove(battle, player, mslot, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1225
1376
  }
1226
1377
 
1227
1378
  fn metronome(
1228
1379
  battle: anytype,
1229
1380
  player: Player,
1230
1381
  mslot: u4,
1382
+ rewrap: bool,
1231
1383
  auto: bool,
1232
1384
  residual: *bool,
1233
- log: anytype,
1234
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1235
1387
  var side = battle.side(player);
1236
1388
 
1237
- side.last_selected_move = Rolls.metronome(battle);
1238
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1239
1391
 
1240
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1396
  }
1243
1397
 
1244
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1245
1399
  var immune = false;
1246
1400
  var mist = false;
1247
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1248
1407
  assert(!immune);
1249
1408
  if (mist) {
1250
1409
  assert(!showdown);
1251
1410
  const foe_ident = battle.active(player.foe());
1252
- try log.activate(foe_ident, .Mist);
1253
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1254
1413
  } else {
1255
- try log.lastmiss();
1256
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1257
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1258
1419
  return false;
1259
1420
  }
1260
1421
 
1261
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1262
1430
  var side = battle.side(player);
1263
1431
  const foe = battle.foe(player);
1264
1432
 
@@ -1297,10 +1465,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1297
1465
  const overwritten = overwrite and state > 0;
1298
1466
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1299
1467
 
1300
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1301
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1468
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1469
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1302
1470
  accuracy = accuracy * boost[0] / boost[1];
1303
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1471
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1304
1472
  accuracy = accuracy * boost[0] / boost[1];
1305
1473
  accuracy = @min(255, @max(1, accuracy));
1306
1474
 
@@ -1309,7 +1477,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1309
1477
  if (overwrite) side.active.volatiles.state = accuracy;
1310
1478
 
1311
1479
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1312
- break :miss !Rolls.hit(battle, accuracy);
1480
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1313
1481
  };
1314
1482
 
1315
1483
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1319,16 +1487,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1319
1487
  }
1320
1488
 
1321
1489
  if (!miss) return true;
1322
- battle.last_damage = 0;
1490
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1491
+
1323
1492
  side.active.volatiles.Binding = false;
1493
+ options.chance.observe(.binding, player, .None);
1494
+
1324
1495
  return false;
1325
1496
  }
1326
1497
 
1327
1498
  fn checkFaint(
1328
1499
  battle: anytype,
1329
1500
  player: Player,
1330
- log: anytype,
1331
- ) @TypeOf(log).Error!?Result {
1501
+ cap: bool,
1502
+ options: anytype,
1503
+ ) @TypeOf(options.log).Error!?Result {
1332
1504
  const side = battle.side(player);
1333
1505
  if (side.stored().hp > 0) return null;
1334
1506
 
@@ -1336,33 +1508,32 @@ fn checkFaint(
1336
1508
  const foe_fainted = foe.stored().hp == 0;
1337
1509
 
1338
1510
  const player_out = findFirstAlive(side) == 0;
1339
- const foe_out = findFirstAlive(foe) == 0;
1340
- const tie = player_out and foe_out;
1341
- const more = tie or player_out or foe_out;
1511
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1512
+ const more = player_out or foe_out;
1342
1513
 
1343
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1344
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1514
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1515
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1345
1516
 
1346
1517
  assert(!side.active.volatiles.MultiHit);
1347
1518
  assert(!foe.active.volatiles.MultiHit);
1348
1519
 
1349
- if (tie) {
1350
- try log.tie();
1520
+ if (player_out and foe_out) {
1521
+ try options.log.tie(.{});
1351
1522
  return Result.Tie;
1352
1523
  } else if (player_out) {
1353
- try log.win(player.foe());
1524
+ try options.log.win(.{player.foe()});
1354
1525
  return if (player == .P1) Result.Lose else Result.Win;
1355
1526
  } else if (foe_out) {
1356
- try log.win(player);
1527
+ try options.log.win(.{player});
1357
1528
  return if (player == .P1) Result.Win else Result.Lose;
1358
1529
  }
1359
1530
 
1360
1531
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1361
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1362
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1532
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1533
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1363
1534
  }
1364
1535
 
1365
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1536
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1366
1537
  var side = battle.side(player);
1367
1538
  var foe = battle.foe(player);
1368
1539
  assert(side.stored().hp == 0);
@@ -1371,7 +1542,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1371
1542
  assert(!foe_volatiles.MultiHit);
1372
1543
  if (foe_volatiles.Bide) {
1373
1544
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1374
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1545
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1375
1546
  if (foe_volatiles.state != 0) return Result.Error;
1376
1547
  }
1377
1548
 
@@ -1395,32 +1566,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1395
1566
  side.stored().stats.spe;
1396
1567
  }
1397
1568
 
1398
- try log.faint(battle.active(player), done);
1569
+ try options.log.faint(.{ battle.active(player), done });
1570
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1571
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1572
+ if (cap) options.calc.capped(player);
1399
1573
  return null;
1400
1574
  }
1401
1575
 
1402
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1576
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1403
1577
  var side = battle.side(player);
1404
1578
  var stored = side.stored();
1405
1579
  const ident = battle.active(player);
1406
1580
  var volatiles = &side.active.volatiles;
1407
1581
 
1408
1582
  const brn = Status.is(stored.status, .BRN);
1409
- if (brn or Status.is(stored.status, .PSN)) blk: {
1583
+ if (brn or Status.is(stored.status, .PSN)) {
1410
1584
  var damage = @max(stored.stats.hp / 16, 1);
1411
-
1412
1585
  if (volatiles.Toxic) {
1413
1586
  volatiles.toxic += 1;
1414
1587
  damage *= volatiles.toxic;
1415
1588
  }
1589
+ damage = @min(damage, stored.hp);
1416
1590
 
1417
- const amount = @min(damage, stored.hp);
1418
- if (showdown and amount == 0) break :blk;
1419
-
1420
- stored.hp -= amount;
1421
-
1422
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1423
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1591
+ if (!showdown or damage > 0) {
1592
+ stored.hp -= damage;
1593
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1594
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1595
+ }
1424
1596
  }
1425
1597
 
1426
1598
  if (volatiles.LeechSeed) {
@@ -1444,47 +1616,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1444
1616
  const amount = @min(damage, stored.hp);
1445
1617
  stored.hp -= amount;
1446
1618
 
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) {
1449
- try log.damage(ident, stored, .LeechSeed);
1450
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1451
- if (showdown) battle.last_damage = damage;
1452
- }
1619
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1620
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1453
1621
 
1454
1622
  const before = foe_stored.hp;
1455
1623
  // Uncapped damage is added back to the foe
1456
1624
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1457
1625
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1458
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1626
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1459
1627
  }
1460
1628
  }
1461
1629
 
1462
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1630
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1463
1631
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1464
1632
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1465
1633
 
1466
- if (showdown and options.ebc and checkEBC(battle)) {
1467
- try log.tie();
1634
+ battle.turn += 1;
1635
+
1636
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1637
+ try options.log.tie(.{});
1468
1638
  return Result.Tie;
1469
1639
  }
1470
1640
 
1471
- battle.turn += 1;
1472
-
1473
- if (showdown and battle.turn >= 1000) {
1474
- try log.tie();
1641
+ if (pkmn.options.mod and battle.turn >= 1000) {
1642
+ try options.log.tie(.{});
1475
1643
  return Result.Tie;
1476
1644
  } else if (battle.turn >= 65535) {
1477
1645
  return Result.Error;
1478
1646
  }
1479
1647
 
1480
- try log.turn(battle.turn);
1648
+ try options.log.turn(.{battle.turn});
1481
1649
 
1482
1650
  return Result.Default;
1483
1651
  }
1484
1652
 
1485
1653
  fn checkEBC(battle: anytype) bool {
1486
1654
  for (battle.sides, 0..) |side, i| {
1487
- const foe = battle.sides[~@intCast(u1, i)];
1655
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1488
1656
 
1489
1657
  var foe_all_ghosts = true;
1490
1658
  var foe_all_transform = true;
@@ -1536,10 +1704,10 @@ fn checkEBC(battle: anytype) bool {
1536
1704
  return false;
1537
1705
  }
1538
1706
 
1539
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1540
- if (side.active.volatiles.disabled_move != 0) {
1707
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1708
+ if (side.active.volatiles.disable_move != 0) {
1541
1709
  // A Pokémon that transforms after being disabled may end up with less move slots
1542
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1710
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1543
1711
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1544
1712
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1545
1713
  m
@@ -1547,127 +1715,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1547
1715
  side.last_selected_move;
1548
1716
  if (m != .None and m == last) {
1549
1717
  side.active.volatiles.Charging = false;
1550
- try log.disabled(ident, last);
1718
+ try options.log.cant(.{ ident, .Disable, last });
1551
1719
  return true;
1552
1720
  }
1553
1721
  }
1554
1722
  return false;
1555
1723
  }
1556
1724
 
1557
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1725
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1558
1726
  const side = battle.side(who);
1559
1727
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1560
- try Effects.boost(battle, who, Move.get(.Rage), log);
1728
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1561
1729
  }
1562
1730
  }
1563
1731
 
1564
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1565
- var volatiles = &active.volatiles;
1566
- assert(volatiles.Thrashing);
1567
- if (volatiles.attacks > 0) return false;
1568
-
1569
- volatiles.Thrashing = false;
1570
- volatiles.Confusion = true;
1571
- volatiles.confusion = Rolls.confusionDuration(battle);
1572
- return true;
1573
- }
1574
-
1575
- inline fn onBegin(
1732
+ fn onBegin(
1576
1733
  battle: anytype,
1577
1734
  player: Player,
1578
1735
  move: Move.Data,
1579
1736
  mslot: u8,
1580
1737
  residual: *bool,
1581
- log: anytype,
1738
+ options: anytype,
1582
1739
  ) !void {
1583
- assert(move.effect.onBegin());
1584
1740
  return switch (move.effect) {
1585
- .Confusion => Effects.confusion(battle, player, move, log),
1586
- .Conversion => Effects.conversion(battle, player, log),
1587
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1588
- .Haze => Effects.haze(battle, player, log),
1589
- .Heal => Effects.heal(battle, player, log),
1590
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1591
- .LightScreen => Effects.lightScreen(battle, player, log),
1592
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1593
- .Mist => Effects.mist(battle, player, log),
1594
- .Paralyze => Effects.paralyze(battle, player, move, log),
1595
- .Poison => Effects.poison(battle, player, move, log),
1596
- .Reflect => Effects.reflect(battle, player, log),
1597
- .Splash => Effects.splash(battle, player, log),
1598
- .Substitute => Effects.substitute(battle, player, residual, log),
1599
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1600
- .Transform => Effects.transform(battle, player, log),
1741
+ .Confusion => Effects.confusion(battle, player, move, options),
1742
+ .Conversion => Effects.conversion(battle, player, options),
1743
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1744
+ .Haze => Effects.haze(battle, player, options),
1745
+ .Heal => Effects.heal(battle, player, options),
1746
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1747
+ .LightScreen => Effects.lightScreen(battle, player, options),
1748
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1749
+ .Mist => Effects.mist(battle, player, options),
1750
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1751
+ .Poison => Effects.poison(battle, player, move, options),
1752
+ .Reflect => Effects.reflect(battle, player, options),
1753
+ .Splash => Effects.splash(battle, player, options),
1754
+ .Substitute => Effects.substitute(battle, player, residual, options),
1755
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1756
+ .Transform => Effects.transform(battle, player, options),
1601
1757
  else => unreachable,
1602
1758
  };
1603
1759
  }
1604
1760
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1606
- assert(move.effect.onEnd());
1761
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1762
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1763
+ .Bide => Effects.bide(battle, player, options),
1609
1764
  // zig fmt: off
1610
1765
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1766
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1767
+ Effects.boost(battle, player, move, options),
1613
1768
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1769
+ Effects.unboost(battle, player, move, options),
1615
1770
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1771
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1772
  else => unreachable,
1618
1773
  };
1619
1774
  }
1620
1775
 
1621
- inline fn alwaysHappens(
1776
+ fn alwaysHappens(
1622
1777
  battle: anytype,
1623
1778
  player: Player,
1624
1779
  move: Move.Data,
1625
1780
  residual: *bool,
1626
- log: anytype,
1781
+ options: anytype,
1627
1782
  ) !void {
1628
- assert(move.effect.alwaysHappens());
1629
1783
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1784
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1785
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1786
+ .PayDay => Effects.payDay(battle, player, options),
1633
1787
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1788
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1789
  .JumpKick, .Binding => {},
1636
1790
  else => unreachable,
1637
1791
  };
1638
1792
  }
1639
1793
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1794
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1795
  return switch (move.effect) {
1642
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1643
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1644
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1645
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1646
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1796
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1797
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1798
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1799
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1800
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1801
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1802
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1803
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1804
  // zig fmt: off
1651
1805
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1806
+ Effects.unboost(battle, player, move, options),
1653
1807
  // zig fmt: on
1654
1808
  else => {},
1655
1809
  };
1656
1810
  }
1657
1811
 
1658
1812
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1814
  var side = battle.side(player);
1661
1815
 
1662
1816
  side.active.volatiles.Bide = true;
1663
1817
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1818
+
1664
1819
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = Rolls.duration(battle);
1820
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1821
+ options.chance.observe(.attacking, player, .started);
1666
1822
 
1667
- try log.start(battle.active(player), .Bide);
1823
+ try options.log.start(.{ battle.active(player), .Bide });
1668
1824
  }
1669
1825
 
1670
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1826
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1827
  var foe = battle.foe(player);
1672
1828
  var foe_stored = foe.stored();
1673
1829
 
@@ -1678,83 +1834,91 @@ pub const Effects = struct {
1678
1834
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1679
1835
  if (Status.is(foe_stored.status, .FRZ)) {
1680
1836
  assert(move.type == .Fire);
1681
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1837
+ try options.log.curestatus(.{
1838
+ battle.active(player.foe()),
1839
+ foe_stored.status,
1840
+ .Message,
1841
+ });
1682
1842
  foe_stored.status = 0;
1683
1843
  }
1684
1844
  return;
1685
1845
  }
1686
1846
 
1687
1847
  if (foe.active.types.includes(move.type)) return;
1688
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1848
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1849
+ return;
1850
+ }
1689
1851
 
1690
1852
  foe_stored.status = Status.init(.BRN);
1691
1853
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1854
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1855
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1856
  }
1695
1857
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1858
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1859
  var side = battle.side(player);
1698
1860
  var volatiles = &side.active.volatiles;
1699
1861
 
1700
1862
  volatiles.Charging = true;
1701
1863
  const move = side.last_selected_move;
1702
1864
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1865
+ try options.log.laststill(.{});
1866
+ try options.log.prepare(.{ battle.active(player), move });
1705
1867
  }
1706
1868
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1869
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1870
  var foe = battle.foe(player);
1709
1871
  const sub = foe.active.volatiles.Substitute;
1710
1872
 
1711
1873
  if (move.effect == .ConfusionChance) {
1712
- if (!Rolls.confusionChance(battle)) return;
1874
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1713
1875
  } else {
1714
1876
  if (showdown) {
1715
- if (!try checkHit(battle, player, move, log)) {
1716
- return;
1717
- } else if (sub) {
1718
- return log.fail(battle.active(player.foe()), .None);
1719
- }
1877
+ if (!try checkHit(battle, player, move, options)) return;
1878
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1720
1879
  } else {
1721
- if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- } else if (!try checkHit(battle, player, move, log)) {
1724
- return;
1725
- }
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1881
+ if (!try checkHit(battle, player, move, options)) return;
1726
1882
  }
1727
1883
  }
1728
1884
 
1729
1885
  if (foe.active.volatiles.Confusion) return;
1730
1886
  foe.active.volatiles.Confusion = true;
1731
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1732
1887
 
1733
- try log.start(battle.active(player.foe()), .Confusion);
1888
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1889
+ options.chance.observe(.confusion, player.foe(), .started);
1890
+ options.calc.confusion(player.foe());
1891
+
1892
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1734
1893
  }
1735
1894
 
1736
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1895
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1737
1896
  const foe = battle.foe(player);
1738
1897
 
1739
1898
  if (foe.active.volatiles.Invulnerable) {
1740
- try log.lastmiss();
1741
- return log.miss(battle.active(player));
1899
+ try options.log.lastmiss(.{});
1900
+ return options.log.miss(.{battle.active(player)});
1742
1901
  }
1743
1902
 
1744
1903
  battle.side(player).active.types = foe.active.types;
1745
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1904
+ return options.log.start(.{
1905
+ battle.active(player),
1906
+ .TypeChange,
1907
+ foe.active.types,
1908
+ battle.active(player.foe()),
1909
+ });
1746
1910
  }
1747
1911
 
1748
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1912
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1749
1913
  var foe = battle.foe(player);
1750
1914
  var volatiles = &foe.active.volatiles;
1751
1915
  const foe_ident = battle.active(player.foe());
1752
1916
 
1753
1917
  // Pokémon Showdown handles hit/miss earlier in doMove
1754
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1918
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1755
1919
 
1756
- if (volatiles.disabled_move != 0) {
1757
- try log.fail(foe_ident, .None);
1920
+ if (volatiles.disable_move != 0) {
1921
+ try options.log.fail(.{ foe_ident, .None });
1758
1922
  return null;
1759
1923
  }
1760
1924
 
@@ -1769,25 +1933,27 @@ pub const Effects = struct {
1769
1933
 
1770
1934
  // Technically this is still considered simply a "miss" on the cartridge,
1771
1935
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1772
- if (n == 0) {
1773
- try log.fail(foe_ident, .None);
1936
+ if (n == 0 or (pkmn.options.mod and err)) {
1937
+ try options.log.fail(.{ foe_ident, .None });
1774
1938
  return null;
1775
1939
  } else if (err) {
1776
1940
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1777
- assert(!showdown);
1778
1941
  return Result.Error;
1779
1942
  }
1780
1943
 
1781
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1782
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1944
+ volatiles.disable_move =
1945
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1946
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1947
+ options.chance.observe(.disable, player.foe(), .started);
1783
1948
 
1784
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1949
+ const id = foe.active.move(volatiles.disable_move).id;
1950
+ try options.log.start(.{ foe_ident, .Disable, id });
1785
1951
  return null;
1786
1952
  }
1787
1953
 
1788
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1789
- var side = battle.side(player);
1790
- var stored = side.stored();
1954
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1955
+ var stored = battle.side(player).stored();
1956
+ const ident = battle.active(player);
1791
1957
 
1792
1958
  if (battle.last_damage == 0) {
1793
1959
  assert(showdown);
@@ -1800,7 +1966,7 @@ pub const Effects = struct {
1800
1966
  if (stored.hp == stored.stats.hp) return;
1801
1967
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1802
1968
 
1803
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1969
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1804
1970
  }
1805
1971
 
1806
1972
  fn explode(battle: anytype, player: Player) !void {
@@ -1814,26 +1980,28 @@ pub const Effects = struct {
1814
1980
  side.active.volatiles.LeechSeed = false;
1815
1981
  }
1816
1982
 
1817
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1983
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1818
1984
  var volatiles = &battle.foe(player).active.volatiles;
1819
1985
 
1820
1986
  if (volatiles.Substitute) return;
1821
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1987
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1988
+ return;
1989
+ }
1822
1990
 
1823
1991
  volatiles.Flinch = true;
1824
1992
  volatiles.Recharging = false;
1825
1993
  }
1826
1994
 
1827
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1995
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1828
1996
  var side = battle.side(player);
1829
1997
 
1830
1998
  if (side.active.volatiles.FocusEnergy) return;
1831
1999
  side.active.volatiles.FocusEnergy = true;
1832
2000
 
1833
- try log.start(battle.active(player), .FocusEnergy);
2001
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1834
2002
  }
1835
2003
 
1836
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2004
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
2005
  var foe = battle.foe(player);
1838
2006
  var foe_stored = foe.stored();
1839
2007
  const foe_ident = battle.active(player.foe());
@@ -1845,21 +2013,22 @@ pub const Effects = struct {
1845
2013
  }
1846
2014
 
1847
2015
  if (foe.active.types.includes(move.type)) return;
1848
- if (!Rolls.secondaryChance(battle, true)) return;
2016
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1849
2017
  // Freeze Clause Mod
1850
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2018
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1851
2019
 
1852
2020
  foe_stored.status = Status.init(.FRZ);
1853
2021
  // GLITCH: Hyper Beam recharging status is not cleared
1854
2022
 
1855
- try log.status(foe_ident, foe_stored.status, .None);
2023
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1856
2024
  }
1857
2025
 
1858
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2026
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2027
+ var log = options.log;
1859
2028
  var side = battle.side(player);
1860
2029
  var foe = battle.foe(player);
1861
2030
 
1862
- var side_stored = side.stored();
2031
+ const side_stored = side.stored();
1863
2032
  var foe_stored = foe.stored();
1864
2033
 
1865
2034
  const player_ident = battle.active(player);
@@ -1871,96 +2040,101 @@ pub const Effects = struct {
1871
2040
  side.active.stats = side_stored.stats;
1872
2041
  foe.active.stats = foe_stored.stats;
1873
2042
 
1874
- try log.activate(player_ident, .Haze);
1875
- try log.clearallboost();
2043
+ try log.activate(.{ player_ident, .Haze });
2044
+ try log.clearallboost(.{});
1876
2045
 
1877
2046
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1878
2047
  if (showdown) {
1879
2048
  for (&battle.sides, 0..) |*s, i| {
1880
- const p = @intToEnum(Player, i);
2049
+ const p: Player = @enumFromInt(i);
1881
2050
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1882
2051
  if (p != player and Status.any(s.stored().status)) {
1883
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1884
2053
  s.stored().status = 0;
2054
+ options.chance.observe(.sleep, p, .None);
1885
2055
  } else if (showdown and s.stored().status == Status.TOX) {
1886
2056
  s.stored().status = Status.init(.PSN);
1887
- try log.status(battle.active(p), s.stored().status, .None);
2057
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1888
2058
  }
1889
- try clearVolatiles(battle, p, log);
2059
+ try clearVolatiles(battle, p, options);
1890
2060
  }
1891
2061
  } else {
1892
2062
  if (Status.any(foe_stored.status)) {
1893
2063
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1894
2064
  foe.last_selected_move = .SKIP_TURN;
2065
+ options.chance.observe(.sleep, player.foe(), .None);
1895
2066
  }
1896
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2067
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1897
2068
  foe_stored.status = 0;
1898
2069
  }
1899
- try clearVolatiles(battle, player, log);
1900
- try clearVolatiles(battle, player.foe(), log);
2070
+ try clearVolatiles(battle, player, options);
2071
+ try clearVolatiles(battle, player.foe(), options);
1901
2072
  }
1902
2073
  }
1903
2074
 
1904
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1905
2076
  var side = battle.side(player);
1906
2077
  var stored = side.stored();
1907
2078
  const ident = battle.active(player);
1908
2079
 
1909
2080
  // GLITCH: HP recovery move failure glitches
1910
2081
  const delta = stored.stats.hp - stored.hp;
1911
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2082
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2083
+ return options.log.fail(.{ ident, .None });
2084
+ }
1912
2085
 
1913
2086
  const rest = side.last_selected_move == .Rest;
1914
2087
  if (rest) {
1915
2088
  // Adding the sleep status runs the sleep condition handler to roll duration
1916
2089
  if (showdown) battle.rng.advance(1);
1917
2090
  stored.status = Status.slf(2);
1918
- try log.statusFrom(ident, stored.status, Move.Rest);
2091
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1919
2092
  stored.hp = stored.stats.hp;
1920
2093
  } else {
1921
2094
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1922
2095
  }
1923
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2096
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1924
2097
  }
1925
2098
 
1926
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2099
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1927
2100
  battle.side(player).active.volatiles.Recharging = true;
1928
- try log.mustrecharge(battle.active(player));
2101
+ try options.log.mustrecharge(.{battle.active(player)});
1929
2102
  }
1930
2103
 
1931
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2104
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1932
2105
  var foe = battle.foe(player);
1933
2106
 
1934
2107
  if (showdown) {
1935
2108
  // Invulnerability trumps type immunity on Pokémon Showdown
1936
2109
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1937
- return log.immune(battle.active(player.foe()), .None);
2110
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1938
2111
  }
1939
- if (!try checkHit(battle, player, move, log)) return;
2112
+ if (!try checkHit(battle, player, move, options)) return;
1940
2113
  if (foe.active.volatiles.LeechSeed) return;
1941
2114
  } else {
1942
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
1943
2116
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1944
- try log.lastmiss();
1945
- return log.miss(battle.active(player));
2117
+ try options.log.lastmiss(.{});
2118
+ return options.log.miss(.{battle.active(player)});
1946
2119
  }
1947
2120
  }
1948
2121
 
1949
2122
  foe.active.volatiles.LeechSeed = true;
1950
2123
 
1951
- try log.start(battle.active(player.foe()), .LeechSeed);
2124
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1952
2125
  }
1953
2126
 
1954
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2127
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1955
2128
  var side = battle.side(player);
2129
+ const ident = battle.active(player);
1956
2130
 
1957
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2131
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1958
2132
  side.active.volatiles.LightScreen = true;
1959
2133
 
1960
- try log.start(battle.active(player), .LightScreen);
2134
+ try options.log.start(.{ ident, .LightScreen });
1961
2135
  }
1962
2136
 
1963
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2137
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1964
2138
  var side = battle.side(player);
1965
2139
  var foe = battle.foe(player);
1966
2140
 
@@ -1976,46 +2150,49 @@ pub const Effects = struct {
1976
2150
  const has_mimic = has_mimic: {
1977
2151
  for (side.active.moves, 0..) |m, i| {
1978
2152
  if (m.id == .Mimic) {
1979
- oslot = @intCast(u8, i + 1);
2153
+ oslot = @intCast(i + 1);
1980
2154
  break :has_mimic true;
1981
2155
  }
1982
2156
  }
1983
2157
  break :has_mimic false;
1984
2158
  };
1985
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1986
- // trigger |-miss| instead of |-fail|
1987
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1988
- return try log.fail(battle.active(player.foe()), .None);
2159
+ if (!has_mimic) {
2160
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2161
+ if (!try checkHit(battle, player, move, options)) return;
2162
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1989
2163
  }
1990
2164
  }
1991
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
1992
2166
 
1993
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2167
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1994
2168
  side.active.move(oslot).id = foe.active.move(rslot).id;
1995
2169
 
1996
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2170
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1997
2171
  }
1998
2172
 
1999
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2173
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2000
2174
  var side = battle.side(player);
2001
2175
 
2002
2176
  if (side.active.volatiles.Mist) return;
2003
2177
  side.active.volatiles.Mist = true;
2004
2178
 
2005
- try log.start(battle.active(player), .Mist);
2179
+ try options.log.start(.{ battle.active(player), .Mist });
2006
2180
  }
2007
2181
 
2008
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2182
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2183
  var side = battle.side(player);
2010
2184
 
2011
2185
  assert(!side.active.volatiles.MultiHit);
2012
2186
  side.active.volatiles.MultiHit = true;
2013
2187
 
2014
- side.active.volatiles.attacks =
2015
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2188
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2189
+ try Rolls.distribution(battle, .MultiHit, player, options)
2190
+ else
2191
+ 2;
2016
2192
  }
2017
2193
 
2018
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2194
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2195
+ var log = options.log;
2019
2196
  var foe = battle.foe(player);
2020
2197
  var foe_stored = foe.stored();
2021
2198
  const foe_ident = battle.active(player.foe());
@@ -2025,27 +2202,28 @@ pub const Effects = struct {
2025
2202
 
2026
2203
  if (showdown) {
2027
2204
  // Invulnerability trumps type immunity on Pokémon Showdown
2028
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2029
- if (!try checkHit(battle, player, move, log)) return;
2205
+ if (immune and !foe.active.volatiles.Invulnerable) {
2206
+ return log.immune(.{ foe_ident, .None });
2207
+ } else if (!try checkHit(battle, player, move, options)) return;
2030
2208
  }
2031
2209
  if (Status.any(foe_stored.status)) {
2032
- return log.fail(
2210
+ return log.fail(.{
2033
2211
  foe_ident,
2034
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2035
- );
2212
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2213
+ });
2036
2214
  }
2037
2215
  if (!showdown) {
2038
- if (immune) return log.immune(foe_ident, .None);
2039
- if (!try checkHit(battle, player, move, log)) return;
2216
+ if (immune) return log.immune(.{ foe_ident, .None });
2217
+ if (!try checkHit(battle, player, move, options)) return;
2040
2218
  }
2041
2219
 
2042
2220
  foe_stored.status = Status.init(.PAR);
2043
2221
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2044
2222
 
2045
- try log.status(foe_ident, foe_stored.status, .None);
2223
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2046
2224
  }
2047
2225
 
2048
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2226
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2049
2227
  var foe = battle.foe(player);
2050
2228
  var foe_stored = foe.stored();
2051
2229
 
@@ -2057,50 +2235,59 @@ pub const Effects = struct {
2057
2235
 
2058
2236
  // Body Slam can't paralyze a Normal type Pokémon
2059
2237
  if (foe.active.types.includes(move.type)) return;
2060
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2238
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2239
+ return;
2240
+ }
2061
2241
 
2062
2242
  foe_stored.status = Status.init(.PAR);
2063
2243
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2064
2244
 
2065
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2245
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2066
2246
  }
2067
2247
 
2068
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2069
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2248
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2249
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2250
+ try options.log.fieldactivate(.{});
2251
+ }
2070
2252
  }
2071
2253
 
2072
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2255
+ var log = options.log;
2073
2256
  var foe = battle.foe(player);
2074
2257
  var foe_stored = foe.stored();
2075
2258
  const foe_ident = battle.active(player.foe());
2076
2259
  const toxic = battle.side(player).last_selected_move == .Toxic;
2077
2260
 
2078
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2261
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2079
2262
  return;
2080
2263
  } else if (foe.active.volatiles.Substitute) {
2081
2264
  if (move.effect != .Poison) return;
2082
- return log.fail(foe_ident, .None);
2265
+ return log.fail(.{ foe_ident, .None });
2083
2266
  } else if (Status.any(foe_stored.status)) {
2084
2267
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2085
2268
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2086
2269
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2087
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2270
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2088
2271
  if (!showdown)
2089
- .Poison
2272
+ Fail.Poison
2090
2273
  else if (toxic == (foe_stored.status == Status.TOX))
2091
- if (toxic) .Toxic else .Poison
2274
+ if (toxic) Fail.Toxic else Fail.Poison
2092
2275
  else
2093
- .None
2276
+ Fail.None
2094
2277
  else
2095
- .None);
2278
+ Fail.None });
2096
2279
  } else if (foe.active.types.includes(.Poison)) {
2097
2280
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2098
- return log.immune(foe_ident, .None);
2281
+ return log.immune(.{ foe_ident, .None });
2099
2282
  }
2100
2283
 
2101
2284
  if (move.effect == .Poison) {
2102
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2103
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2285
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2286
+ } else {
2287
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2288
+ return;
2289
+ }
2290
+ }
2104
2291
 
2105
2292
  foe_stored.status = Status.init(.PSN);
2106
2293
  if (toxic) {
@@ -2109,7 +2296,7 @@ pub const Effects = struct {
2109
2296
  foe.active.volatiles.toxic = 0;
2110
2297
  }
2111
2298
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2299
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2300
  }
2114
2301
 
2115
2302
  fn rage(battle: anytype, player: Player) !void {
@@ -2118,28 +2305,37 @@ pub const Effects = struct {
2118
2305
  volatiles.Rage = true;
2119
2306
  }
2120
2307
 
2121
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2308
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2122
2309
  var side = battle.side(player);
2123
2310
  var stored = side.stored();
2124
2311
 
2125
- const damage = @intCast(i16, @max(battle.last_damage /
2312
+ assert(showdown or battle.last_damage > 0);
2313
+ if (showdown and battle.last_damage == 0) return;
2314
+
2315
+ const damage: i16 = @intCast(@max(battle.last_damage /
2126
2316
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2127
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2317
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2128
2318
 
2129
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2319
+ try options.log.damage(.{
2320
+ battle.active(player),
2321
+ stored,
2322
+ .RecoilOf,
2323
+ battle.active(player.foe()),
2324
+ });
2130
2325
  if (showdown and stored.hp == 0) residual.* = false;
2131
2326
  }
2132
2327
 
2133
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2328
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2134
2329
  var side = battle.side(player);
2330
+ const ident = battle.active(player);
2135
2331
 
2136
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2332
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2137
2333
  side.active.volatiles.Reflect = true;
2138
2334
 
2139
- try log.start(battle.active(player), .Reflect);
2335
+ try options.log.start(.{ ident, .Reflect });
2140
2336
  }
2141
2337
 
2142
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2338
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2143
2339
  var foe = battle.foe(player);
2144
2340
  var foe_stored = foe.stored();
2145
2341
  const foe_ident = battle.active(player.foe());
@@ -2150,80 +2346,87 @@ pub const Effects = struct {
2150
2346
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2151
2347
  } else {
2152
2348
  if (Status.any(foe_stored.status)) {
2153
- return log.fail(
2349
+ return options.log.fail(.{
2154
2350
  foe_ident,
2155
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2156
- );
2351
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2352
+ });
2157
2353
  }
2158
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2159
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2354
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2355
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2160
2356
  }
2161
2357
 
2162
2358
  // Sleep Clause Mod
2163
- if (showdown) {
2359
+ if (pkmn.options.mod) {
2164
2360
  for (foe.pokemon) |p| {
2165
2361
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2166
2362
  }
2167
2363
  }
2168
2364
  foe.active.volatiles.Recharging = false;
2169
2365
 
2170
- foe_stored.status = Status.slp(Rolls.sleep(battle));
2171
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2366
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2367
+ options.chance.observe(.sleep, player.foe(), .started);
2368
+
2369
+ const last = battle.side(player).last_selected_move;
2370
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2172
2371
  }
2173
2372
 
2174
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2175
- try log.activate(battle.active(player), .Splash);
2373
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2374
+ try options.log.activate(.{ battle.active(player), .Splash });
2176
2375
  }
2177
2376
 
2178
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2377
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2179
2378
  var side = battle.side(player);
2180
2379
  if (side.active.volatiles.Substitute) {
2181
- try log.fail(battle.active(player), .Substitute);
2182
- return;
2380
+ return options.log.fail(.{ battle.active(player), .Substitute });
2183
2381
  }
2184
2382
 
2185
2383
  assert(side.stored().stats.hp <= 1023);
2186
2384
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2187
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2385
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2188
2386
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2189
2387
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2190
2388
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2191
2389
  // avoid having to convert to floating point)
2192
2390
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2193
2391
  if (side.stored().hp < required_hp) {
2194
- try log.fail(battle.active(player), .Weak);
2195
- return;
2392
+ return options.log.fail(.{ battle.active(player), .Weak });
2196
2393
  }
2197
2394
 
2198
2395
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2199
2396
  side.stored().hp -= hp;
2200
2397
  side.active.volatiles.substitute = hp + 1;
2201
2398
  side.active.volatiles.Substitute = true;
2202
- try log.start(battle.active(player), .Substitute);
2399
+ try options.log.start(.{ battle.active(player), .Substitute });
2203
2400
  if (hp > 0) {
2204
- try log.damage(battle.active(player), side.stored(), .None);
2401
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2205
2402
  if (showdown and side.stored().hp == 0) residual.* = false;
2206
2403
  }
2207
2404
  }
2208
2405
 
2209
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2210
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2211
-
2406
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2212
2407
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2213
- _ = try checkHit(battle, player, move, log);
2214
- battle.last_damage = 0;
2408
+ if (showdown) {
2409
+ if (battle.side(player).last_selected_move == .Teleport) return;
2410
+ _ = try checkHit(battle, player, move, options);
2411
+ battle.last_damage = 0;
2412
+ } else {
2413
+ try options.log.fail(.{ battle.active(player), .None });
2414
+ try options.log.laststill(.{});
2415
+ }
2215
2416
  }
2216
2417
 
2217
- fn thrashing(battle: anytype, player: Player) void {
2418
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2218
2419
  var volatiles = &battle.side(player).active.volatiles;
2219
2420
  assert(!volatiles.Thrashing);
2220
2421
  assert(!volatiles.Bide);
2221
2422
 
2222
2423
  volatiles.Thrashing = true;
2223
- volatiles.attacks = Rolls.duration(battle);
2424
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2425
+
2426
+ options.chance.observe(.attacking, player, .started);
2224
2427
  }
2225
2428
 
2226
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2429
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2227
2430
  var side = battle.side(player);
2228
2431
  const foe = battle.foe(player);
2229
2432
  const foe_ident = battle.active(player.foe());
@@ -2249,23 +2452,28 @@ pub const Effects = struct {
2249
2452
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2250
2453
  }
2251
2454
 
2252
- try log.transform(battle.active(player), foe_ident);
2455
+ try options.log.transform(.{ battle.active(player), foe_ident });
2253
2456
  }
2254
2457
 
2255
- fn binding(battle: anytype, player: Player) void {
2458
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2256
2459
  var side = battle.side(player);
2257
2460
  var foe = battle.foe(player);
2258
2461
 
2259
2462
  if (side.active.volatiles.Binding) return;
2260
2463
  side.active.volatiles.Binding = true;
2261
2464
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2262
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2263
- if (!showdown) foe.active.volatiles.Recharging = false;
2465
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2466
+ if (!showdown) {
2467
+ foe.active.volatiles.Recharging = false;
2468
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2264
2469
 
2265
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2470
+ side.active.volatiles.attacks =
2471
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2472
+ options.chance.observe(.binding, player, .started);
2266
2473
  }
2267
2474
 
2268
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2475
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2476
+ var log = options.log;
2269
2477
  var side = battle.side(player);
2270
2478
  const ident = battle.active(player);
2271
2479
 
@@ -2275,87 +2483,87 @@ pub const Effects = struct {
2275
2483
  switch (move.effect) {
2276
2484
  .AttackUp1, .AttackUp2, .Rage => {
2277
2485
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2278
- if (boosts.atk == 6) return try log.fail(ident, .None);
2486
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2279
2487
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2280
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2281
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2488
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2489
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2282
2490
  if (stats.atk == MAX_STAT_VALUE) {
2283
2491
  boosts.atk -= 1;
2284
2492
  if (showdown) {
2285
- try log.boost(ident, reason, n);
2286
- try log.boost(ident, Boost.Attack, -1);
2493
+ try log.boost(.{ ident, reason, n });
2494
+ try log.boost(.{ ident, .Attack, -1 });
2287
2495
  if (move.effect == .Rage) return;
2288
2496
  }
2289
- return try log.fail(ident, .None);
2497
+ return log.fail(.{ ident, .None });
2290
2498
  }
2291
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2499
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2292
2500
  const stat = unmodifiedStats(battle, side).atk;
2293
2501
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2294
- try log.boost(ident, reason, n);
2502
+ try log.boost(.{ ident, reason, n });
2295
2503
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2296
2504
  if (showdown and move.effect == .Rage) return;
2297
2505
  },
2298
2506
  .DefenseUp1, .DefenseUp2 => {
2299
2507
  assert(boosts.def >= -6 and boosts.def <= 6);
2300
- if (boosts.def == 6) return try log.fail(ident, .None);
2508
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2301
2509
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2302
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2510
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2303
2511
  if (stats.def == MAX_STAT_VALUE) {
2304
2512
  boosts.def -= 1;
2305
2513
  if (showdown) {
2306
- try log.boost(ident, .Defense, n);
2307
- try log.boost(ident, .Defense, -1);
2514
+ try log.boost(.{ ident, .Defense, n });
2515
+ try log.boost(.{ ident, .Defense, -1 });
2308
2516
  }
2309
- return try log.fail(ident, .None);
2517
+ return log.fail(.{ ident, .None });
2310
2518
  }
2311
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2519
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2312
2520
  const stat = unmodifiedStats(battle, side).def;
2313
2521
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2314
- try log.boost(ident, .Defense, n);
2522
+ try log.boost(.{ ident, .Defense, n });
2315
2523
  },
2316
2524
  .SpeedUp2 => {
2317
2525
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2318
- if (boosts.spe == 6) return try log.fail(ident, .None);
2319
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2526
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2527
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2320
2528
  if (stats.spe == MAX_STAT_VALUE) {
2321
2529
  boosts.spe -= 1;
2322
2530
  if (showdown) {
2323
- try log.boost(ident, .Speed, 2);
2324
- try log.boost(ident, .Speed, -1);
2531
+ try log.boost(.{ ident, .Speed, 2 });
2532
+ try log.boost(.{ ident, .Speed, -1 });
2325
2533
  }
2326
- return try log.fail(ident, .None);
2534
+ return log.fail(.{ ident, .None });
2327
2535
  }
2328
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2536
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2329
2537
  const stat = unmodifiedStats(battle, side).spe;
2330
2538
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2331
- try log.boost(ident, .Speed, 2);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2332
2540
  },
2333
2541
  .SpecialUp1, .SpecialUp2 => {
2334
2542
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2335
- if (boosts.spc == 6) return try log.fail(ident, .None);
2543
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2336
2544
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2337
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2545
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2338
2546
  if (stats.spc == MAX_STAT_VALUE) {
2339
2547
  boosts.spc -= 1;
2340
2548
  if (showdown) {
2341
- try log.boost(ident, .SpecialAttack, n);
2342
- try log.boost(ident, .SpecialAttack, -1);
2343
- try log.boost(ident, .SpecialDefense, n);
2344
- try log.boost(ident, .SpecialDefense, -1);
2549
+ try log.boost(.{ ident, .SpecialAttack, n });
2550
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2551
+ try log.boost(.{ ident, .SpecialDefense, n });
2552
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2345
2553
  }
2346
- return try log.fail(ident, .None);
2554
+ return log.fail(.{ ident, .None });
2347
2555
  }
2348
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2556
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2349
2557
  const stat = unmodifiedStats(battle, side).spc;
2350
2558
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2351
- try log.boost(ident, .SpecialAttack, n);
2352
- try log.boost(ident, .SpecialDefense, n);
2559
+ try log.boost(.{ ident, .SpecialAttack, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2353
2561
  },
2354
2562
  .EvasionUp1 => {
2355
2563
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2356
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2357
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2358
- try log.boost(ident, .Evasion, 1);
2564
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2565
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2566
+ try log.boost(.{ ident, .Evasion, 1 });
2359
2567
  },
2360
2568
  else => unreachable,
2361
2569
  }
@@ -2364,102 +2572,105 @@ pub const Effects = struct {
2364
2572
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2365
2573
  }
2366
2574
 
2367
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2575
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2576
+ var log = options.log;
2368
2577
  var foe = battle.foe(player);
2369
2578
  const foe_ident = battle.active(player.foe());
2579
+ const secondary = move.effect.isStatDownChance();
2370
2580
 
2371
- if (foe.active.volatiles.Substitute) {
2372
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2373
- }
2581
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2374
2582
 
2375
- if (move.effect.isStatDownChance()) {
2376
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2377
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2378
- return; // checkHit already checks for Invulnerable
2583
+ if (secondary) {
2584
+ const proc = try Rolls.unboost(battle, player, options);
2585
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2586
+ } else {
2587
+ // checkHit already checks for Invulnerable
2588
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2379
2589
  }
2380
2590
 
2381
2591
  var stats = &foe.active.stats;
2382
2592
  var boosts = &foe.active.boosts;
2593
+ const fail = showdown or !secondary;
2383
2594
 
2384
2595
  switch (move.effect) {
2385
2596
  .AttackDown1, .AttackDownChance => {
2386
2597
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2387
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2388
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2598
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2599
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2389
2600
  if (stats.atk == 1) {
2390
2601
  boosts.atk += 1;
2391
2602
  if (showdown) {
2392
- try log.boost(foe_ident, .Attack, -1);
2393
- try log.boost(foe_ident, .Attack, 1);
2603
+ try log.boost(.{ foe_ident, .Attack, -1 });
2604
+ try log.boost(.{ foe_ident, .Attack, 1 });
2394
2605
  }
2395
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2396
2607
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2398
2609
  const stat = unmodifiedStats(battle, foe).atk;
2399
2610
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2400
- try log.boost(foe_ident, .Attack, -1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2401
2612
  },
2402
2613
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2403
2614
  assert(boosts.def >= -6 and boosts.def <= 6);
2404
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2615
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2405
2616
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2406
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2617
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2407
2618
  if (stats.def == 1) {
2408
2619
  boosts.def += 1;
2409
2620
  if (showdown) {
2410
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2411
- try log.boost(foe_ident, .Defense, 1);
2621
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2622
+ try log.boost(.{ foe_ident, .Defense, 1 });
2412
2623
  }
2413
- return try log.fail(foe_ident, .None);
2624
+ return log.fail(.{ foe_ident, .None });
2414
2625
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2626
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2416
2627
  const stat = unmodifiedStats(battle, foe).def;
2417
2628
  stats.def = @max(1, stat * mod[0] / mod[1]);
2418
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2419
2630
  },
2420
2631
  .SpeedDown1, .SpeedDownChance => {
2421
2632
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2422
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2423
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2633
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2634
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2424
2635
  if (stats.spe == 1) {
2425
2636
  boosts.spe += 1;
2426
2637
  if (showdown) {
2427
- try log.boost(foe_ident, .Speed, -1);
2428
- try log.boost(foe_ident, .Speed, 1);
2638
+ try log.boost(.{ foe_ident, .Speed, -1 });
2639
+ try log.boost(.{ foe_ident, .Speed, 1 });
2429
2640
  }
2430
- return try log.fail(foe_ident, .None);
2641
+ return log.fail(.{ foe_ident, .None });
2431
2642
  }
2432
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2643
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2433
2644
  const stat = unmodifiedStats(battle, foe).spe;
2434
2645
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2435
- try log.boost(foe_ident, .Speed, -1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2436
2647
  assert(boosts.spe >= -6);
2437
2648
  },
2438
2649
  .SpecialDownChance => {
2439
2650
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2440
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2441
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2651
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2652
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2442
2653
  if (stats.spc == 1) {
2443
2654
  boosts.spc += 1;
2444
2655
  if (showdown) {
2445
- try log.boost(foe_ident, .SpecialAttack, -1);
2446
- try log.boost(foe_ident, .SpecialAttack, 1);
2447
- try log.boost(foe_ident, .SpecialDefense, -1);
2448
- try log.boost(foe_ident, .SpecialDefense, 1);
2656
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2657
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2658
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2449
2660
  }
2450
- return try log.fail(foe_ident, .None);
2661
+ return log.fail(.{ foe_ident, .None });
2451
2662
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2663
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2453
2664
  const stat = unmodifiedStats(battle, foe).spc;
2454
2665
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .SpecialAttack, -1);
2456
- try log.boost(foe_ident, .SpecialDefense, -1);
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2457
2668
  },
2458
2669
  .AccuracyDown1 => {
2459
2670
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2460
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2461
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2462
- try log.boost(foe_ident, .Accuracy, -1);
2671
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2672
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2673
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2463
2674
  },
2464
2675
  else => unreachable,
2465
2676
  }
@@ -2483,37 +2694,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2483
2694
  }
2484
2695
  }
2485
2696
 
2486
- inline fn isForced(active: ActivePokemon) bool {
2697
+ fn isForced(active: anytype) bool {
2487
2698
  return active.volatiles.Recharging or active.volatiles.Rage or
2488
2699
  active.volatiles.Thrashing or active.volatiles.Charging;
2489
2700
  }
2490
2701
 
2491
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2702
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2703
+ var log = options.log;
2492
2704
  var side = battle.side(who);
2493
2705
  var volatiles = &side.active.volatiles;
2494
2706
  const ident = battle.active(who);
2495
2707
 
2496
- if (volatiles.disabled_move != 0) {
2497
- volatiles.disabled_move = 0;
2498
- volatiles.disabled_duration = 0;
2499
- try log.end(ident, .DisableSilent);
2708
+ if (volatiles.disable_move != 0) {
2709
+ volatiles.disable_move = 0;
2710
+ volatiles.disable_duration = 0;
2711
+ options.chance.observe(.disable, who, .None);
2712
+ try log.end(.{ ident, .DisableSilent });
2500
2713
  }
2501
2714
  if (volatiles.Confusion) {
2502
2715
  // volatiles.confusion is left unchanged
2503
2716
  volatiles.Confusion = false;
2504
- try log.end(ident, .ConfusionSilent);
2717
+ options.chance.observe(.confusion, who, .None);
2718
+ try log.end(.{ ident, .ConfusionSilent });
2505
2719
  }
2506
2720
  if (volatiles.Mist) {
2507
2721
  volatiles.Mist = false;
2508
- try log.end(ident, .Mist);
2722
+ try log.end(.{ ident, .MistSilent });
2509
2723
  }
2510
2724
  if (volatiles.FocusEnergy) {
2511
2725
  volatiles.FocusEnergy = false;
2512
- try log.end(ident, .FocusEnergy);
2726
+ try log.end(.{ ident, .FocusEnergySilent });
2513
2727
  }
2514
2728
  if (volatiles.LeechSeed) {
2515
2729
  volatiles.LeechSeed = false;
2516
- try log.end(ident, .LeechSeed);
2730
+ try log.end(.{ ident, .LeechSeedSilent });
2517
2731
  }
2518
2732
  if (!showdown and volatiles.Toxic) {
2519
2733
  volatiles.Toxic = false;
@@ -2521,152 +2735,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2521
2735
  }
2522
2736
  if (volatiles.LightScreen) {
2523
2737
  volatiles.LightScreen = false;
2524
- try log.end(ident, .LightScreen);
2738
+ try log.end(.{ ident, .LightScreenSilent });
2525
2739
  }
2526
2740
  if (volatiles.Reflect) {
2527
2741
  volatiles.Reflect = false;
2528
- try log.end(ident, .Reflect);
2742
+ try log.end(.{ ident, .ReflectSilent });
2529
2743
  }
2530
2744
  if (showdown and volatiles.Toxic) {
2531
2745
  volatiles.Toxic = false;
2532
2746
  // Pokémon Showdown erroneously clears the toxic counter
2533
2747
  volatiles.toxic = 0;
2534
- try log.end(ident, .Toxic);
2748
+ try log.end(.{ ident, .ToxicSilent });
2535
2749
  }
2536
2750
  }
2537
2751
 
2752
+ fn decrement(
2753
+ comptime field: chance.Action.Field,
2754
+ player: Player,
2755
+ options: anytype,
2756
+ n: anytype,
2757
+ ) @TypeOf(n) {
2758
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2759
+ .started, .ended => 0,
2760
+ .continuing => if (n > 1) n - 1 else n,
2761
+ else => unreachable,
2762
+ } else n - 1;
2763
+ }
2764
+
2538
2765
  pub const Rolls = struct {
2539
- inline fn speedTie(battle: anytype) bool {
2540
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2541
- return battle.rng.next() < Gen12.percent(50) + 1;
2542
- }
2766
+ fn speedTie(battle: anytype, options: anytype) !bool {
2767
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2768
+ player == .P1
2769
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2770
+ battle.rng.speedTie()
2771
+ else if (showdown)
2772
+ battle.rng.range(u8, 0, 2) == 0
2773
+ else
2774
+ battle.rng.next() < Gen12.percent(50) + 1;
2775
+
2776
+ try options.chance.speedTie(p1);
2777
+ return p1;
2778
+ }
2779
+
2780
+ fn criticalHit(
2781
+ battle: anytype,
2782
+ player: Player,
2783
+ rate: u8,
2784
+ spurious: bool,
2785
+ options: anytype,
2786
+ ) !bool {
2787
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2788
+ val == .true
2789
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2790
+ battle.rng.criticalHit(player, rate)
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2795
+
2796
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2797
+ return crit;
2798
+ }
2799
+
2800
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2801
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2802
+ val
2803
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2804
+ battle.rng.damage(player)
2805
+ else roll: {
2806
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2807
+ while (true) {
2808
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2809
+ if (r >= 217) break :roll r;
2810
+ }
2811
+ };
2543
2812
 
2544
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2545
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2546
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2813
+ assert(roll >= 217 and roll <= 255);
2814
+ try options.chance.damage(player, roll);
2815
+ return roll;
2547
2816
  }
2548
2817
 
2549
- inline fn damage(battle: anytype) u8 {
2550
- if (showdown) return battle.rng.range(u8, 217, 256);
2551
- while (true) {
2552
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2553
- if (r >= 217) return r;
2554
- }
2555
- }
2818
+ const uN = if (pkmn.options.miss) u8 else u9;
2819
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2820
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2824
+ battle.rng.hit(player, acc)
2825
+ else if (showdown)
2826
+ battle.rng.chance(uN, acc, 256)
2827
+ else
2828
+ battle.rng.next() < acc;
2556
2829
 
2557
- inline fn hit(battle: anytype, accuracy: u16) bool {
2558
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2559
- return battle.rng.next() < accuracy;
2830
+ try options.chance.hit(player, ok, acc);
2831
+ return ok;
2560
2832
  }
2561
2833
 
2562
- inline fn confusionDuration(battle: anytype) u3 {
2563
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2564
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2565
- }
2834
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2835
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2836
+ val == .true
2837
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2838
+ battle.rng.confused(player)
2839
+ else if (showdown)
2840
+ !battle.rng.chance(u8, 128, 256)
2841
+ else
2842
+ battle.rng.next() >= Gen12.percent(50) + 1;
2566
2843
 
2567
- inline fn confused(battle: anytype) bool {
2568
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2569
- return battle.rng.next() >= Gen12.percent(50) + 1;
2844
+ try options.chance.confused(player, cfz);
2845
+ return cfz;
2570
2846
  }
2571
2847
 
2572
- inline fn paralyzed(battle: anytype) bool {
2573
- if (showdown) return battle.rng.chance(u8, 63, 256);
2574
- return battle.rng.next() < Gen12.percent(25);
2575
- }
2848
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2849
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2850
+ val == .true
2851
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2852
+ battle.rng.paralyzed(player)
2853
+ else if (showdown)
2854
+ battle.rng.chance(u8, 63, 256)
2855
+ else
2856
+ battle.rng.next() < Gen12.percent(25);
2576
2857
 
2577
- inline fn confusionChance(battle: anytype) bool {
2578
- if (showdown) return battle.rng.chance(u8, 25, 256);
2579
- return battle.rng.next() < Gen12.percent(10);
2858
+ try options.chance.paralyzed(player, par);
2859
+ return par;
2580
2860
  }
2581
2861
 
2582
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2583
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2584
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2585
- }
2862
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2863
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2864
+ val == .true
2865
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2866
+ battle.rng.secondaryChance(player, 25)
2867
+ else if (showdown)
2868
+ battle.rng.chance(u8, 25, 256)
2869
+ else
2870
+ battle.rng.next() < Gen12.percent(10);
2586
2871
 
2587
- inline fn poisonChance(battle: anytype, low: bool) bool {
2588
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2589
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2872
+ try options.chance.secondaryChance(player, proc, 25);
2873
+ return proc;
2590
2874
  }
2591
2875
 
2592
- inline fn sleep(battle: anytype) u3 {
2593
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2594
- while (true) {
2595
- const r = battle.rng.next() & 7;
2596
- if (r != 0) return @intCast(u3, r);
2597
- }
2876
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2877
+ const rate: u8 = if (low) 26 else 77;
2878
+
2879
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2880
+ val == .true
2881
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2882
+ battle.rng.secondaryChance(player, rate)
2883
+ else if (showdown)
2884
+ battle.rng.chance(u8, rate, 256)
2885
+ else
2886
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2887
+
2888
+ try options.chance.secondaryChance(player, proc, rate);
2889
+ return proc;
2598
2890
  }
2599
2891
 
2600
- inline fn duration(battle: anytype) u3 {
2601
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2602
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2892
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2893
+ const rate: u8 = if (low) 52 else 103;
2894
+
2895
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2896
+ val == .true
2897
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2898
+ battle.rng.secondaryChance(player, rate)
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, rate, 256)
2901
+ else
2902
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2903
+
2904
+ try options.chance.secondaryChance(player, proc, rate);
2905
+ return proc;
2603
2906
  }
2604
2907
 
2605
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2606
- if (showdown) {
2607
- if (check_pp == 0) {
2608
- var i: usize = moves.len;
2609
- while (i > 0) {
2610
- i -= 1;
2611
- if (moves[i].id != .None) {
2612
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2613
- }
2614
- }
2615
- } else {
2616
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2617
- var i: usize = 0;
2618
- while (i < moves.len and r > 0) : (i += 1) {
2619
- if (moves[i].pp > 0) {
2620
- r -= 1;
2621
- if (r == 0) break;
2622
- }
2623
- }
2624
- return @intCast(u4, i + 1);
2908
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2909
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2910
+ val == .true
2911
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2912
+ battle.rng.secondaryChance(player, 85)
2913
+ else if (showdown)
2914
+ battle.rng.chance(u8, 85, 256)
2915
+ else
2916
+ battle.rng.next() < Gen12.percent(33) + 1;
2917
+
2918
+ try options.chance.secondaryChance(player, proc, 85);
2919
+ return proc;
2920
+ }
2921
+
2922
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2923
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2924
+ val
2925
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2926
+ battle.rng.metronome(player)
2927
+ else if (showdown)
2928
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2929
+ else move: {
2930
+ while (true) {
2931
+ const r = battle.rng.next();
2932
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2933
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2934
+ break :move @enumFromInt(r);
2625
2935
  }
2626
- }
2936
+ };
2627
2937
 
2628
- while (true) {
2629
- const r = @intCast(u4, battle.rng.next() & 3);
2630
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2631
- }
2938
+ try options.chance.metronome(player, move);
2939
+ return move;
2940
+ }
2941
+
2942
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2943
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2944
+ val - 1
2945
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2946
+ battle.rng.psywave(player)
2947
+ else if (showdown)
2948
+ battle.rng.range(u8, 0, max)
2949
+ else power: {
2950
+ while (true) {
2951
+ const r = battle.rng.next();
2952
+ if (r < max) break :power r;
2953
+ }
2954
+ };
2955
+
2956
+ assert(power < max);
2957
+ try options.chance.psywave(player, power, max);
2958
+ return power;
2632
2959
  }
2633
2960
 
2634
- inline fn disableDuration(battle: anytype) u4 {
2635
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2636
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2961
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2962
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2963
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2964
+ else
2965
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2966
+ battle.rng.sleepDuration(player)
2967
+ else if (showdown)
2968
+ battle.rng.range(u3, 1, 8)
2969
+ else duration: {
2970
+ while (true) {
2971
+ const r = battle.rng.next() & 7;
2972
+ if (r != 0) break :duration @intCast(r);
2973
+ }
2974
+ };
2975
+
2976
+ assert(duration >= 1 and duration <= 7);
2977
+ options.chance.duration(player, duration);
2978
+ return duration;
2637
2979
  }
2638
2980
 
2639
- inline fn metronome(battle: anytype) Move {
2640
- if (showdown) {
2641
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2642
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2643
- return @intToEnum(Move, r + mod);
2644
- }
2645
- while (true) {
2646
- const r = battle.rng.next();
2647
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2648
- if (r >= @enumToInt(Move.Struggle)) continue;
2649
- return @intToEnum(Move, r);
2650
- }
2981
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2982
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2983
+ if (val >= 1 and val <= 8) val else null
2984
+ else
2985
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2986
+ battle.rng.disableDuration(player)
2987
+ else if (showdown)
2988
+ battle.rng.range(u4, 1, 9)
2989
+ else
2990
+ @intCast((battle.rng.next() & 7) + 1);
2991
+
2992
+ assert(duration >= 1 and duration <= 8);
2993
+ options.chance.duration(player, duration);
2994
+ return duration;
2651
2995
  }
2652
2996
 
2653
- inline fn psywave(battle: anytype, max: u8) u8 {
2654
- if (showdown) return battle.rng.range(u8, 0, max);
2655
- while (true) {
2656
- const r = battle.rng.next();
2657
- if (r < max) return r;
2658
- }
2997
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2998
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2999
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3000
+ else
3001
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3002
+ battle.rng.confusionDuration(player)
3003
+ else if (showdown)
3004
+ battle.rng.range(u3, 2, 6)
3005
+ else
3006
+ @intCast((battle.rng.next() & 3) + 2);
3007
+
3008
+ assert(duration >= 2 and duration <= 5);
3009
+ options.chance.duration(player, duration);
3010
+ return duration;
2659
3011
  }
2660
3012
 
2661
- inline fn distribution(battle: anytype) u3 {
2662
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2663
- const r = (battle.rng.next() & 3);
2664
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
3013
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3014
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3015
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3016
+ else
3017
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3018
+ battle.rng.attackingDuration(player)
3019
+ else if (showdown)
3020
+ battle.rng.range(u3, 2, 4)
3021
+ else
3022
+ @intCast((battle.rng.next() & 1) + 2);
3023
+
3024
+ assert(duration >= 2 and duration <= 3);
3025
+ options.chance.duration(player, duration);
3026
+ return duration;
2665
3027
  }
2666
3028
 
2667
- inline fn unboost(battle: anytype) bool {
2668
- if (showdown) return battle.rng.chance(u8, 85, 256);
2669
- return battle.rng.next() < Gen12.percent(33) + 1;
3029
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3030
+
3031
+ fn distribution(
3032
+ battle: anytype,
3033
+ comptime effect: Move.Effect,
3034
+ player: Player,
3035
+ options: anytype,
3036
+ ) !u3 {
3037
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3038
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3039
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3040
+ else
3041
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3042
+ battle.rng.distribution(player)
3043
+ else if (showdown)
3044
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3045
+ else n: {
3046
+ const r = (battle.rng.next() & 3);
3047
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3048
+ };
3049
+
3050
+ assert(n >= 2 and n <= 5);
3051
+ if (effect == .Binding) {
3052
+ options.chance.duration(player, n);
3053
+ } else {
3054
+ try options.chance.multiHit(player, n);
3055
+ }
3056
+ return n;
3057
+ }
3058
+
3059
+ fn moveSlot(
3060
+ battle: anytype,
3061
+ player: Player,
3062
+ moves: []MoveSlot,
3063
+ check_pp: u4,
3064
+ options: anytype,
3065
+ ) !u4 {
3066
+ // TODO: consider throwing error instead of rerolling?
3067
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3068
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3069
+ val
3070
+ else
3071
+ null
3072
+ else
3073
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3074
+ battle.rng.moveSlot(player, moves, check_pp)
3075
+ else slot: {
3076
+ if (showdown) {
3077
+ if (check_pp == 0) {
3078
+ var i: usize = moves.len;
3079
+ while (i > 0) {
3080
+ i -= 1;
3081
+ if (moves[i].id != .None) {
3082
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3083
+ }
3084
+ }
3085
+ } else {
3086
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3087
+ var i: usize = 0;
3088
+ while (i < moves.len and r > 0) : (i += 1) {
3089
+ if (moves[i].pp > 0) {
3090
+ r -= 1;
3091
+ if (r == 0) break :slot @intCast(i + 1);
3092
+ }
3093
+ }
3094
+ }
3095
+ }
3096
+
3097
+ while (true) {
3098
+ const r: u4 = @intCast(battle.rng.next() & 3);
3099
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3100
+ }
3101
+ };
3102
+
3103
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3104
+ return slot;
2670
3105
  }
2671
3106
  };
2672
3107
 
@@ -2674,14 +3109,14 @@ test "RNG agreement" {
2674
3109
  if (!showdown) return;
2675
3110
  var expected: [256]u32 = undefined;
2676
3111
  for (0..expected.len) |i| {
2677
- expected[i] = @intCast(u32, i * 0x1000000);
3112
+ expected[i] = @intCast(i * 0x1000000);
2678
3113
  }
2679
3114
 
2680
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2681
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2682
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2683
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2684
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3115
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3116
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3117
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2685
3120
 
2686
3121
  for (0..expected.len) |i| {
2687
3122
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2717,11 +3152,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2717
3152
  const side = battle.side(player);
2718
3153
  const foe = battle.foe(player);
2719
3154
 
2720
- var active = side.active;
3155
+ const active = &side.active;
2721
3156
  const stored = side.stored();
2722
3157
 
2723
3158
  // While players are not given any input options on the cartridge in these cases,
2724
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3159
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2725
3160
  //
2726
3161
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2727
3162
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2729,9 +3164,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2729
3164
  // passing due to being forced into using a move. Instead of introducing another option
2730
3165
  // we simply repurpose Move with no move slot, even though pedantically this is not
2731
3166
  // strictly correct as the player would not have been presented the option to move or
2732
- // switch at all.
3167
+ // switch at all
2733
3168
  if (isForced(active)) {
2734
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3169
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2735
3170
  n += 1;
2736
3171
  return n;
2737
3172
  }
@@ -2748,7 +3183,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2748
3183
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2749
3184
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2750
3185
  // either disables all other moves in the case of limited or requires you to select a
2751
- // move normally if sleeping/frozen/bound.
3186
+ // move normally if sleeping/frozen/bound
2752
3187
  if (!showdown and (limited or foe.active.volatiles.Binding or
2753
3188
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2754
3189
  {
@@ -2761,7 +3196,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2761
3196
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2762
3197
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2763
3198
  // Move will not result in forcing the subsequent use unless the user also had the
2764
- // proc-ed move in their moveset) and disabling all other moves.
3199
+ // proc-ed move in their moveset) and disabling all other moves
2765
3200
  if (limited) {
2766
3201
  assert(showdown);
2767
3202
  assert(side.last_selected_move != .None);
@@ -2771,7 +3206,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2771
3206
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2772
3207
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2773
3208
  const struggle =
2774
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3209
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2775
3210
  const s = if (struggle) 0 else slot;
2776
3211
  out[n] = .{ .type = .Move, .data = s };
2777
3212
  n += 1;
@@ -2786,14 +3221,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3221
  const m = active.moves[slot - 1];
2787
3222
  if (m.id == .None) break;
2788
3223
  if (m.pp == 0) continue;
2789
- if (active.volatiles.disabled_move == slot) continue;
3224
+ if (active.volatiles.disable_move == slot) continue;
2790
3225
  out[n] = .{ .type = .Move, .data = slot };
2791
3226
  n += 1;
2792
3227
  }
2793
3228
  // Struggle (Pokémon Showdown would use 'move 1' here)
2794
3229
  if (n == before) {
2795
3230
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2796
- if (!showdown) {
3231
+ if (!pkmn.options.mod) {
2797
3232
  while (slot <= 4) : (slot += 1) {
2798
3233
  if (active.moves[slot - 1].pp != 0) return n;
2799
3234
  }