@pkmn/engine 0.1.0-dev.0eb29f53 → 0.1.0-dev.115ecc94

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Files changed (61) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +104 -68
  3. package/build/pkg/addon.d.ts +1 -1
  4. package/build/pkg/addon.js +13 -13
  5. package/build/pkg/addon.js.map +1 -1
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +4 -4
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +48 -32
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +17 -13
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +65 -44
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +31 -14
  20. package/build/test/display.js.map +1 -1
  21. package/build/tools/debug.js +5 -4
  22. package/build/tools/debug.js.map +1 -1
  23. package/build.zig +150 -128
  24. package/package.json +56 -26
  25. package/src/bin/install-pkmn-engine +36 -23
  26. package/src/lib/common/battle.zig +17 -0
  27. package/src/lib/common/data.zig +19 -31
  28. package/src/lib/common/debug.zig +23 -13
  29. package/src/lib/common/js.zig +118 -0
  30. package/src/lib/common/optional.zig +67 -0
  31. package/src/lib/common/options.zig +14 -3
  32. package/src/lib/common/protocol.zig +942 -403
  33. package/src/lib/common/rational.zig +447 -0
  34. package/src/lib/common/rng.zig +35 -26
  35. package/src/lib/common/util.zig +12 -0
  36. package/src/lib/gen1/calc.zig +595 -0
  37. package/src/lib/gen1/chance.zig +1026 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +5 -5
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +104 -90
  42. package/src/lib/gen1/helpers.zig +565 -35
  43. package/src/lib/gen1/mechanics.zig +1102 -754
  44. package/src/lib/gen2/calc.zig +143 -0
  45. package/src/lib/gen2/chance.zig +1404 -0
  46. package/src/lib/gen2/data/items.zig +14 -20
  47. package/src/lib/gen2/data/moves.zig +664 -570
  48. package/src/lib/gen2/data/species.zig +2 -2
  49. package/src/lib/gen2/data/types.zig +137 -34
  50. package/src/lib/gen2/data.zig +130 -92
  51. package/src/lib/gen2/generated.zig +806 -0
  52. package/src/lib/gen2/helpers.zig +50 -26
  53. package/src/lib/gen2/mechanics.zig +3591 -12
  54. package/src/lib/node.zig +131 -0
  55. package/src/lib/pkmn.zig +83 -9
  56. package/src/lib/wasm.zig +13 -0
  57. package/src/test/display/pkmn.html.tmpl +5 -5
  58. package/src/lib/binding/node.zig +0 -229
  59. package/src/lib/binding/wasm.zig +0 -10
  60. package/src/lib/gen1/README.md +0 -791
  61. package/src/lib/gen2/README.md +0 -309
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,52 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
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 {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
67
67
 
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
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
70
 
77
71
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
72
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
81
  }
85
82
 
86
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
87
87
  }
88
88
 
89
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
90
90
  const p1 = battle.side(.P1);
91
91
  const p2 = battle.side(.P2);
92
92
 
93
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
94
94
  assert(!showdown or p1_slot == 1);
95
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
96
96
 
97
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
98
98
  assert(!showdown or p2_slot == 1);
99
99
  if (p2_slot == 0) return Result.Win;
100
100
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
103
103
 
104
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
105
105
  }
106
106
 
107
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +114,7 @@ fn selectMove(
114
114
  player: Player,
115
115
  choice: Choice,
116
116
  foe_choice: Choice,
117
- from: *?Move,
117
+ skip_turn: *bool,
118
118
  ) ?Result {
119
119
  if (choice.type == .Pass) return null;
120
120
 
@@ -123,20 +123,27 @@ fn selectMove(
123
123
  const stored = side.stored();
124
124
 
125
125
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
127
 
128
128
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
130
133
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
133
138
  return null;
134
139
  }
135
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
141
  if (!showdown) volatiles.Flinch = false;
137
142
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
140
147
  return null;
141
148
  }
142
149
 
@@ -146,29 +153,26 @@ fn selectMove(
146
153
  // pre-move select
147
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
155
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
150
160
  return null;
151
161
  }
152
162
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
163
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
159
167
  // set the selected move will not actually be used, it will just be reported as having
160
168
  // been used (this differs from how Pokémon Showdown works, but its impossible to
161
- // replicate the incorrect behavior with the correct mechanisms).
169
+ // replicate the incorrect behavior with the correct mechanisms)
162
170
  saveMove(battle, player, choice);
163
171
  } else {
164
172
  assert(choice.data == 0);
165
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
174
  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));
175
+ const last = side.active.move(battle.lastMove(player).index);
172
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
177
  if (last.id == .MirrorMove) return Result.Error;
174
178
  }
@@ -177,6 +181,7 @@ fn selectMove(
177
181
  }
178
182
 
179
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
180
185
  if (showdown) {
181
186
  saveMove(battle, player, choice);
182
187
  } else {
@@ -191,16 +196,13 @@ fn selectMove(
191
196
  if (choice.data == 0) {
192
197
  const struggle = ok: {
193
198
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
200
  }
196
201
  break :ok true;
197
202
  };
198
-
199
203
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
204
  }
205
+ saveMove(battle, player, choice);
204
206
 
205
207
  return null;
206
208
  }
@@ -213,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
215
  if (c.data == 0) {
214
216
  side.last_selected_move = .Struggle;
215
217
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
219
  const move = side.active.move(c.data);
218
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
221
  // sometimes required...), but a 0 PP move can be used automatically
220
222
  assert(showdown or move.pp != 0);
221
223
 
222
224
  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
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
228
226
  }
229
227
  }
230
228
  }
231
229
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
231
  var side = battle.side(player);
234
232
  var foe = battle.foe(player);
235
233
  var active = &side.active;
@@ -242,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
240
  side.order[0] = side.order[slot - 1];
243
241
  side.order[slot - 1] = out;
244
242
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
243
+ battle.lastMove(player).index = 1;
250
244
 
251
245
  side.last_used_move = .None;
252
246
  foe.last_used_move = .None;
@@ -262,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
256
 
263
257
  foe.active.volatiles.Binding = false;
264
258
 
265
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
266
261
 
267
262
  if (showdown and incoming.status == Status.TOX) {
268
263
  incoming.status = Status.init(.PSN);
269
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
265
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
267
  }
273
268
  }
274
269
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
271
  assert(c1.type != .Pass or c2.type != .Pass);
277
272
 
278
273
  if (c1.type == .Pass) return .P2;
@@ -302,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
297
  const spe2 = battle.side(.P2).active.stats.spe;
303
298
  if (spe1 == spe2) {
304
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
306
303
 
307
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
308
305
  if (!showdown) return if (p1) .P1 else .P2;
309
306
 
310
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +324,55 @@ fn doTurn(
327
324
  battle: anytype,
328
325
  player: Player,
329
326
  player_choice: Choice,
330
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
331
329
  foe_player: Player,
332
330
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
335
334
  ) !?Result {
336
335
  assert(player_choice.type != .Pass);
337
336
 
338
337
  var residual = true;
339
338
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
341
348
  if (!replace) {
342
349
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
344
351
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, false, options)) |r| return r;
347
354
  } else if (foe_choice.type == .Pass) return null;
348
355
 
356
+ options.chance.clearPending();
357
+
349
358
  residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  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
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +422,16 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // 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);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // 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.
434
+ // index 1 and the current Pokémon has the same move in its first slot
416
435
  if (!auto) {
417
436
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
437
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,22 +458,23 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
448
464
 
449
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
466
  }
451
467
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
469
 
454
470
  fn beforeMove(
455
471
  battle: anytype,
456
472
  player: Player,
457
- from: ?Move,
473
+ skip: bool,
458
474
  residual: *bool,
459
- log: anytype,
475
+ options: anytype,
460
476
  ) !BeforeMove {
477
+ var log = options.log;
461
478
  var side = battle.side(player);
462
479
  const foe = battle.foe(player);
463
480
  var active = &side.active;
@@ -466,58 +483,69 @@ fn beforeMove(
466
483
  var volatiles = &active.volatiles;
467
484
 
468
485
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
486
+ const before = stored.status;
470
487
  // 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);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
474
501
  stored.status = 0; // clears EXT if present
475
502
  } else {
476
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
477
504
  }
478
505
  side.last_used_move = .None;
479
506
  return .done;
480
507
  }
481
508
 
482
509
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
484
511
  side.last_used_move = .None;
485
512
  return .done;
486
513
  }
487
514
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
490
517
  return .done;
491
518
  }
492
519
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
496
525
  return .done;
497
526
  }
498
527
 
499
528
  if (volatiles.Recharging) {
500
529
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
502
531
  return .done;
503
532
  }
504
533
 
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);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
510
539
  }
511
- }
512
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
514
541
 
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;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
520
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
521
549
 
522
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
523
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -529,14 +557,20 @@ fn beforeMove(
529
557
  if (volatiles.Confusion) {
530
558
  assert(volatiles.confusion > 0);
531
559
 
532
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
533
567
  if (volatiles.confusion == 0) {
534
568
  volatiles.Confusion = false;
535
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
536
570
  } else {
537
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
538
572
 
539
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
540
574
  assert(!volatiles.MultiHit);
541
575
  if (!volatiles.Rage) volatiles.state = 0;
542
576
  volatiles.Bide = false;
@@ -546,6 +580,7 @@ fn beforeMove(
546
580
  volatiles.Charging = false;
547
581
  volatiles.Binding = false;
548
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
549
584
  {
550
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
551
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -565,7 +600,7 @@ fn beforeMove(
565
600
 
566
601
  const uncapped = battle.last_damage;
567
602
  // Skipping adjustDamage / randomizeDamage / checkHit
568
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
569
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
570
605
  if (showdown) battle.last_damage = uncapped;
571
606
 
@@ -574,83 +609,108 @@ fn beforeMove(
574
609
  }
575
610
  }
576
611
 
577
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
578
613
 
579
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
580
615
  if (!volatiles.Rage) volatiles.state = 0;
581
616
  volatiles.Bide = false;
582
617
  volatiles.Thrashing = false;
583
618
  volatiles.Charging = false;
584
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
585
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
586
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
587
623
  return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
596
644
 
597
- volatiles.attacks -= 1;
598
645
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
600
647
  return .done;
601
648
  }
602
649
 
603
650
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
605
652
 
606
653
  battle.last_damage = volatiles.state *% 2;
607
654
  volatiles.state = 0;
608
655
 
609
656
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
611
658
  return .done;
612
659
  }
613
660
 
614
661
  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);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
617
664
 
618
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
619
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
620
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
621
668
  if (showdown) {
622
669
  residual.* = false;
623
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
624
671
  }
625
672
 
626
673
  return .done;
627
674
  }
628
675
 
629
676
  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);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
635
681
  }
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);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
639
695
  }
640
696
  return .skip_can;
641
697
  }
642
698
 
643
699
  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
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
652
708
  if (showdown or battle.last_damage != 0) {
653
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
654
714
  }
655
715
  return .done;
656
716
  }
@@ -664,56 +724,57 @@ fn canMove(
664
724
  mslot: u4,
665
725
  auto: bool,
666
726
  skip_pp: bool,
667
- from: ?Move,
727
+ from: Move,
668
728
  residual: *bool,
669
- log: anytype,
729
+ options: anytype,
670
730
  ) !bool {
671
731
  var side = battle.side(player);
672
732
  const player_ident = battle.active(player);
673
733
  const move = Move.get(side.last_selected_move);
674
734
 
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
735
  if (side.active.volatiles.Charging) {
681
736
  side.active.volatiles.Charging = false;
682
737
  side.active.volatiles.Invulnerable = false;
683
738
  } else if (move.effect == .Charge) {
684
- try log.move(player_ident, side.last_selected_move, .{}, from);
685
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
686
742
  return false;
687
743
  }
688
744
 
689
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
690
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
691
747
 
692
748
  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);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
701
751
 
702
752
  if (move.effect.onBegin()) {
703
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
704
754
  return false;
705
755
  }
706
756
 
707
757
  if (move.effect == .Thrashing) {
708
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
709
759
  } else if (!showdown and move.effect == .Binding) {
710
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
711
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
712
762
  }
713
763
 
714
764
  return true;
715
765
  }
716
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
717
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
718
779
  if (side.last_selected_move == .Struggle) return;
719
780
 
@@ -723,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
723
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
724
785
  if (volatiles.Bide) return;
725
786
 
726
- assert(active.move(mslot).pp > 0 or auto);
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
728
790
  if (volatiles.Transform) return;
729
791
 
730
- assert(side.stored().move(mslot).pp > 0 or auto);
731
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
732
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
733
796
  }
734
797
 
@@ -736,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
736
799
  var active = &side.active;
737
800
  const volatiles = &active.volatiles;
738
801
 
739
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
740
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
741
804
  if (showdown and volatiles.Transform) return;
742
805
 
743
806
  assert(mslot > 0 and mslot <= 4);
744
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
745
808
  }
746
809
 
747
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -749,10 +812,12 @@ fn doMove(
749
812
  battle: anytype,
750
813
  player: Player,
751
814
  mslot: u4,
815
+ rewrap: bool,
752
816
  auto: bool,
753
817
  residual: *bool,
754
- log: anytype,
818
+ options: anytype,
755
819
  ) !?Result {
820
+ var log = options.log;
756
821
  var side = battle.side(player);
757
822
  const foe = battle.foe(player);
758
823
 
@@ -767,23 +832,27 @@ fn doMove(
767
832
  var hits: u4 = 1;
768
833
  var effectiveness = Effectiveness.neutral;
769
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
770
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
771
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
772
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
773
841
  }
774
842
 
775
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
776
844
  // calling moveHit early covers most of that but we also need to check type immunity first
777
845
  var miss = showdown and miss: {
778
846
  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);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
781
849
  if (immune and move.effect != .Binding) break :miss true;
782
850
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
783
851
  battle.last_damage = 0;
784
852
  break :miss true;
785
853
  }
786
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !try moveHit(battle, player, move, &immune, &mist, options));
787
856
  };
788
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
789
858
 
@@ -791,16 +860,16 @@ fn doMove(
791
860
  const skip = status or immune;
792
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
793
862
  if (showdown and move.effect.isMulti()) {
794
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
795
864
  hits = side.active.volatiles.attacks;
796
865
  late = false;
797
866
  }
798
867
 
799
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
800
869
  const check = !showdown or (!counter and move.effect != .OHKO);
801
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
802
871
 
803
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
804
873
 
805
874
  battle.last_damage = 0;
806
875
 
@@ -822,17 +891,15 @@ fn doMove(
822
891
  effectiveness = adjustDamage(battle, player);
823
892
  immune = effectiveness == 0;
824
893
  }
825
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
826
895
  }
827
896
  }
828
897
 
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
-
898
+ const zero = battle.last_damage == 0;
832
899
  miss = if (showdown or skip)
833
900
  miss
834
901
  else
835
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!try moveHit(battle, player, move, &immune, &mist, options) or zero);
836
903
 
837
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
838
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -840,11 +907,11 @@ fn doMove(
840
907
 
841
908
  if (!showdown or !miss) {
842
909
  if (move.effect == .MirrorMove) {
843
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
844
911
  } else if (move.effect == .Metronome) {
845
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
846
913
  } else if (move.effect.onEnd()) {
847
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
848
915
  return null;
849
916
  }
850
917
  }
@@ -856,36 +923,41 @@ fn doMove(
856
923
  ohko = (!showdown or (!immune and !invulnerable)) and
857
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
858
925
  if (ohko) {
859
- try log.immune(foe_ident, .OHKO);
860
- } else if (immune and !invulnerable) {
861
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
862
929
  } else if (mist) {
863
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
864
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
865
932
  } else {
866
- try log.lastmiss();
867
- try log.miss(battle.active(player));
933
+ if (!showdown and !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
868
936
  }
869
937
  if (move.effect == .JumpKick) {
870
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
871
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
872
940
  battle.last_damage = 1;
873
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
874
942
  if (showdown and side.stored().hp == 0) residual.* = false;
875
943
  } else if (move.effect == .Explode) {
876
944
  try Effects.explode(battle, player);
877
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
878
946
  } else if (showdown and move.effect == .Disable) {
879
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
880
950
  }
881
951
  return null;
952
+ } else if (!showdown) {
953
+ try options.chance.commit(player, .hit);
882
954
  }
883
955
 
884
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
885
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
886
- // it up above before damage calculation).
958
+ // it up above before damage calculation)
887
959
  if (!showdown and move.effect.isMulti()) {
888
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
889
961
  hits = side.active.volatiles.attacks;
890
962
  }
891
963
 
@@ -896,18 +968,20 @@ fn doMove(
896
968
  var hit: u4 = 0;
897
969
  while (hit < hits) {
898
970
  if (hit == 0) {
899
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
900
972
  if (effectiveness > Effectiveness.neutral) {
901
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
902
974
  } else if (effectiveness < Effectiveness.neutral) {
903
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
904
976
  }
905
977
  }
906
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
907
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
908
980
  hit += 1;
909
981
  if (foe.stored().hp == 0) break;
910
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
911
985
  // If the substitute breaks during a multi-hit attack, the attack ends
912
986
  if (nullified) break;
913
987
  }
@@ -917,35 +991,41 @@ fn doMove(
917
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
918
992
  side.active.volatiles.attacks = 0;
919
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
920
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
921
995
  }
922
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
923
997
  } else if (showdown) {
924
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
925
999
  if (move.effect == .Binding) {
926
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
927
1001
  if (immune) {
928
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
929
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
930
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
931
1011
  return null;
932
1012
  }
933
1013
  }
934
1014
  }
935
1015
 
936
1016
  // 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.
1017
+ // if an effect was intended to "always happen" it will still get skipped
938
1018
  if (nullified) return null;
939
1019
 
940
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
941
1021
  // 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);
1022
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
944
1024
 
945
1025
  if (foe.stored().hp == 0) return null;
946
1026
 
947
1027
  // 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);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
949
1029
 
950
1030
  if (!move.effect.isSpecial()) {
951
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -954,31 +1034,33 @@ fn doMove(
954
1034
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
955
1035
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
956
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
957
- // puts the |-status| message before |-hitcount| instead of after.
1037
+ // puts the |-status| message before |-hitcount| instead of after
958
1038
  if (move.effect == .Twineedle) {
959
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
960
1040
  } else if (move.effect == .Disable) {
961
- const result = try Effects.disable(battle, player, move, log);
962
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
963
1043
  return result;
964
1044
  } else {
965
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
966
1046
  }
967
1047
  }
968
1048
 
969
1049
  return null;
970
1050
  }
971
1051
 
972
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
973
1053
  const side = battle.side(player);
974
1054
 
975
1055
  // 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);
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1060
+
1061
+ const spurious =
1062
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1063
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
982
1064
  }
983
1065
 
984
1066
  fn calcDamage(
@@ -1030,9 +1112,9 @@ fn calcDamage(
1030
1112
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1031
1113
  }
1032
1114
 
1033
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1115
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1034
1116
 
1035
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1117
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1036
1118
 
1037
1119
  if (def == 0) return false;
1038
1120
 
@@ -1044,7 +1126,7 @@ fn calcDamage(
1044
1126
  d = @min(997, d);
1045
1127
  d += 2;
1046
1128
 
1047
- battle.last_damage = @intCast(u16, d);
1129
+ battle.last_damage = @intCast(d);
1048
1130
 
1049
1131
  return true;
1050
1132
  }
@@ -1058,9 +1140,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1058
1140
  var d = battle.last_damage;
1059
1141
  if (side.active.types.includes(move.type)) d +%= d / 2;
1060
1142
 
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));
1143
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1144
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1145
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1064
1146
 
1065
1147
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1066
1148
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1080,17 +1162,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1080
1162
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1081
1163
  }
1082
1164
 
1083
- fn randomizeDamage(battle: anytype) void {
1165
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1084
1166
  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);
1167
+ const random = try Rolls.damage(battle, player, options);
1168
+ options.calc.base(player.foe(), battle.last_damage);
1169
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1170
+ options.calc.final(player.foe(), battle.last_damage);
1087
1171
  }
1088
1172
 
1089
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1173
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1090
1174
  const side = battle.side(player);
1091
1175
  const foe = battle.foe(player);
1092
1176
 
1093
- if (!try checkHit(battle, player, move, log)) return null;
1177
+ if (!try checkHit(battle, player, move, options)) return null;
1094
1178
 
1095
1179
  battle.last_damage = switch (side.last_selected_move) {
1096
1180
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1099,10 +1183,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1099
1183
  .DragonRage => 40,
1100
1184
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1101
1185
  .Psywave => power: {
1102
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1186
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1103
1187
  // GLITCH: Psywave infinite glitch loop
1104
1188
  if (!showdown and max <= 1) return Result.Error;
1105
- break :power Rolls.psywave(battle, max);
1189
+ break :power try Rolls.psywave(battle, player, max, options);
1106
1190
  },
1107
1191
  else => unreachable,
1108
1192
  };
@@ -1110,57 +1194,53 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1110
1194
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1111
1195
 
1112
1196
  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);
1197
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1198
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1115
1199
 
1116
1200
  return null;
1117
1201
  }
1118
1202
 
1119
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1203
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1120
1204
  const foe = battle.foe(player);
1121
1205
 
1122
1206
  if (battle.last_damage == 0) {
1123
- try log.fail(battle.active(player), .None);
1207
+ try options.log.fail(.{ battle.active(player), .None });
1124
1208
  return null;
1125
1209
  }
1126
1210
 
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);
1211
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1130
1212
  const foe_last_selected_move =
1131
1213
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1132
- .Counter
1214
+ .Splash
1133
1215
  else
1134
1216
  foe.last_selected_move);
1135
1217
 
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
-
1218
+ const used = battle.lastMove(player.foe()).counterable != 0;
1141
1219
  const selected = foe_last_selected_move.bp > 0 and
1142
1220
  foe.last_selected_move != .Counter and
1143
1221
  (foe_last_selected_move.type == .Normal or
1144
1222
  foe_last_selected_move.type == .Fighting);
1145
1223
 
1146
1224
  if (!used and !selected) {
1147
- try log.fail(battle.active(player), .None);
1225
+ try options.log.fail(.{ battle.active(player), .None });
1148
1226
  return null;
1149
1227
  }
1150
1228
 
1151
1229
  if (!used or !selected) {
1152
1230
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1153
1231
  if (!showdown) return Result.Error;
1154
- try log.fail(battle.active(player), .None);
1232
+ try options.log.fail(.{ battle.active(player), .None });
1155
1233
  return null;
1156
1234
  }
1157
1235
 
1158
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1236
+ battle.last_damage *|= 2;
1159
1237
 
1160
- // Pokémon Showdown calls checkHit before Counter
1161
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ // Pokémon Showdown calls moveHit before Counter
1239
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1162
1240
 
1163
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1164
1244
  return null;
1165
1245
  }
1166
1246
 
@@ -1169,7 +1249,7 @@ fn applyDamage(
1169
1249
  target_player: Player,
1170
1250
  sub_player: Player,
1171
1251
  reason: Damage,
1172
- log: anytype,
1252
+ options: anytype,
1173
1253
  ) !bool {
1174
1254
  assert(showdown or battle.last_damage != 0);
1175
1255
 
@@ -1184,19 +1264,20 @@ fn applyDamage(
1184
1264
  subbed.active.volatiles.substitute = 0;
1185
1265
  subbed.active.volatiles.Substitute = false;
1186
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1187
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(sub_player);
1188
1269
  return true;
1189
1270
  } else {
1190
1271
  // 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);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1193
1274
  return false;
1194
1275
  }
1195
1276
  }
1196
1277
 
1197
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1198
1279
  target.stored().hp -= battle.last_damage;
1199
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1200
1281
  return false;
1201
1282
  }
1202
1283
 
@@ -1204,61 +1285,81 @@ fn mirrorMove(
1204
1285
  battle: anytype,
1205
1286
  player: Player,
1206
1287
  mslot: u4,
1288
+ rewrap: bool,
1207
1289
  auto: bool,
1208
1290
  residual: *bool,
1209
- log: anytype,
1210
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1211
1293
  var side = battle.side(player);
1212
1294
  const foe = battle.foe(player);
1213
1295
 
1214
1296
  side.last_selected_move = foe.last_used_move;
1215
1297
 
1216
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1217
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1218
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1219
1303
  }
1220
1304
 
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);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1225
1309
  }
1226
1310
 
1227
1311
  fn metronome(
1228
1312
  battle: anytype,
1229
1313
  player: Player,
1230
1314
  mslot: u4,
1315
+ rewrap: bool,
1231
1316
  auto: bool,
1232
1317
  residual: *bool,
1233
- log: anytype,
1234
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1235
1320
  var side = battle.side(player);
1236
1321
 
1237
- side.last_selected_move = Rolls.metronome(battle);
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1238
1323
  incrementPP(side, mslot);
1239
1324
 
1240
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1329
  }
1243
1330
 
1244
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1245
1332
  var immune = false;
1246
1333
  var mist = false;
1247
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1336
+ if (!showdown) try options.chance.commit(player, .hit);
1337
+ return true;
1338
+ }
1339
+
1248
1340
  assert(!immune);
1249
1341
  if (mist) {
1250
1342
  assert(!showdown);
1251
1343
  const foe_ident = battle.active(player.foe());
1252
- try log.activate(foe_ident, .Mist);
1253
- try log.fail(foe_ident, .None);
1344
+ try options.log.activate(.{ foe_ident, .Mist });
1345
+ try options.log.fail(.{ foe_ident, .None });
1254
1346
  } else {
1255
- try log.lastmiss();
1256
- try log.miss(battle.active(player));
1347
+ try options.log.lastmiss(.{});
1348
+ try options.log.miss(.{battle.active(player)});
1257
1349
  }
1350
+
1351
+ if (!showdown) try options.chance.commit(player, .miss);
1258
1352
  return false;
1259
1353
  }
1260
1354
 
1261
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1355
+ fn moveHit(
1356
+ battle: anytype,
1357
+ player: Player,
1358
+ move: Move.Data,
1359
+ immune: *bool,
1360
+ mist: *bool,
1361
+ options: anytype,
1362
+ ) !bool {
1262
1363
  var side = battle.side(player);
1263
1364
  const foe = battle.foe(player);
1264
1365
 
@@ -1297,10 +1398,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1297
1398
  const overwritten = overwrite and state > 0;
1298
1399
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1299
1400
 
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)];
1401
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1402
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1302
1403
  accuracy = accuracy * boost[0] / boost[1];
1303
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1404
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1304
1405
  accuracy = accuracy * boost[0] / boost[1];
1305
1406
  accuracy = @min(255, @max(1, accuracy));
1306
1407
 
@@ -1309,7 +1410,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1309
1410
  if (overwrite) side.active.volatiles.state = accuracy;
1310
1411
 
1311
1412
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1312
- break :miss !Rolls.hit(battle, accuracy);
1413
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1313
1414
  };
1314
1415
 
1315
1416
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1319,7 +1420,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1319
1420
  }
1320
1421
 
1321
1422
  if (!miss) return true;
1322
- battle.last_damage = 0;
1423
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1323
1424
  side.active.volatiles.Binding = false;
1324
1425
  return false;
1325
1426
  }
@@ -1327,8 +1428,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1327
1428
  fn checkFaint(
1328
1429
  battle: anytype,
1329
1430
  player: Player,
1330
- log: anytype,
1331
- ) @TypeOf(log).Error!?Result {
1431
+ cap: bool,
1432
+ options: anytype,
1433
+ ) @TypeOf(options.log).Error!?Result {
1332
1434
  const side = battle.side(player);
1333
1435
  if (side.stored().hp > 0) return null;
1334
1436
 
@@ -1336,33 +1438,32 @@ fn checkFaint(
1336
1438
  const foe_fainted = foe.stored().hp == 0;
1337
1439
 
1338
1440
  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;
1441
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1442
+ const more = player_out or foe_out;
1342
1443
 
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;
1444
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1445
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1345
1446
 
1346
1447
  assert(!side.active.volatiles.MultiHit);
1347
1448
  assert(!foe.active.volatiles.MultiHit);
1348
1449
 
1349
- if (tie) {
1350
- try log.tie();
1450
+ if (player_out and foe_out) {
1451
+ try options.log.tie(.{});
1351
1452
  return Result.Tie;
1352
1453
  } else if (player_out) {
1353
- try log.win(player.foe());
1454
+ try options.log.win(.{player.foe()});
1354
1455
  return if (player == .P1) Result.Lose else Result.Win;
1355
1456
  } else if (foe_out) {
1356
- try log.win(player);
1457
+ try options.log.win(.{player});
1357
1458
  return if (player == .P1) Result.Win else Result.Lose;
1358
1459
  }
1359
1460
 
1360
1461
  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 };
1462
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1463
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1363
1464
  }
1364
1465
 
1365
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1466
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1366
1467
  var side = battle.side(player);
1367
1468
  var foe = battle.foe(player);
1368
1469
  assert(side.stored().hp == 0);
@@ -1395,32 +1496,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1395
1496
  side.stored().stats.spe;
1396
1497
  }
1397
1498
 
1398
- try log.faint(battle.active(player), done);
1499
+ try options.log.faint(.{ battle.active(player), done });
1500
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1501
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1502
+ if (cap) options.calc.capped(player);
1399
1503
  return null;
1400
1504
  }
1401
1505
 
1402
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1403
1507
  var side = battle.side(player);
1404
1508
  var stored = side.stored();
1405
1509
  const ident = battle.active(player);
1406
1510
  var volatiles = &side.active.volatiles;
1407
1511
 
1408
1512
  const brn = Status.is(stored.status, .BRN);
1409
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1410
1514
  var damage = @max(stored.stats.hp / 16, 1);
1411
-
1412
1515
  if (volatiles.Toxic) {
1413
1516
  volatiles.toxic += 1;
1414
1517
  damage *= volatiles.toxic;
1415
1518
  }
1519
+ damage = @min(damage, stored.hp);
1416
1520
 
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);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1524
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1525
+ }
1424
1526
  }
1425
1527
 
1426
1528
  if (volatiles.LeechSeed) {
@@ -1444,47 +1546,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1444
1546
  const amount = @min(damage, stored.hp);
1445
1547
  stored.hp -= amount;
1446
1548
 
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
- }
1549
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1550
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1453
1551
 
1454
1552
  const before = foe_stored.hp;
1455
1553
  // Uncapped damage is added back to the foe
1456
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1457
1555
  // 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);
1556
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1459
1557
  }
1460
1558
  }
1461
1559
 
1462
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1463
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1464
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1465
1563
 
1466
- if (showdown and options.ebc and checkEBC(battle)) {
1467
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie(.{});
1468
1568
  return Result.Tie;
1469
1569
  }
1470
1570
 
1471
- battle.turn += 1;
1472
-
1473
1571
  if (showdown and battle.turn >= 1000) {
1474
- try log.tie();
1572
+ try options.log.tie(.{});
1475
1573
  return Result.Tie;
1476
1574
  } else if (battle.turn >= 65535) {
1477
1575
  return Result.Error;
1478
1576
  }
1479
1577
 
1480
- try log.turn(battle.turn);
1578
+ try options.log.turn(.{battle.turn});
1481
1579
 
1482
1580
  return Result.Default;
1483
1581
  }
1484
1582
 
1485
1583
  fn checkEBC(battle: anytype) bool {
1486
1584
  for (battle.sides, 0..) |side, i| {
1487
- const foe = battle.sides[~@intCast(u1, i)];
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1488
1586
 
1489
1587
  var foe_all_ghosts = true;
1490
1588
  var foe_all_transform = true;
@@ -1536,10 +1634,10 @@ fn checkEBC(battle: anytype) bool {
1536
1634
  return false;
1537
1635
  }
1538
1636
 
1539
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1540
- if (side.active.volatiles.disabled_move != 0) {
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1541
1639
  // 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;
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1543
1641
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1544
1642
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1545
1643
  m
@@ -1547,127 +1645,124 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1547
1645
  side.last_selected_move;
1548
1646
  if (m != .None and m == last) {
1549
1647
  side.active.volatiles.Charging = false;
1550
- try log.disabled(ident, last);
1648
+ try options.log.cant(.{ ident, .Disable, last });
1551
1649
  return true;
1552
1650
  }
1553
1651
  }
1554
1652
  return false;
1555
1653
  }
1556
1654
 
1557
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1655
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1558
1656
  const side = battle.side(who);
1559
1657
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1560
- try Effects.boost(battle, who, Move.get(.Rage), log);
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1561
1659
  }
1562
1660
  }
1563
1661
 
1564
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1565
1663
  var volatiles = &active.volatiles;
1566
1664
  assert(volatiles.Thrashing);
1567
1665
  if (volatiles.attacks > 0) return false;
1568
1666
 
1569
1667
  volatiles.Thrashing = false;
1570
1668
  volatiles.Confusion = true;
1571
- volatiles.confusion = Rolls.confusionDuration(battle);
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1572
1670
  return true;
1573
1671
  }
1574
1672
 
1575
- inline fn onBegin(
1673
+ fn onBegin(
1576
1674
  battle: anytype,
1577
1675
  player: Player,
1578
1676
  move: Move.Data,
1579
1677
  mslot: u8,
1580
1678
  residual: *bool,
1581
- log: anytype,
1679
+ options: anytype,
1582
1680
  ) !void {
1583
- assert(move.effect.onBegin());
1584
1681
  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),
1682
+ .Confusion => Effects.confusion(battle, player, move, options),
1683
+ .Conversion => Effects.conversion(battle, player, options),
1684
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1685
+ .Haze => Effects.haze(battle, player, options),
1686
+ .Heal => Effects.heal(battle, player, options),
1687
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1688
+ .LightScreen => Effects.lightScreen(battle, player, options),
1689
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1690
+ .Mist => Effects.mist(battle, player, options),
1691
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1692
+ .Poison => Effects.poison(battle, player, move, options),
1693
+ .Reflect => Effects.reflect(battle, player, options),
1694
+ .Splash => Effects.splash(battle, player, options),
1695
+ .Substitute => Effects.substitute(battle, player, residual, options),
1696
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1697
+ .Transform => Effects.transform(battle, player, options),
1601
1698
  else => unreachable,
1602
1699
  };
1603
1700
  }
1604
1701
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1606
- assert(move.effect.onEnd());
1702
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1703
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1704
+ .Bide => Effects.bide(battle, player, options),
1609
1705
  // zig fmt: off
1610
1706
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1707
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1708
+ Effects.boost(battle, player, move, options),
1613
1709
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1710
+ Effects.unboost(battle, player, move, options),
1615
1711
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1712
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1713
  else => unreachable,
1618
1714
  };
1619
1715
  }
1620
1716
 
1621
- inline fn alwaysHappens(
1717
+ fn alwaysHappens(
1622
1718
  battle: anytype,
1623
1719
  player: Player,
1624
1720
  move: Move.Data,
1625
1721
  residual: *bool,
1626
- log: anytype,
1722
+ options: anytype,
1627
1723
  ) !void {
1628
- assert(move.effect.alwaysHappens());
1629
1724
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1725
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1726
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1727
+ .PayDay => Effects.payDay(battle, player, options),
1633
1728
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1729
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1730
  .JumpKick, .Binding => {},
1636
1731
  else => unreachable,
1637
1732
  };
1638
1733
  }
1639
1734
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1735
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1736
  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),
1737
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1738
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1739
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1740
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1741
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1742
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1743
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1744
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1745
  // zig fmt: off
1651
1746
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1747
+ Effects.unboost(battle, player, move, options),
1653
1748
  // zig fmt: on
1654
1749
  else => {},
1655
1750
  };
1656
1751
  }
1657
1752
 
1658
1753
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1754
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1755
  var side = battle.side(player);
1661
1756
 
1662
1757
  side.active.volatiles.Bide = true;
1663
1758
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1664
1759
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = Rolls.duration(battle);
1760
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1666
1761
 
1667
- try log.start(battle.active(player), .Bide);
1762
+ try options.log.start(.{ battle.active(player), .Bide });
1668
1763
  }
1669
1764
 
1670
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1765
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1766
  var foe = battle.foe(player);
1672
1767
  var foe_stored = foe.stored();
1673
1768
 
@@ -1678,83 +1773,88 @@ pub const Effects = struct {
1678
1773
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1679
1774
  if (Status.is(foe_stored.status, .FRZ)) {
1680
1775
  assert(move.type == .Fire);
1681
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1776
+ try options.log.curestatus(.{
1777
+ battle.active(player.foe()),
1778
+ foe_stored.status,
1779
+ .Message,
1780
+ });
1682
1781
  foe_stored.status = 0;
1683
1782
  }
1684
1783
  return;
1685
1784
  }
1686
1785
 
1687
1786
  if (foe.active.types.includes(move.type)) return;
1688
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1787
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1788
+ return;
1789
+ }
1689
1790
 
1690
1791
  foe_stored.status = Status.init(.BRN);
1691
1792
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1793
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1794
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1795
  }
1695
1796
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1797
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1798
  var side = battle.side(player);
1698
1799
  var volatiles = &side.active.volatiles;
1699
1800
 
1700
1801
  volatiles.Charging = true;
1701
1802
  const move = side.last_selected_move;
1702
1803
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1804
+ try options.log.laststill(.{});
1805
+ try options.log.prepare(.{ battle.active(player), move });
1705
1806
  }
1706
1807
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1808
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1809
  var foe = battle.foe(player);
1709
1810
  const sub = foe.active.volatiles.Substitute;
1710
1811
 
1711
1812
  if (move.effect == .ConfusionChance) {
1712
- if (!Rolls.confusionChance(battle)) return;
1813
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1713
1814
  } else {
1714
1815
  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
- }
1816
+ if (!try checkHit(battle, player, move, options)) return;
1817
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1720
1818
  } 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
- }
1819
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1820
+ if (!try checkHit(battle, player, move, options)) return;
1726
1821
  }
1727
1822
  }
1728
1823
 
1729
1824
  if (foe.active.volatiles.Confusion) return;
1730
1825
  foe.active.volatiles.Confusion = true;
1731
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1826
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1732
1827
 
1733
- try log.start(battle.active(player.foe()), .Confusion);
1828
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1734
1829
  }
1735
1830
 
1736
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1831
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1737
1832
  const foe = battle.foe(player);
1738
1833
 
1739
1834
  if (foe.active.volatiles.Invulnerable) {
1740
- try log.lastmiss();
1741
- return log.miss(battle.active(player));
1835
+ try options.log.lastmiss(.{});
1836
+ return options.log.miss(.{battle.active(player)});
1742
1837
  }
1743
1838
 
1744
1839
  battle.side(player).active.types = foe.active.types;
1745
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1840
+ return options.log.start(.{
1841
+ battle.active(player),
1842
+ .TypeChange,
1843
+ foe.active.types,
1844
+ battle.active(player.foe()),
1845
+ });
1746
1846
  }
1747
1847
 
1748
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1848
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1749
1849
  var foe = battle.foe(player);
1750
1850
  var volatiles = &foe.active.volatiles;
1751
1851
  const foe_ident = battle.active(player.foe());
1752
1852
 
1753
1853
  // Pokémon Showdown handles hit/miss earlier in doMove
1754
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1854
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1755
1855
 
1756
- if (volatiles.disabled_move != 0) {
1757
- try log.fail(foe_ident, .None);
1856
+ if (volatiles.disable_move != 0) {
1857
+ try options.log.fail(.{ foe_ident, .None });
1758
1858
  return null;
1759
1859
  }
1760
1860
 
@@ -1770,7 +1870,7 @@ pub const Effects = struct {
1770
1870
  // Technically this is still considered simply a "miss" on the cartridge,
1771
1871
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1772
1872
  if (n == 0) {
1773
- try log.fail(foe_ident, .None);
1873
+ try options.log.fail(.{ foe_ident, .None });
1774
1874
  return null;
1775
1875
  } else if (err) {
1776
1876
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1778,16 +1878,18 @@ pub const Effects = struct {
1778
1878
  return Result.Error;
1779
1879
  }
1780
1880
 
1781
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1782
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1881
+ volatiles.disable_move =
1882
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1883
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1783
1884
 
1784
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1885
+ const id = foe.active.move(volatiles.disable_move).id;
1886
+ try options.log.start(.{ foe_ident, .Disable, id });
1785
1887
  return null;
1786
1888
  }
1787
1889
 
1788
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1789
- var side = battle.side(player);
1790
- var stored = side.stored();
1890
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1891
+ var stored = battle.side(player).stored();
1892
+ const ident = battle.active(player);
1791
1893
 
1792
1894
  if (battle.last_damage == 0) {
1793
1895
  assert(showdown);
@@ -1800,7 +1902,7 @@ pub const Effects = struct {
1800
1902
  if (stored.hp == stored.stats.hp) return;
1801
1903
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1802
1904
 
1803
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1905
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1804
1906
  }
1805
1907
 
1806
1908
  fn explode(battle: anytype, player: Player) !void {
@@ -1814,26 +1916,28 @@ pub const Effects = struct {
1814
1916
  side.active.volatiles.LeechSeed = false;
1815
1917
  }
1816
1918
 
1817
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1919
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1818
1920
  var volatiles = &battle.foe(player).active.volatiles;
1819
1921
 
1820
1922
  if (volatiles.Substitute) return;
1821
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1923
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1924
+ return;
1925
+ }
1822
1926
 
1823
1927
  volatiles.Flinch = true;
1824
1928
  volatiles.Recharging = false;
1825
1929
  }
1826
1930
 
1827
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1931
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1828
1932
  var side = battle.side(player);
1829
1933
 
1830
1934
  if (side.active.volatiles.FocusEnergy) return;
1831
1935
  side.active.volatiles.FocusEnergy = true;
1832
1936
 
1833
- try log.start(battle.active(player), .FocusEnergy);
1937
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1834
1938
  }
1835
1939
 
1836
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1940
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1941
  var foe = battle.foe(player);
1838
1942
  var foe_stored = foe.stored();
1839
1943
  const foe_ident = battle.active(player.foe());
@@ -1845,21 +1949,22 @@ pub const Effects = struct {
1845
1949
  }
1846
1950
 
1847
1951
  if (foe.active.types.includes(move.type)) return;
1848
- if (!Rolls.secondaryChance(battle, true)) return;
1952
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1849
1953
  // Freeze Clause Mod
1850
1954
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1851
1955
 
1852
1956
  foe_stored.status = Status.init(.FRZ);
1853
1957
  // GLITCH: Hyper Beam recharging status is not cleared
1854
1958
 
1855
- try log.status(foe_ident, foe_stored.status, .None);
1959
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1856
1960
  }
1857
1961
 
1858
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1962
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1963
+ var log = options.log;
1859
1964
  var side = battle.side(player);
1860
1965
  var foe = battle.foe(player);
1861
1966
 
1862
- var side_stored = side.stored();
1967
+ const side_stored = side.stored();
1863
1968
  var foe_stored = foe.stored();
1864
1969
 
1865
1970
  const player_ident = battle.active(player);
@@ -1871,96 +1976,99 @@ pub const Effects = struct {
1871
1976
  side.active.stats = side_stored.stats;
1872
1977
  foe.active.stats = foe_stored.stats;
1873
1978
 
1874
- try log.activate(player_ident, .Haze);
1875
- try log.clearallboost();
1979
+ try log.activate(.{ player_ident, .Haze });
1980
+ try log.clearallboost(.{});
1876
1981
 
1877
1982
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1878
1983
  if (showdown) {
1879
1984
  for (&battle.sides, 0..) |*s, i| {
1880
- const p = @intToEnum(Player, i);
1985
+ const p: Player = @enumFromInt(i);
1881
1986
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1882
1987
  if (p != player and Status.any(s.stored().status)) {
1883
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1988
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1884
1989
  s.stored().status = 0;
1885
1990
  } else if (showdown and s.stored().status == Status.TOX) {
1886
1991
  s.stored().status = Status.init(.PSN);
1887
- try log.status(battle.active(p), s.stored().status, .None);
1992
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1888
1993
  }
1889
- try clearVolatiles(battle, p, log);
1994
+ try clearVolatiles(battle, p, p != player, options);
1890
1995
  }
1891
1996
  } else {
1892
1997
  if (Status.any(foe_stored.status)) {
1893
1998
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1894
1999
  foe.last_selected_move = .SKIP_TURN;
1895
2000
  }
1896
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2001
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1897
2002
  foe_stored.status = 0;
1898
2003
  }
1899
- try clearVolatiles(battle, player, log);
1900
- try clearVolatiles(battle, player.foe(), log);
2004
+ try clearVolatiles(battle, player, false, options);
2005
+ try clearVolatiles(battle, player.foe(), true, options);
1901
2006
  }
1902
2007
  }
1903
2008
 
1904
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2009
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1905
2010
  var side = battle.side(player);
1906
2011
  var stored = side.stored();
1907
2012
  const ident = battle.active(player);
1908
2013
 
1909
2014
  // GLITCH: HP recovery move failure glitches
1910
2015
  const delta = stored.stats.hp - stored.hp;
1911
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2016
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2017
+ return options.log.fail(.{ ident, .None });
2018
+ }
1912
2019
 
1913
2020
  const rest = side.last_selected_move == .Rest;
1914
2021
  if (rest) {
1915
2022
  // Adding the sleep status runs the sleep condition handler to roll duration
1916
2023
  if (showdown) battle.rng.advance(1);
1917
2024
  stored.status = Status.slf(2);
1918
- try log.statusFrom(ident, stored.status, Move.Rest);
2025
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1919
2026
  stored.hp = stored.stats.hp;
1920
2027
  } else {
1921
2028
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1922
2029
  }
1923
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2030
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1924
2031
  }
1925
2032
 
1926
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1927
2034
  battle.side(player).active.volatiles.Recharging = true;
1928
- try log.mustrecharge(battle.active(player));
2035
+ try options.log.mustrecharge(.{battle.active(player)});
1929
2036
  }
1930
2037
 
1931
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2038
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1932
2039
  var foe = battle.foe(player);
1933
2040
 
1934
2041
  if (showdown) {
1935
2042
  // Invulnerability trumps type immunity on Pokémon Showdown
1936
2043
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1937
- return log.immune(battle.active(player.foe()), .None);
2044
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1938
2045
  }
1939
- if (!try checkHit(battle, player, move, log)) return;
2046
+ if (!try checkHit(battle, player, move, options)) return;
1940
2047
  if (foe.active.volatiles.LeechSeed) return;
1941
2048
  } else {
1942
- if (!try checkHit(battle, player, move, log)) return;
2049
+ if (!try checkHit(battle, player, move, options)) return;
1943
2050
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1944
- try log.lastmiss();
1945
- return log.miss(battle.active(player));
2051
+ try options.log.lastmiss(.{});
2052
+ return options.log.miss(.{battle.active(player)});
1946
2053
  }
1947
2054
  }
1948
2055
 
1949
2056
  foe.active.volatiles.LeechSeed = true;
1950
2057
 
1951
- try log.start(battle.active(player.foe()), .LeechSeed);
2058
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1952
2059
  }
1953
2060
 
1954
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2061
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1955
2062
  var side = battle.side(player);
2063
+ const ident = battle.active(player);
1956
2064
 
1957
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2065
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1958
2066
  side.active.volatiles.LightScreen = true;
1959
2067
 
1960
- try log.start(battle.active(player), .LightScreen);
2068
+ try options.log.start(.{ ident, .LightScreen });
1961
2069
  }
1962
2070
 
1963
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2071
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1964
2072
  var side = battle.side(player);
1965
2073
  var foe = battle.foe(player);
1966
2074
 
@@ -1976,46 +2084,49 @@ pub const Effects = struct {
1976
2084
  const has_mimic = has_mimic: {
1977
2085
  for (side.active.moves, 0..) |m, i| {
1978
2086
  if (m.id == .Mimic) {
1979
- oslot = @intCast(u8, i + 1);
2087
+ oslot = @intCast(i + 1);
1980
2088
  break :has_mimic true;
1981
2089
  }
1982
2090
  }
1983
2091
  break :has_mimic false;
1984
2092
  };
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);
2093
+ if (!has_mimic) {
2094
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2095
+ if (!try checkHit(battle, player, move, options)) return;
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1989
2097
  }
1990
2098
  }
1991
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
1992
2100
 
1993
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2101
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1994
2102
  side.active.move(oslot).id = foe.active.move(rslot).id;
1995
2103
 
1996
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2104
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1997
2105
  }
1998
2106
 
1999
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2107
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2000
2108
  var side = battle.side(player);
2001
2109
 
2002
2110
  if (side.active.volatiles.Mist) return;
2003
2111
  side.active.volatiles.Mist = true;
2004
2112
 
2005
- try log.start(battle.active(player), .Mist);
2113
+ try options.log.start(.{ battle.active(player), .Mist });
2006
2114
  }
2007
2115
 
2008
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2116
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2117
  var side = battle.side(player);
2010
2118
 
2011
2119
  assert(!side.active.volatiles.MultiHit);
2012
2120
  side.active.volatiles.MultiHit = true;
2013
2121
 
2014
- side.active.volatiles.attacks =
2015
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2122
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2123
+ try Rolls.distribution(battle, .MultiHit, player, options)
2124
+ else
2125
+ 2;
2016
2126
  }
2017
2127
 
2018
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2128
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2129
+ var log = options.log;
2019
2130
  var foe = battle.foe(player);
2020
2131
  var foe_stored = foe.stored();
2021
2132
  const foe_ident = battle.active(player.foe());
@@ -2025,27 +2136,28 @@ pub const Effects = struct {
2025
2136
 
2026
2137
  if (showdown) {
2027
2138
  // 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;
2139
+ if (immune and !foe.active.volatiles.Invulnerable) {
2140
+ return log.immune(.{ foe_ident, .None });
2141
+ } else if (!try checkHit(battle, player, move, options)) return;
2030
2142
  }
2031
2143
  if (Status.any(foe_stored.status)) {
2032
- return log.fail(
2144
+ return log.fail(.{
2033
2145
  foe_ident,
2034
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2035
- );
2146
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2147
+ });
2036
2148
  }
2037
2149
  if (!showdown) {
2038
- if (immune) return log.immune(foe_ident, .None);
2039
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (immune) return log.immune(.{ foe_ident, .None });
2151
+ if (!try checkHit(battle, player, move, options)) return;
2040
2152
  }
2041
2153
 
2042
2154
  foe_stored.status = Status.init(.PAR);
2043
2155
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2044
2156
 
2045
- try log.status(foe_ident, foe_stored.status, .None);
2157
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2046
2158
  }
2047
2159
 
2048
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2160
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2049
2161
  var foe = battle.foe(player);
2050
2162
  var foe_stored = foe.stored();
2051
2163
 
@@ -2057,50 +2169,59 @@ pub const Effects = struct {
2057
2169
 
2058
2170
  // Body Slam can't paralyze a Normal type Pokémon
2059
2171
  if (foe.active.types.includes(move.type)) return;
2060
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2172
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2173
+ return;
2174
+ }
2061
2175
 
2062
2176
  foe_stored.status = Status.init(.PAR);
2063
2177
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2064
2178
 
2065
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2179
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2066
2180
  }
2067
2181
 
2068
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2069
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2182
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2183
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2184
+ try options.log.fieldactivate(.{});
2185
+ }
2070
2186
  }
2071
2187
 
2072
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2188
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2189
+ var log = options.log;
2073
2190
  var foe = battle.foe(player);
2074
2191
  var foe_stored = foe.stored();
2075
2192
  const foe_ident = battle.active(player.foe());
2076
2193
  const toxic = battle.side(player).last_selected_move == .Toxic;
2077
2194
 
2078
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2195
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2079
2196
  return;
2080
2197
  } else if (foe.active.volatiles.Substitute) {
2081
2198
  if (move.effect != .Poison) return;
2082
- return log.fail(foe_ident, .None);
2199
+ return log.fail(.{ foe_ident, .None });
2083
2200
  } else if (Status.any(foe_stored.status)) {
2084
2201
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2085
2202
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2086
2203
  // 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))
2204
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2088
2205
  if (!showdown)
2089
- .Poison
2206
+ Fail.Poison
2090
2207
  else if (toxic == (foe_stored.status == Status.TOX))
2091
- if (toxic) .Toxic else .Poison
2208
+ if (toxic) Fail.Toxic else Fail.Poison
2092
2209
  else
2093
- .None
2210
+ Fail.None
2094
2211
  else
2095
- .None);
2212
+ Fail.None });
2096
2213
  } else if (foe.active.types.includes(.Poison)) {
2097
2214
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2098
- return log.immune(foe_ident, .None);
2215
+ return log.immune(.{ foe_ident, .None });
2099
2216
  }
2100
2217
 
2101
2218
  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;
2219
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2220
+ } else {
2221
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2222
+ return;
2223
+ }
2224
+ }
2104
2225
 
2105
2226
  foe_stored.status = Status.init(.PSN);
2106
2227
  if (toxic) {
@@ -2109,7 +2230,7 @@ pub const Effects = struct {
2109
2230
  foe.active.volatiles.toxic = 0;
2110
2231
  }
2111
2232
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2233
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2234
  }
2114
2235
 
2115
2236
  fn rage(battle: anytype, player: Player) !void {
@@ -2118,28 +2239,37 @@ pub const Effects = struct {
2118
2239
  volatiles.Rage = true;
2119
2240
  }
2120
2241
 
2121
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2242
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2122
2243
  var side = battle.side(player);
2123
2244
  var stored = side.stored();
2124
2245
 
2125
- const damage = @intCast(i16, @max(battle.last_damage /
2246
+ assert(showdown or battle.last_damage > 0);
2247
+ if (showdown and battle.last_damage == 0) return;
2248
+
2249
+ const damage: i16 = @intCast(@max(battle.last_damage /
2126
2250
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2127
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2251
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2128
2252
 
2129
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2253
+ try options.log.damage(.{
2254
+ battle.active(player),
2255
+ stored,
2256
+ .RecoilOf,
2257
+ battle.active(player.foe()),
2258
+ });
2130
2259
  if (showdown and stored.hp == 0) residual.* = false;
2131
2260
  }
2132
2261
 
2133
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2262
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2134
2263
  var side = battle.side(player);
2264
+ const ident = battle.active(player);
2135
2265
 
2136
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2266
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2137
2267
  side.active.volatiles.Reflect = true;
2138
2268
 
2139
- try log.start(battle.active(player), .Reflect);
2269
+ try options.log.start(.{ ident, .Reflect });
2140
2270
  }
2141
2271
 
2142
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2272
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2143
2273
  var foe = battle.foe(player);
2144
2274
  var foe_stored = foe.stored();
2145
2275
  const foe_ident = battle.active(player.foe());
@@ -2150,13 +2280,13 @@ pub const Effects = struct {
2150
2280
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2151
2281
  } else {
2152
2282
  if (Status.any(foe_stored.status)) {
2153
- return log.fail(
2283
+ return options.log.fail(.{
2154
2284
  foe_ident,
2155
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2156
- );
2285
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2286
+ });
2157
2287
  }
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;
2288
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2289
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2160
2290
  }
2161
2291
 
2162
2292
  // Sleep Clause Mod
@@ -2167,63 +2297,66 @@ pub const Effects = struct {
2167
2297
  }
2168
2298
  foe.active.volatiles.Recharging = false;
2169
2299
 
2170
- foe_stored.status = Status.slp(Rolls.sleep(battle));
2171
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2300
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2301
+ const last = battle.side(player).last_selected_move;
2302
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2172
2303
  }
2173
2304
 
2174
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2175
- try log.activate(battle.active(player), .Splash);
2305
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2306
+ try options.log.activate(.{ battle.active(player), .Splash });
2176
2307
  }
2177
2308
 
2178
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2309
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2179
2310
  var side = battle.side(player);
2180
2311
  if (side.active.volatiles.Substitute) {
2181
- try log.fail(battle.active(player), .Substitute);
2182
- return;
2312
+ return options.log.fail(.{ battle.active(player), .Substitute });
2183
2313
  }
2184
2314
 
2185
2315
  assert(side.stored().stats.hp <= 1023);
2186
2316
  // 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);
2317
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2188
2318
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2189
2319
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2190
2320
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2191
2321
  // avoid having to convert to floating point)
2192
2322
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2193
2323
  if (side.stored().hp < required_hp) {
2194
- try log.fail(battle.active(player), .Weak);
2195
- return;
2324
+ return options.log.fail(.{ battle.active(player), .Weak });
2196
2325
  }
2197
2326
 
2198
2327
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2199
2328
  side.stored().hp -= hp;
2200
2329
  side.active.volatiles.substitute = hp + 1;
2201
2330
  side.active.volatiles.Substitute = true;
2202
- try log.start(battle.active(player), .Substitute);
2331
+ try options.log.start(.{ battle.active(player), .Substitute });
2203
2332
  if (hp > 0) {
2204
- try log.damage(battle.active(player), side.stored(), .None);
2333
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2205
2334
  if (showdown and side.stored().hp == 0) residual.* = false;
2206
2335
  }
2207
2336
  }
2208
2337
 
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
-
2338
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2212
2339
  // 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;
2340
+ if (showdown) {
2341
+ if (battle.side(player).last_selected_move == .Teleport) return;
2342
+ _ = try checkHit(battle, player, move, options);
2343
+ battle.last_damage = 0;
2344
+ } else {
2345
+ try options.log.fail(.{ battle.active(player), .None });
2346
+ try options.log.laststill(.{});
2347
+ }
2215
2348
  }
2216
2349
 
2217
- fn thrashing(battle: anytype, player: Player) void {
2350
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2218
2351
  var volatiles = &battle.side(player).active.volatiles;
2219
2352
  assert(!volatiles.Thrashing);
2220
2353
  assert(!volatiles.Bide);
2221
2354
 
2222
2355
  volatiles.Thrashing = true;
2223
- volatiles.attacks = Rolls.duration(battle);
2356
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2224
2357
  }
2225
2358
 
2226
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2359
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2227
2360
  var side = battle.side(player);
2228
2361
  const foe = battle.foe(player);
2229
2362
  const foe_ident = battle.active(player.foe());
@@ -2249,10 +2382,10 @@ pub const Effects = struct {
2249
2382
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2250
2383
  }
2251
2384
 
2252
- try log.transform(battle.active(player), foe_ident);
2385
+ try options.log.transform(.{ battle.active(player), foe_ident });
2253
2386
  }
2254
2387
 
2255
- fn binding(battle: anytype, player: Player) void {
2388
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2256
2389
  var side = battle.side(player);
2257
2390
  var foe = battle.foe(player);
2258
2391
 
@@ -2260,12 +2393,16 @@ pub const Effects = struct {
2260
2393
  side.active.volatiles.Binding = true;
2261
2394
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2262
2395
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2263
- if (!showdown) foe.active.volatiles.Recharging = false;
2396
+ if (!showdown) {
2397
+ foe.active.volatiles.Recharging = false;
2398
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2264
2399
 
2265
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2400
+ side.active.volatiles.attacks =
2401
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2266
2402
  }
2267
2403
 
2268
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2404
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2405
+ var log = options.log;
2269
2406
  var side = battle.side(player);
2270
2407
  const ident = battle.active(player);
2271
2408
 
@@ -2275,87 +2412,87 @@ pub const Effects = struct {
2275
2412
  switch (move.effect) {
2276
2413
  .AttackUp1, .AttackUp2, .Rage => {
2277
2414
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2278
- if (boosts.atk == 6) return try log.fail(ident, .None);
2415
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2279
2416
  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;
2417
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2418
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2282
2419
  if (stats.atk == MAX_STAT_VALUE) {
2283
2420
  boosts.atk -= 1;
2284
2421
  if (showdown) {
2285
- try log.boost(ident, reason, n);
2286
- try log.boost(ident, Boost.Attack, -1);
2422
+ try log.boost(.{ ident, reason, n });
2423
+ try log.boost(.{ ident, .Attack, -1 });
2287
2424
  if (move.effect == .Rage) return;
2288
2425
  }
2289
- return try log.fail(ident, .None);
2426
+ return log.fail(.{ ident, .None });
2290
2427
  }
2291
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2428
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2292
2429
  const stat = unmodifiedStats(battle, side).atk;
2293
2430
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2294
- try log.boost(ident, reason, n);
2431
+ try log.boost(.{ ident, reason, n });
2295
2432
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2296
2433
  if (showdown and move.effect == .Rage) return;
2297
2434
  },
2298
2435
  .DefenseUp1, .DefenseUp2 => {
2299
2436
  assert(boosts.def >= -6 and boosts.def <= 6);
2300
- if (boosts.def == 6) return try log.fail(ident, .None);
2437
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2301
2438
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2302
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2439
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2303
2440
  if (stats.def == MAX_STAT_VALUE) {
2304
2441
  boosts.def -= 1;
2305
2442
  if (showdown) {
2306
- try log.boost(ident, .Defense, n);
2307
- try log.boost(ident, .Defense, -1);
2443
+ try log.boost(.{ ident, .Defense, n });
2444
+ try log.boost(.{ ident, .Defense, -1 });
2308
2445
  }
2309
- return try log.fail(ident, .None);
2446
+ return log.fail(.{ ident, .None });
2310
2447
  }
2311
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2448
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2312
2449
  const stat = unmodifiedStats(battle, side).def;
2313
2450
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2314
- try log.boost(ident, .Defense, n);
2451
+ try log.boost(.{ ident, .Defense, n });
2315
2452
  },
2316
2453
  .SpeedUp2 => {
2317
2454
  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));
2455
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2456
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2320
2457
  if (stats.spe == MAX_STAT_VALUE) {
2321
2458
  boosts.spe -= 1;
2322
2459
  if (showdown) {
2323
- try log.boost(ident, .Speed, 2);
2324
- try log.boost(ident, .Speed, -1);
2460
+ try log.boost(.{ ident, .Speed, 2 });
2461
+ try log.boost(.{ ident, .Speed, -1 });
2325
2462
  }
2326
- return try log.fail(ident, .None);
2463
+ return log.fail(.{ ident, .None });
2327
2464
  }
2328
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2465
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2329
2466
  const stat = unmodifiedStats(battle, side).spe;
2330
2467
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2331
- try log.boost(ident, .Speed, 2);
2468
+ try log.boost(.{ ident, .Speed, 2 });
2332
2469
  },
2333
2470
  .SpecialUp1, .SpecialUp2 => {
2334
2471
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2335
- if (boosts.spc == 6) return try log.fail(ident, .None);
2472
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2336
2473
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2337
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2474
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2338
2475
  if (stats.spc == MAX_STAT_VALUE) {
2339
2476
  boosts.spc -= 1;
2340
2477
  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);
2478
+ try log.boost(.{ ident, .SpecialAttack, n });
2479
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2480
+ try log.boost(.{ ident, .SpecialDefense, n });
2481
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2345
2482
  }
2346
- return try log.fail(ident, .None);
2483
+ return log.fail(.{ ident, .None });
2347
2484
  }
2348
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2485
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2349
2486
  const stat = unmodifiedStats(battle, side).spc;
2350
2487
  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);
2488
+ try log.boost(.{ ident, .SpecialAttack, n });
2489
+ try log.boost(.{ ident, .SpecialDefense, n });
2353
2490
  },
2354
2491
  .EvasionUp1 => {
2355
2492
  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);
2493
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2494
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2495
+ try log.boost(.{ ident, .Evasion, 1 });
2359
2496
  },
2360
2497
  else => unreachable,
2361
2498
  }
@@ -2364,102 +2501,105 @@ pub const Effects = struct {
2364
2501
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2365
2502
  }
2366
2503
 
2367
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2504
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2505
+ var log = options.log;
2368
2506
  var foe = battle.foe(player);
2369
2507
  const foe_ident = battle.active(player.foe());
2508
+ const secondary = move.effect.isStatDownChance();
2370
2509
 
2371
- if (foe.active.volatiles.Substitute) {
2372
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2373
- }
2510
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2374
2511
 
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
2512
+ if (secondary) {
2513
+ const proc = try Rolls.unboost(battle, player, options);
2514
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2515
+ } else {
2516
+ // checkHit already checks for Invulnerable
2517
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2379
2518
  }
2380
2519
 
2381
2520
  var stats = &foe.active.stats;
2382
2521
  var boosts = &foe.active.boosts;
2522
+ const fail = showdown or !secondary;
2383
2523
 
2384
2524
  switch (move.effect) {
2385
2525
  .AttackDown1, .AttackDownChance => {
2386
2526
  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));
2527
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2528
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2389
2529
  if (stats.atk == 1) {
2390
2530
  boosts.atk += 1;
2391
2531
  if (showdown) {
2392
- try log.boost(foe_ident, .Attack, -1);
2393
- try log.boost(foe_ident, .Attack, 1);
2532
+ try log.boost(.{ foe_ident, .Attack, -1 });
2533
+ try log.boost(.{ foe_ident, .Attack, 1 });
2394
2534
  }
2395
- return try log.fail(foe_ident, .None);
2535
+ return log.fail(.{ foe_ident, .None });
2396
2536
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2537
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2398
2538
  const stat = unmodifiedStats(battle, foe).atk;
2399
2539
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2400
- try log.boost(foe_ident, .Attack, -1);
2540
+ try log.boost(.{ foe_ident, .Attack, -1 });
2401
2541
  },
2402
2542
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2403
2543
  assert(boosts.def >= -6 and boosts.def <= 6);
2404
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2544
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2405
2545
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2406
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2546
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2407
2547
  if (stats.def == 1) {
2408
2548
  boosts.def += 1;
2409
2549
  if (showdown) {
2410
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2411
- try log.boost(foe_ident, .Defense, 1);
2550
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2551
+ try log.boost(.{ foe_ident, .Defense, 1 });
2412
2552
  }
2413
- return try log.fail(foe_ident, .None);
2553
+ return log.fail(.{ foe_ident, .None });
2414
2554
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2555
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2416
2556
  const stat = unmodifiedStats(battle, foe).def;
2417
2557
  stats.def = @max(1, stat * mod[0] / mod[1]);
2418
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2558
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2419
2559
  },
2420
2560
  .SpeedDown1, .SpeedDownChance => {
2421
2561
  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));
2562
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2563
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2424
2564
  if (stats.spe == 1) {
2425
2565
  boosts.spe += 1;
2426
2566
  if (showdown) {
2427
- try log.boost(foe_ident, .Speed, -1);
2428
- try log.boost(foe_ident, .Speed, 1);
2567
+ try log.boost(.{ foe_ident, .Speed, -1 });
2568
+ try log.boost(.{ foe_ident, .Speed, 1 });
2429
2569
  }
2430
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2431
2571
  }
2432
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2572
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2433
2573
  const stat = unmodifiedStats(battle, foe).spe;
2434
2574
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2435
- try log.boost(foe_ident, .Speed, -1);
2575
+ try log.boost(.{ foe_ident, .Speed, -1 });
2436
2576
  assert(boosts.spe >= -6);
2437
2577
  },
2438
2578
  .SpecialDownChance => {
2439
2579
  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));
2580
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2581
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2442
2582
  if (stats.spc == 1) {
2443
2583
  boosts.spc += 1;
2444
2584
  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);
2585
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2586
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2587
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2588
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2449
2589
  }
2450
- return try log.fail(foe_ident, .None);
2590
+ return log.fail(.{ foe_ident, .None });
2451
2591
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2592
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2453
2593
  const stat = unmodifiedStats(battle, foe).spc;
2454
2594
  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);
2595
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2596
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2457
2597
  },
2458
2598
  .AccuracyDown1 => {
2459
2599
  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);
2600
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2601
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2602
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2463
2603
  },
2464
2604
  else => unreachable,
2465
2605
  }
@@ -2483,37 +2623,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2483
2623
  }
2484
2624
  }
2485
2625
 
2486
- inline fn isForced(active: ActivePokemon) bool {
2626
+ fn isForced(active: anytype) bool {
2487
2627
  return active.volatiles.Recharging or active.volatiles.Rage or
2488
2628
  active.volatiles.Thrashing or active.volatiles.Charging;
2489
2629
  }
2490
2630
 
2491
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2631
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2632
+ var log = options.log;
2492
2633
  var side = battle.side(who);
2493
2634
  var volatiles = &side.active.volatiles;
2494
2635
  const ident = battle.active(who);
2495
2636
 
2496
- if (volatiles.disabled_move != 0) {
2497
- volatiles.disabled_move = 0;
2498
- volatiles.disabled_duration = 0;
2499
- try log.end(ident, .DisableSilent);
2637
+ options.chance.clearDurations(who, clear);
2638
+
2639
+ if (volatiles.disable_move != 0) {
2640
+ volatiles.disable_move = 0;
2641
+ volatiles.disable_duration = 0;
2642
+ try log.end(.{ ident, .DisableSilent });
2500
2643
  }
2501
2644
  if (volatiles.Confusion) {
2502
2645
  // volatiles.confusion is left unchanged
2503
2646
  volatiles.Confusion = false;
2504
- try log.end(ident, .ConfusionSilent);
2647
+ try log.end(.{ ident, .ConfusionSilent });
2505
2648
  }
2506
2649
  if (volatiles.Mist) {
2507
2650
  volatiles.Mist = false;
2508
- try log.end(ident, .Mist);
2651
+ try log.end(.{ ident, .MistSilent });
2509
2652
  }
2510
2653
  if (volatiles.FocusEnergy) {
2511
2654
  volatiles.FocusEnergy = false;
2512
- try log.end(ident, .FocusEnergy);
2655
+ try log.end(.{ ident, .FocusEnergySilent });
2513
2656
  }
2514
2657
  if (volatiles.LeechSeed) {
2515
2658
  volatiles.LeechSeed = false;
2516
- try log.end(ident, .LeechSeed);
2659
+ try log.end(.{ ident, .LeechSeedSilent });
2517
2660
  }
2518
2661
  if (!showdown and volatiles.Toxic) {
2519
2662
  volatiles.Toxic = false;
@@ -2521,152 +2664,357 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2521
2664
  }
2522
2665
  if (volatiles.LightScreen) {
2523
2666
  volatiles.LightScreen = false;
2524
- try log.end(ident, .LightScreen);
2667
+ try log.end(.{ ident, .LightScreenSilent });
2525
2668
  }
2526
2669
  if (volatiles.Reflect) {
2527
2670
  volatiles.Reflect = false;
2528
- try log.end(ident, .Reflect);
2671
+ try log.end(.{ ident, .ReflectSilent });
2529
2672
  }
2530
2673
  if (showdown and volatiles.Toxic) {
2531
2674
  volatiles.Toxic = false;
2532
2675
  // Pokémon Showdown erroneously clears the toxic counter
2533
2676
  volatiles.toxic = 0;
2534
- try log.end(ident, .Toxic);
2677
+ try log.end(.{ ident, .ToxicSilent });
2535
2678
  }
2536
2679
  }
2537
2680
 
2538
2681
  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
- }
2682
+ fn speedTie(battle: anytype, options: anytype) !bool {
2683
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2684
+ player == .P1
2685
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2686
+ battle.rng.speedTie()
2687
+ else if (showdown)
2688
+ battle.rng.range(u8, 0, 2) == 0
2689
+ else
2690
+ battle.rng.next() < Gen12.percent(50) + 1;
2691
+
2692
+ try options.chance.speedTie(p1);
2693
+ return p1;
2694
+ }
2695
+
2696
+ fn criticalHit(
2697
+ battle: anytype,
2698
+ player: Player,
2699
+ rate: u8,
2700
+ spurious: bool,
2701
+ options: anytype,
2702
+ ) !bool {
2703
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2704
+ val == .true
2705
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2706
+ battle.rng.criticalHit(player, rate)
2707
+ else if (showdown)
2708
+ battle.rng.chance(u8, rate, 256)
2709
+ else
2710
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2711
+
2712
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2713
+ return crit;
2714
+ }
2715
+
2716
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2717
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2718
+ val
2719
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2720
+ battle.rng.damage(player)
2721
+ else roll: {
2722
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2723
+ while (true) {
2724
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2725
+ if (r >= 217) break :roll r;
2726
+ }
2727
+ };
2543
2728
 
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;
2729
+ assert(roll >= 217 and roll <= 255);
2730
+ try options.chance.damage(player, roll);
2731
+ return roll;
2547
2732
  }
2548
2733
 
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
- }
2734
+ const uN = if (pkmn.options.miss) u8 else u9;
2735
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2736
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2737
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2738
+ val == .true
2739
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2740
+ battle.rng.hit(player, acc)
2741
+ else if (showdown)
2742
+ battle.rng.chance(uN, acc, 256)
2743
+ else
2744
+ battle.rng.next() < acc;
2556
2745
 
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;
2746
+ try options.chance.hit(player, ok, acc);
2747
+ return ok;
2560
2748
  }
2561
2749
 
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
- }
2750
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2751
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2752
+ val == .true
2753
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2754
+ battle.rng.confused(player)
2755
+ else if (showdown)
2756
+ !battle.rng.chance(u8, 128, 256)
2757
+ else
2758
+ battle.rng.next() >= Gen12.percent(50) + 1;
2566
2759
 
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;
2760
+ try options.chance.confused(player, cfz);
2761
+ return cfz;
2570
2762
  }
2571
2763
 
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
- }
2764
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2765
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2766
+ val == .true
2767
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2768
+ battle.rng.paralyzed(player)
2769
+ else if (showdown)
2770
+ battle.rng.chance(u8, 63, 256)
2771
+ else
2772
+ battle.rng.next() < Gen12.percent(25);
2576
2773
 
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);
2774
+ try options.chance.paralyzed(player, par);
2775
+ return par;
2580
2776
  }
2581
2777
 
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
- }
2778
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2779
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2780
+ val == .true
2781
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2782
+ battle.rng.secondaryChance(player, 25)
2783
+ else if (showdown)
2784
+ battle.rng.chance(u8, 25, 256)
2785
+ else
2786
+ battle.rng.next() < Gen12.percent(10);
2586
2787
 
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));
2788
+ try options.chance.secondaryChance(player, proc, 25);
2789
+ return proc;
2590
2790
  }
2591
2791
 
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
- }
2792
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2793
+ const rate: u8 = if (low) 26 else 77;
2794
+
2795
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2796
+ val == .true
2797
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2798
+ battle.rng.secondaryChance(player, rate)
2799
+ else if (showdown)
2800
+ battle.rng.chance(u8, rate, 256)
2801
+ else
2802
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2803
+
2804
+ try options.chance.secondaryChance(player, proc, rate);
2805
+ return proc;
2598
2806
  }
2599
2807
 
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);
2808
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2809
+ const rate: u8 = if (low) 52 else 103;
2810
+
2811
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2812
+ val == .true
2813
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2814
+ battle.rng.secondaryChance(player, rate)
2815
+ else if (showdown)
2816
+ battle.rng.chance(u8, rate, 256)
2817
+ else
2818
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2819
+
2820
+ try options.chance.secondaryChance(player, proc, rate);
2821
+ return proc;
2603
2822
  }
2604
2823
 
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);
2824
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2825
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2826
+ val == .true
2827
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2828
+ battle.rng.secondaryChance(player, 85)
2829
+ else if (showdown)
2830
+ battle.rng.chance(u8, 85, 256)
2831
+ else
2832
+ battle.rng.next() < Gen12.percent(33) + 1;
2833
+
2834
+ try options.chance.secondaryChance(player, proc, 85);
2835
+ return proc;
2836
+ }
2837
+
2838
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2839
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2840
+ val
2841
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2842
+ battle.rng.metronome(player)
2843
+ else if (showdown)
2844
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2845
+ else move: {
2846
+ while (true) {
2847
+ const r = battle.rng.next();
2848
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2849
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2850
+ break :move @enumFromInt(r);
2625
2851
  }
2626
- }
2852
+ };
2627
2853
 
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
- }
2632
- }
2854
+ try options.chance.metronome(player, move);
2855
+ return move;
2856
+ }
2857
+
2858
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2859
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2860
+ val - 1
2861
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2862
+ battle.rng.psywave(player)
2863
+ else if (showdown)
2864
+ battle.rng.range(u8, 0, max)
2865
+ else power: {
2866
+ while (true) {
2867
+ const r = battle.rng.next();
2868
+ if (r < max) break :power r;
2869
+ }
2870
+ };
2633
2871
 
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);
2637
- }
2872
+ assert(power < max);
2873
+ try options.chance.psywave(player, power, max);
2874
+ return power;
2875
+ }
2876
+
2877
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2878
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2879
+ @intCast(val)
2880
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2881
+ battle.rng.sleepDuration(player)
2882
+ else if (showdown)
2883
+ battle.rng.range(u3, 1, 8)
2884
+ else duration: {
2885
+ while (true) {
2886
+ const r = battle.rng.next() & 7;
2887
+ if (r != 0) break :duration @intCast(r);
2888
+ }
2889
+ };
2638
2890
 
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
- }
2891
+ assert(duration >= 1 and duration <= 7);
2892
+ options.chance.duration(.sleep, player, player.foe(), duration);
2893
+ return duration;
2651
2894
  }
2652
2895
 
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
- }
2896
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2897
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2898
+ val
2899
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2900
+ battle.rng.disableDuration(player)
2901
+ else if (showdown)
2902
+ battle.rng.range(u4, 1, 9)
2903
+ else
2904
+ @intCast((battle.rng.next() & 7) + 1);
2905
+
2906
+ assert(duration >= 1 and duration <= 8);
2907
+ options.chance.duration(.disable, player, player.foe(), duration);
2908
+ return duration;
2659
2909
  }
2660
2910
 
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);
2911
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2912
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2913
+ @intCast(val)
2914
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2915
+ battle.rng.confusionDuration(player, self)
2916
+ else if (showdown)
2917
+ battle.rng.range(u3, 2, 6)
2918
+ else
2919
+ @intCast((battle.rng.next() & 3) + 2);
2920
+
2921
+ assert(duration >= 2 and duration <= 5);
2922
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2923
+ return duration;
2665
2924
  }
2666
2925
 
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;
2926
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2927
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2928
+ @intCast(val)
2929
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2930
+ battle.rng.attackingDuration(player)
2931
+ else if (showdown)
2932
+ battle.rng.range(u3, 2, 4)
2933
+ else
2934
+ @intCast((battle.rng.next() & 1) + 2);
2935
+
2936
+ assert(duration >= 2 and duration <= 3);
2937
+ options.chance.duration(.attacking, player, player, duration);
2938
+ return duration;
2939
+ }
2940
+
2941
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2942
+
2943
+ fn distribution(
2944
+ battle: anytype,
2945
+ comptime effect: Move.Effect,
2946
+ player: Player,
2947
+ options: anytype,
2948
+ ) !u3 {
2949
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2950
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2951
+ @intCast(val)
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2953
+ battle.rng.distribution(player)
2954
+ else if (showdown)
2955
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2956
+ else n: {
2957
+ const r = (battle.rng.next() & 3);
2958
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2959
+ };
2960
+
2961
+ assert(n >= 2 and n <= 5);
2962
+ if (effect == .Binding) {
2963
+ options.chance.duration(.binding, player, player, n);
2964
+ } else {
2965
+ try options.chance.multiHit(player, n);
2966
+ }
2967
+ return n;
2968
+ }
2969
+
2970
+ fn moveSlot(
2971
+ battle: anytype,
2972
+ player: Player,
2973
+ moves: []MoveSlot,
2974
+ check_pp: u4,
2975
+ options: anytype,
2976
+ ) !u4 {
2977
+ // TODO: consider throwing error instead of rerolling?
2978
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2979
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2980
+ val
2981
+ else
2982
+ null
2983
+ else
2984
+ null;
2985
+
2986
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
2987
+ battle.rng.moveSlot(player, moves, check_pp)
2988
+ else slot: {
2989
+ if (showdown) {
2990
+ if (check_pp == 0) {
2991
+ var i: usize = moves.len;
2992
+ while (i > 0) {
2993
+ i -= 1;
2994
+ if (moves[i].id != .None) {
2995
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2996
+ }
2997
+ }
2998
+ } else {
2999
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3000
+ var i: usize = 0;
3001
+ while (i < moves.len and r > 0) : (i += 1) {
3002
+ if (moves[i].pp > 0) {
3003
+ r -= 1;
3004
+ if (r == 0) break :slot @intCast(i + 1);
3005
+ }
3006
+ }
3007
+ }
3008
+ }
3009
+
3010
+ while (true) {
3011
+ const r: u4 = @intCast(battle.rng.next() & 3);
3012
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3013
+ }
3014
+ };
3015
+
3016
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3017
+ return slot;
2670
3018
  }
2671
3019
  };
2672
3020
 
@@ -2674,14 +3022,14 @@ test "RNG agreement" {
2674
3022
  if (!showdown) return;
2675
3023
  var expected: [256]u32 = undefined;
2676
3024
  for (0..expected.len) |i| {
2677
- expected[i] = @intCast(u32, i * 0x1000000);
3025
+ expected[i] = @intCast(i * 0x1000000);
2678
3026
  }
2679
3027
 
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 };
3028
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3029
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3030
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3031
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3032
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2685
3033
 
2686
3034
  for (0..expected.len) |i| {
2687
3035
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2717,11 +3065,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2717
3065
  const side = battle.side(player);
2718
3066
  const foe = battle.foe(player);
2719
3067
 
2720
- var active = side.active;
3068
+ const active = &side.active;
2721
3069
  const stored = side.stored();
2722
3070
 
2723
3071
  // 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.
3072
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2725
3073
  //
2726
3074
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2727
3075
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2729,9 +3077,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2729
3077
  // passing due to being forced into using a move. Instead of introducing another option
2730
3078
  // we simply repurpose Move with no move slot, even though pedantically this is not
2731
3079
  // strictly correct as the player would not have been presented the option to move or
2732
- // switch at all.
3080
+ // switch at all
2733
3081
  if (isForced(active)) {
2734
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3082
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2735
3083
  n += 1;
2736
3084
  return n;
2737
3085
  }
@@ -2748,7 +3096,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2748
3096
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2749
3097
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2750
3098
  // either disables all other moves in the case of limited or requires you to select a
2751
- // move normally if sleeping/frozen/bound.
3099
+ // move normally if sleeping/frozen/bound
2752
3100
  if (!showdown and (limited or foe.active.volatiles.Binding or
2753
3101
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2754
3102
  {
@@ -2761,7 +3109,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2761
3109
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2762
3110
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2763
3111
  // 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.
3112
+ // proc-ed move in their moveset) and disabling all other moves
2765
3113
  if (limited) {
2766
3114
  assert(showdown);
2767
3115
  assert(side.last_selected_move != .None);
@@ -2771,7 +3119,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2771
3119
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2772
3120
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2773
3121
  const struggle =
2774
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3122
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2775
3123
  const s = if (struggle) 0 else slot;
2776
3124
  out[n] = .{ .type = .Move, .data = s };
2777
3125
  n += 1;
@@ -2786,7 +3134,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3134
  const m = active.moves[slot - 1];
2787
3135
  if (m.id == .None) break;
2788
3136
  if (m.pp == 0) continue;
2789
- if (active.volatiles.disabled_move == slot) continue;
3137
+ if (active.volatiles.disable_move == slot) continue;
2790
3138
  out[n] = .{ .type = .Move, .data = slot };
2791
3139
  n += 1;
2792
3140
  }