@pkmn/engine 0.1.0-dev.0eb29f53 → 0.1.0-dev.14ca6108

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Files changed (51) hide show
  1. package/README.md +67 -56
  2. package/build/pkg/addon.d.ts +1 -1
  3. package/build/pkg/addon.js +7 -6
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +2 -2
  9. package/build/pkg/gen1.d.ts +5 -4
  10. package/build/pkg/gen1.js +48 -32
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +15 -12
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.d.ts +4 -2
  15. package/build/pkg/protocol.js +60 -39
  16. package/build/pkg/protocol.js.map +1 -1
  17. package/build/test/display.js +29 -12
  18. package/build/test/display.js.map +1 -1
  19. package/build.zig +92 -68
  20. package/package.json +35 -16
  21. package/src/bin/install-pkmn-engine +11 -6
  22. package/src/lib/binding/node.zig +46 -141
  23. package/src/lib/binding/wasm.zig +5 -3
  24. package/src/lib/common/battle.zig +17 -0
  25. package/src/lib/common/data.zig +15 -27
  26. package/src/lib/common/debug.zig +21 -11
  27. package/src/lib/common/js.zig +118 -0
  28. package/src/lib/common/optional.zig +67 -0
  29. package/src/lib/common/options.zig +12 -3
  30. package/src/lib/common/protocol.zig +771 -245
  31. package/src/lib/common/rational.zig +353 -0
  32. package/src/lib/common/rng.zig +15 -15
  33. package/src/lib/common/util.zig +12 -0
  34. package/src/lib/gen1/README.md +285 -182
  35. package/src/lib/gen1/calc.zig +426 -0
  36. package/src/lib/gen1/chance.zig +1060 -0
  37. package/src/lib/gen1/data/moves.zig +192 -180
  38. package/src/lib/gen1/data/species.zig +2 -2
  39. package/src/lib/gen1/data/types.zig +5 -5
  40. package/src/lib/gen1/data.zig +79 -65
  41. package/src/lib/gen1/helpers.zig +577 -32
  42. package/src/lib/gen1/mechanics.zig +937 -612
  43. package/src/lib/gen2/README.md +106 -85
  44. package/src/lib/gen2/data/items.zig +12 -18
  45. package/src/lib/gen2/data/moves.zig +660 -566
  46. package/src/lib/gen2/data/species.zig +1 -1
  47. package/src/lib/gen2/data/types.zig +131 -28
  48. package/src/lib/gen2/data.zig +132 -84
  49. package/src/lib/gen2/helpers.zig +16 -22
  50. package/src/lib/gen2/mechanics.zig +2442 -12
  51. package/src/lib/pkmn.zig +65 -6
@@ -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
 
@@ -12,13 +13,13 @@ 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;
24
25
  const Heal = protocol.Heal;
@@ -56,37 +57,35 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
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 {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
64
63
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
64
+ var s1 = false;
65
+ var s2 = false;
67
66
 
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
- }
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
69
 
77
70
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
71
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
72
+
73
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
74
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
75
+
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
78
+ } else {
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
80
  }
85
81
 
86
- return endTurn(battle, log);
82
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
83
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
84
+
85
+ return endTurn(battle, options);
87
86
  }
88
87
 
89
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
90
89
  const p1 = battle.side(.P1);
91
90
  const p2 = battle.side(.P2);
92
91
 
@@ -98,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
98
97
  assert(!showdown or p2_slot == 1);
99
98
  if (p2_slot == 0) return Result.Win;
100
99
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
103
102
 
104
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
105
104
  }
106
105
 
107
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +113,7 @@ fn selectMove(
114
113
  player: Player,
115
114
  choice: Choice,
116
115
  foe_choice: Choice,
117
- from: *?Move,
116
+ skip_turn: *bool,
118
117
  ) ?Result {
119
118
  if (choice.type == .Pass) return null;
120
119
 
@@ -123,20 +122,27 @@ fn selectMove(
123
122
  const stored = side.stored();
124
123
 
125
124
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
126
 
128
127
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
128
+ if (volatiles.Recharging) {
129
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
130
+ return null;
131
+ }
130
132
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
133
+ if (showdown) {
134
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
135
+ saveMove(battle, player, null);
136
+ }
133
137
  return null;
134
138
  }
135
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
140
  if (!showdown) volatiles.Flinch = false;
137
141
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
142
+ if (showdown) {
143
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
144
+ saveMove(battle, player, null);
145
+ }
140
146
  return null;
141
147
  }
142
148
 
@@ -146,13 +152,14 @@ fn selectMove(
146
152
  // pre-move select
147
153
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
154
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
155
+ if (showdown) {
156
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, choice);
158
+ }
150
159
  return null;
151
160
  }
152
161
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
162
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -164,11 +171,7 @@ fn selectMove(
164
171
  assert(choice.data == 0);
165
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
173
  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));
174
+ const last = side.active.move(battle.lastMove(player).index);
172
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
176
  if (last.id == .MirrorMove) return Result.Error;
174
177
  }
@@ -177,6 +180,7 @@ fn selectMove(
177
180
  }
178
181
 
179
182
  if (battle.foe(player).active.volatiles.Binding) {
183
+ skip_turn.* = true;
180
184
  if (showdown) {
181
185
  saveMove(battle, player, choice);
182
186
  } else {
@@ -191,16 +195,13 @@ fn selectMove(
191
195
  if (choice.data == 0) {
192
196
  const struggle = ok: {
193
197
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
199
  }
196
200
  break :ok true;
197
201
  };
198
-
199
202
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
203
  }
204
+ saveMove(battle, player, choice);
204
205
 
205
206
  return null;
206
207
  }
@@ -213,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
214
  if (c.data == 0) {
214
215
  side.last_selected_move = .Struggle;
215
216
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
218
  const move = side.active.move(c.data);
218
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
220
  // sometimes required...), but a 0 PP move can be used automatically
220
221
  assert(showdown or move.pp != 0);
221
222
 
222
223
  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
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
228
225
  }
229
226
  }
230
227
  }
231
228
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
230
  var side = battle.side(player);
234
231
  var foe = battle.foe(player);
235
232
  var active = &side.active;
@@ -242,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
239
  side.order[0] = side.order[slot - 1];
243
240
  side.order[slot - 1] = out;
244
241
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
242
+ battle.lastMove(player).index = 1;
250
243
 
251
244
  side.last_used_move = .None;
252
245
  foe.last_used_move = .None;
@@ -262,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
255
 
263
256
  foe.active.volatiles.Binding = false;
264
257
 
265
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
266
260
 
267
261
  if (showdown and incoming.status == Status.TOX) {
268
262
  incoming.status = Status.init(.PSN);
269
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
264
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
272
266
  }
273
267
  }
274
268
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
270
  assert(c1.type != .Pass or c2.type != .Pass);
277
271
 
278
272
  if (c1.type == .Pass) return .P2;
@@ -302,9 +296,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
296
  const spe2 = battle.side(.P2).active.stats.spe;
303
297
  if (spe1 == spe2) {
304
298
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
299
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
300
+ battle.rng.advance(1);
301
+ }
306
302
 
307
- const p1 = Rolls.speedTie(battle);
303
+ const p1 = try Rolls.speedTie(battle, options);
308
304
  if (!showdown) return if (p1) .P1 else .P2;
309
305
 
310
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +323,55 @@ fn doTurn(
327
323
  battle: anytype,
328
324
  player: Player,
329
325
  player_choice: Choice,
330
- player_from: ?Move,
326
+ player_rewrap: bool,
327
+ player_skip: bool,
331
328
  foe_player: Player,
332
329
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
330
+ foe_rewrap: bool,
331
+ foe_skip: bool,
332
+ options: anytype,
335
333
  ) !?Result {
336
334
  assert(player_choice.type != .Pass);
337
335
 
338
336
  var residual = true;
339
337
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
338
+ if (try executeMove(
339
+ battle,
340
+ player,
341
+ player_choice,
342
+ player_rewrap,
343
+ player_skip,
344
+ &residual,
345
+ options,
346
+ )) |r| return r;
341
347
  if (!replace) {
342
348
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
344
350
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
347
353
  } else if (foe_choice.type == .Pass) return null;
348
354
 
355
+ options.chance.clearPending();
356
+
349
357
  residual = true;
350
358
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
361
+ battle,
362
+ foe_player,
363
+ foe_choice,
364
+ foe_rewrap,
365
+ foe_skip,
366
+ &residual,
367
+ options,
368
+ )) |r| return r;
352
369
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
355
372
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
375
  }
359
376
 
360
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +388,31 @@ fn executeMove(
371
388
  battle: anytype,
372
389
  player: Player,
373
390
  choice: Choice,
374
- from: ?Move,
391
+ rewrap: bool,
392
+ skip: bool,
375
393
  residual: *bool,
376
- log: anytype,
394
+ options: anytype,
377
395
  ) !?Result {
378
396
  var side = battle.side(player);
379
397
 
380
398
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
382
400
  return null;
383
401
  }
384
402
 
403
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
404
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
405
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
406
  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
407
  assert(!showdown);
389
408
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
391
410
  }
392
411
  return null;
393
412
  }
394
413
 
395
414
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
397
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
418
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +421,13 @@ fn executeMove(
402
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
423
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
424
+ mslot = @intCast(battle.lastMove(player).index);
409
425
  const stored = side.stored();
410
426
  // 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);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +444,12 @@ fn executeMove(
426
444
  } else if (showdown and side.active.volatiles.Charging) {
427
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
446
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
433
448
  }
434
449
 
435
450
  var skip_can = false;
436
451
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
453
  .done => return null,
439
454
  .skip_can => skip_can = true,
440
455
  .skip_pp => skip_pp = true,
@@ -442,22 +457,23 @@ fn executeMove(
442
457
  .err => return @as(?Result, Result.Error),
443
458
  }
444
459
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
448
463
 
449
- return doMove(battle, player, mslot, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
465
  }
451
466
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
467
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
468
 
454
469
  fn beforeMove(
455
470
  battle: anytype,
456
471
  player: Player,
457
- from: ?Move,
472
+ skip: bool,
458
473
  residual: *bool,
459
- log: anytype,
474
+ options: anytype,
460
475
  ) !BeforeMove {
476
+ var log = options.log;
461
477
  var side = battle.side(player);
462
478
  const foe = battle.foe(player);
463
479
  var active = &side.active;
@@ -466,11 +482,21 @@ fn beforeMove(
466
482
  var volatiles = &active.volatiles;
467
483
 
468
484
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
485
+ const before = stored.status;
470
486
  // 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);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
474
500
  stored.status = 0; // clears EXT if present
475
501
  } else {
476
502
  try log.cant(ident, .Sleep);
@@ -485,13 +511,15 @@ fn beforeMove(
485
511
  return .done;
486
512
  }
487
513
 
488
- if (foe.active.volatiles.Binding) {
514
+ if (skip or foe.active.volatiles.Binding) {
489
515
  try log.cant(ident, .Bound);
490
516
  return .done;
491
517
  }
492
518
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
519
+ if (volatiles.Flinch) {
520
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
521
+ // Pokémon can sometimes flinch multiple times from the same original hit
522
+ if (!showdown) volatiles.Flinch = false;
495
523
  try log.cant(ident, .Flinch);
496
524
  return .done;
497
525
  }
@@ -502,22 +530,21 @@ fn beforeMove(
502
530
  return .done;
503
531
  }
504
532
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
509
543
  try log.end(ident, .Disable);
510
544
  }
511
545
  }
512
546
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
514
-
515
- // Pokémon Showdown checks for Flinch *after* instead of before
516
- if (showdown and volatiles.Flinch) {
517
- volatiles.Flinch = false;
518
- try log.cant(ident, .Flinch);
519
- return .done;
520
- }
547
+ if (showdown and try disabled(side, ident, options)) return .done;
521
548
 
522
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
523
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -529,14 +556,20 @@ fn beforeMove(
529
556
  if (volatiles.Confusion) {
530
557
  assert(volatiles.confusion > 0);
531
558
 
532
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
533
566
  if (volatiles.confusion == 0) {
534
567
  volatiles.Confusion = false;
535
568
  try log.end(ident, .Confusion);
536
569
  } else {
537
570
  try log.activate(ident, .Confusion);
538
571
 
539
- if (Rolls.confused(battle)) {
572
+ if (try Rolls.confused(battle, player, options)) {
540
573
  assert(!volatiles.MultiHit);
541
574
  if (!volatiles.Rage) volatiles.state = 0;
542
575
  volatiles.Bide = false;
@@ -546,6 +579,7 @@ fn beforeMove(
546
579
  volatiles.Charging = false;
547
580
  volatiles.Binding = false;
548
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
549
583
  {
550
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
551
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -565,7 +599,7 @@ fn beforeMove(
565
599
 
566
600
  const uncapped = battle.last_damage;
567
601
  // Skipping adjustDamage / randomizeDamage / checkHit
568
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
569
603
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
570
604
  if (showdown) battle.last_damage = uncapped;
571
605
 
@@ -574,14 +608,15 @@ fn beforeMove(
574
608
  }
575
609
  }
576
610
 
577
- if (!showdown and try disabled(side, ident, log)) return .done;
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
578
612
 
579
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
580
614
  if (!volatiles.Rage) volatiles.state = 0;
581
615
  volatiles.Bide = false;
582
616
  volatiles.Thrashing = false;
583
617
  volatiles.Charging = false;
584
618
  volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
585
620
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
586
621
  try log.cant(ident, .Paralysis);
587
622
  return .done;
@@ -590,11 +625,24 @@ fn beforeMove(
590
625
  if (volatiles.Bide) {
591
626
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
627
 
593
- volatiles.state +%= battle.last_damage;
628
+ if (showdown) {
629
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
630
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
631
+ // addition because 65535 is sufficient to faint any Pokémon anyway
632
+ volatiles.state +|= battle.last_damage;
633
+ } else {
634
+ volatiles.state +%= battle.last_damage;
635
+ }
594
636
 
595
637
  assert(volatiles.attacks > 0);
596
638
 
597
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
598
646
  if (volatiles.attacks != 0) {
599
647
  try log.activate(ident, .Bide);
600
648
  return .done;
@@ -612,15 +660,15 @@ fn beforeMove(
612
660
  }
613
661
 
614
662
  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);
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
617
665
 
618
666
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
619
667
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
620
668
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
621
669
  if (showdown) {
622
670
  residual.* = false;
623
- try handleResidual(battle, player, log);
671
+ try handleResidual(battle, player, options);
624
672
  }
625
673
 
626
674
  return .done;
@@ -628,29 +676,46 @@ fn beforeMove(
628
676
 
629
677
  if (volatiles.Thrashing) {
630
678
  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);
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
635
684
  }
636
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
637
- if (showdown and handleThrashing(battle, active)) {
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
638
688
  try log.start(battle.active(player), .ConfusionSilent);
639
689
  }
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
691
+ if (showdown) {
692
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
693
+ // used in useMove and doesn't have the notion of skipping canMove semantics
694
+ side.last_used_move = side.last_selected_move;
695
+ if (handleThrashing(battle, active, player, options)) {
696
+ try log.start(battle.active(player), .ConfusionSilent);
697
+ }
698
+ }
640
699
  return .skip_can;
641
700
  }
642
701
 
643
702
  if (volatiles.Binding) {
644
703
  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
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
652
713
  if (showdown or battle.last_damage != 0) {
653
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
714
+ const sub = showdown and foe.active.volatiles.Substitute;
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
716
+ if (battle.foe(player).stored().hp > 0 and !sub) {
717
+ try buildRage(battle, player.foe(), options);
718
+ }
654
719
  }
655
720
  return .done;
656
721
  }
@@ -664,56 +729,58 @@ fn canMove(
664
729
  mslot: u4,
665
730
  auto: bool,
666
731
  skip_pp: bool,
667
- from: ?Move,
732
+ from: Move,
668
733
  residual: *bool,
669
- log: anytype,
734
+ options: anytype,
670
735
  ) !bool {
671
736
  var side = battle.side(player);
672
737
  const player_ident = battle.active(player);
673
738
  const move = Move.get(side.last_selected_move);
674
739
 
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
740
  var skip = skip_pp;
680
741
  if (side.active.volatiles.Charging) {
681
742
  side.active.volatiles.Charging = false;
682
743
  side.active.volatiles.Invulnerable = false;
683
744
  } else if (move.effect == .Charge) {
684
- try log.move(player_ident, side.last_selected_move, .{}, from);
685
- try Effects.charge(battle, player, log);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
686
748
  return false;
687
749
  }
688
750
 
689
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
690
752
  if (!skip) decrementPP(side, mslot, auto);
691
753
 
692
754
  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);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
756
+ setCounterable(battle, player, side, move);
701
757
 
702
758
  if (move.effect.onBegin()) {
703
- try onBegin(battle, player, move, mslot, residual, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
704
760
  return false;
705
761
  }
706
762
 
707
763
  if (move.effect == .Thrashing) {
708
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
709
765
  } else if (!showdown and move.effect == .Binding) {
710
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
711
- Effects.binding(battle, player);
767
+ try Effects.binding(battle, player, false, options);
712
768
  }
713
769
 
714
770
  return true;
715
771
  }
716
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
717
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
718
785
  if (side.last_selected_move == .Struggle) return;
719
786
 
@@ -724,11 +791,11 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
724
791
  if (volatiles.Bide) return;
725
792
 
726
793
  assert(active.move(mslot).pp > 0 or auto);
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
794
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
728
795
  if (volatiles.Transform) return;
729
796
 
730
797
  assert(side.stored().move(mslot).pp > 0 or auto);
731
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
732
799
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
733
800
  }
734
801
 
@@ -736,12 +803,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
736
803
  var active = &side.active;
737
804
  const volatiles = &active.volatiles;
738
805
 
739
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
806
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
740
807
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
741
808
  if (showdown and volatiles.Transform) return;
742
809
 
743
810
  assert(mslot > 0 and mslot <= 4);
744
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
811
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
745
812
  }
746
813
 
747
814
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -749,10 +816,12 @@ fn doMove(
749
816
  battle: anytype,
750
817
  player: Player,
751
818
  mslot: u4,
819
+ rewrap: bool,
752
820
  auto: bool,
753
821
  residual: *bool,
754
- log: anytype,
822
+ options: anytype,
755
823
  ) !?Result {
824
+ var log = options.log;
756
825
  var side = battle.side(player);
757
826
  const foe = battle.foe(player);
758
827
 
@@ -767,23 +836,27 @@ fn doMove(
767
836
  var hits: u4 = 1;
768
837
  var effectiveness = Effectiveness.neutral;
769
838
 
839
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
840
+ if (showdown and !counter) battle.last_damage = 0;
841
+
770
842
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
771
843
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
772
- return specialDamage(battle, player, move, log);
844
+ return specialDamage(battle, player, move, options);
773
845
  }
774
846
 
775
847
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
776
848
  // calling moveHit early covers most of that but we also need to check type immunity first
777
849
  var miss = showdown and miss: {
778
850
  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);
851
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
852
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
781
853
  if (immune and move.effect != .Binding) break :miss true;
782
854
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
783
855
  battle.last_damage = 0;
784
856
  break :miss true;
785
857
  }
786
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
858
+ break :miss (move.target != .Self and
859
+ !moveHit(battle, player, move, &immune, &mist, options));
787
860
  };
788
861
  assert(!immune or miss or (showdown and move.effect == .Binding));
789
862
 
@@ -791,16 +864,16 @@ fn doMove(
791
864
  const skip = status or immune;
792
865
  if ((!showdown or (!skip or counter)) and !miss) blk: {
793
866
  if (showdown and move.effect.isMulti()) {
794
- Effects.multiHit(battle, player, move);
867
+ try Effects.multiHit(battle, player, move, options);
795
868
  hits = side.active.volatiles.attacks;
796
869
  late = false;
797
870
  }
798
871
 
799
872
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
800
873
  const check = !showdown or (!counter and move.effect != .OHKO);
801
- if (check) crit = checkCriticalHit(battle, player, move);
874
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
802
875
 
803
- if (counter) return counterDamage(battle, player, move, log);
876
+ if (counter) return counterDamage(battle, player, move, options);
804
877
 
805
878
  battle.last_damage = 0;
806
879
 
@@ -822,17 +895,15 @@ fn doMove(
822
895
  effectiveness = adjustDamage(battle, player);
823
896
  immune = effectiveness == 0;
824
897
  }
825
- randomizeDamage(battle);
898
+ try randomizeDamage(battle, player, options);
826
899
  }
827
900
  }
828
901
 
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
-
902
+ var zero = battle.last_damage == 0;
832
903
  miss = if (showdown or skip)
833
904
  miss
834
905
  else
835
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
906
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
836
907
 
837
908
  assert(showdown or miss or battle.last_damage > 0 or skip);
838
909
  assert((!showdown and miss) or !(ohko and immune));
@@ -840,11 +911,11 @@ fn doMove(
840
911
 
841
912
  if (!showdown or !miss) {
842
913
  if (move.effect == .MirrorMove) {
843
- return mirrorMove(battle, player, mslot, auto, residual, log);
914
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
844
915
  } else if (move.effect == .Metronome) {
845
- return metronome(battle, player, mslot, auto, residual, log);
916
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
846
917
  } else if (move.effect.onEnd()) {
847
- try onEnd(battle, player, move, log);
918
+ try onEnd(battle, player, move, options);
848
919
  return null;
849
920
  }
850
921
  }
@@ -857,35 +928,40 @@ fn doMove(
857
928
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
858
929
  if (ohko) {
859
930
  try log.immune(foe_ident, .OHKO);
860
- } else if (immune and !invulnerable) {
931
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
861
932
  try log.immune(foe_ident, .None);
862
933
  } else if (mist) {
863
934
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
864
935
  try log.fail(foe_ident, .None);
865
936
  } else {
937
+ if (showdown or !zero) try options.chance.commit(player, .miss);
866
938
  try log.lastmiss();
867
939
  try log.miss(battle.active(player));
868
940
  }
869
941
  if (move.effect == .JumpKick) {
870
942
  // Recoil is supposed to be damage/8 but damage will always be 0 here
871
- assert(battle.last_damage == 0);
943
+ assert(showdown or battle.last_damage == 0);
872
944
  battle.last_damage = 1;
873
- _ = try applyDamage(battle, player, player.foe(), .None, log);
945
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
874
946
  if (showdown and side.stored().hp == 0) residual.* = false;
875
947
  } else if (move.effect == .Explode) {
876
948
  try Effects.explode(battle, player);
877
- try buildRage(battle, player.foe(), log);
949
+ try buildRage(battle, player.foe(), options);
878
950
  } else if (showdown and move.effect == .Disable) {
879
- try buildRage(battle, player.foe(), log);
951
+ try buildRage(battle, player.foe(), options);
952
+ } else if (!showdown and immune and move.effect == .Binding) {
953
+ try options.chance.commit(player, .binding);
880
954
  }
881
955
  return null;
956
+ } else {
957
+ try options.chance.commit(player, .hit);
882
958
  }
883
959
 
884
960
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
885
961
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
886
962
  // it up above before damage calculation).
887
963
  if (!showdown and move.effect.isMulti()) {
888
- Effects.multiHit(battle, player, move);
964
+ try Effects.multiHit(battle, player, move, options);
889
965
  hits = side.active.volatiles.attacks;
890
966
  }
891
967
 
@@ -903,11 +979,13 @@ fn doMove(
903
979
  try log.resisted(battle.active(player.foe()));
904
980
  }
905
981
  }
906
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
982
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
907
983
  if (hit == 0 and ohko) try log.ohko();
908
984
  hit += 1;
909
985
  if (foe.stored().hp == 0) break;
910
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
986
+ if (!late and (!sub or move.effect == .Explode)) {
987
+ try buildRage(battle, player.foe(), options);
988
+ }
911
989
  // If the substitute breaks during a multi-hit attack, the attack ends
912
990
  if (nullified) break;
913
991
  }
@@ -917,17 +995,23 @@ fn doMove(
917
995
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
918
996
  side.active.volatiles.attacks = 0;
919
997
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
920
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
998
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
921
999
  }
922
1000
  try log.hitcount(battle.active(player.foe()), hit);
923
1001
  } else if (showdown) {
924
1002
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
925
1003
  if (move.effect == .Binding) {
926
- Effects.binding(battle, player);
1004
+ try Effects.binding(battle, player, rewrap, options);
927
1005
  if (immune) {
928
1006
  battle.last_damage = 0;
1007
+ assert(foe.stored().hp > 0);
929
1008
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
930
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1009
+ if (sub) {
1010
+ try log.activate(battle.active(player.foe()), .Substitute);
1011
+ } else {
1012
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1013
+ try buildRage(battle, player.foe(), options);
1014
+ }
931
1015
  return null;
932
1016
  }
933
1017
  }
@@ -940,12 +1024,12 @@ fn doMove(
940
1024
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
941
1025
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
942
1026
  // 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);
1027
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
944
1028
 
945
1029
  if (foe.stored().hp == 0) return null;
946
1030
 
947
1031
  // 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);
1032
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
949
1033
 
950
1034
  if (!move.effect.isSpecial()) {
951
1035
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -956,29 +1040,29 @@ fn doMove(
956
1040
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
957
1041
  // puts the |-status| message before |-hitcount| instead of after.
958
1042
  if (move.effect == .Twineedle) {
959
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1043
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
960
1044
  } else if (move.effect == .Disable) {
961
- const result = try Effects.disable(battle, player, move, log);
962
- if (showdown) try buildRage(battle, player.foe(), log);
1045
+ const result = try Effects.disable(battle, player, move, options);
1046
+ if (showdown) try buildRage(battle, player.foe(), options);
963
1047
  return result;
964
1048
  } else {
965
- try moveEffect(battle, player, move, log);
1049
+ try moveEffect(battle, player, move, options);
966
1050
  }
967
1051
  }
968
1052
 
969
1053
  return null;
970
1054
  }
971
1055
 
972
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1056
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
973
1057
  const side = battle.side(player);
974
1058
 
975
1059
  // 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;
1060
+ var rate = @as(u16, Species.chance(side.stored().species));
1061
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1062
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1063
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
980
1064
 
981
- return Rolls.criticalHit(battle, chance);
1065
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
982
1066
  }
983
1067
 
984
1068
  fn calcDamage(
@@ -1044,7 +1128,7 @@ fn calcDamage(
1044
1128
  d = @min(997, d);
1045
1129
  d += 2;
1046
1130
 
1047
- battle.last_damage = @intCast(u16, d);
1131
+ battle.last_damage = @intCast(d);
1048
1132
 
1049
1133
  return true;
1050
1134
  }
@@ -1058,9 +1142,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1058
1142
  var d = battle.last_damage;
1059
1143
  if (side.active.types.includes(move.type)) d +%= d / 2;
1060
1144
 
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));
1145
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1146
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1147
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1064
1148
 
1065
1149
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1066
1150
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1080,17 +1164,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1080
1164
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1081
1165
  }
1082
1166
 
1083
- fn randomizeDamage(battle: anytype) void {
1167
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1084
1168
  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);
1169
+ const random = try Rolls.damage(battle, player, options);
1170
+ options.calc.base(player.foe(), battle.last_damage);
1171
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1172
+ options.calc.final(player.foe(), battle.last_damage);
1087
1173
  }
1088
1174
 
1089
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1175
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1090
1176
  const side = battle.side(player);
1091
1177
  const foe = battle.foe(player);
1092
1178
 
1093
- if (!try checkHit(battle, player, move, log)) return null;
1179
+ if (!try checkHit(battle, player, move, options)) return null;
1180
+ try options.chance.commit(player, .hit);
1094
1181
 
1095
1182
  battle.last_damage = switch (side.last_selected_move) {
1096
1183
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1099,10 +1186,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1099
1186
  .DragonRage => 40,
1100
1187
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1101
1188
  .Psywave => power: {
1102
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1189
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1103
1190
  // GLITCH: Psywave infinite glitch loop
1104
1191
  if (!showdown and max <= 1) return Result.Error;
1105
- break :power Rolls.psywave(battle, max);
1192
+ break :power try Rolls.psywave(battle, player, max, options);
1106
1193
  },
1107
1194
  else => unreachable,
1108
1195
  };
@@ -1110,57 +1197,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1110
1197
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1111
1198
 
1112
1199
  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);
1200
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1201
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1115
1202
 
1116
1203
  return null;
1117
1204
  }
1118
1205
 
1119
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1206
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1120
1207
  const foe = battle.foe(player);
1121
1208
 
1122
1209
  if (battle.last_damage == 0) {
1123
- try log.fail(battle.active(player), .None);
1210
+ try options.log.fail(battle.active(player), .None);
1124
1211
  return null;
1125
1212
  }
1126
1213
 
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);
1214
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1130
1215
  const foe_last_selected_move =
1131
1216
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1132
- .Counter
1217
+ .Splash
1133
1218
  else
1134
1219
  foe.last_selected_move);
1135
1220
 
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
-
1221
+ const used = battle.lastMove(player.foe()).counterable != 0;
1141
1222
  const selected = foe_last_selected_move.bp > 0 and
1142
1223
  foe.last_selected_move != .Counter and
1143
1224
  (foe_last_selected_move.type == .Normal or
1144
1225
  foe_last_selected_move.type == .Fighting);
1145
1226
 
1146
1227
  if (!used and !selected) {
1147
- try log.fail(battle.active(player), .None);
1228
+ try options.log.fail(battle.active(player), .None);
1148
1229
  return null;
1149
1230
  }
1150
1231
 
1151
1232
  if (!used or !selected) {
1152
1233
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1153
1234
  if (!showdown) return Result.Error;
1154
- try log.fail(battle.active(player), .None);
1235
+ try options.log.fail(battle.active(player), .None);
1155
1236
  return null;
1156
1237
  }
1157
1238
 
1158
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1239
+ battle.last_damage *|= 2;
1159
1240
 
1160
1241
  // Pokémon Showdown calls checkHit before Counter
1161
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1242
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1243
+ try options.chance.commit(player, .hit);
1162
1244
 
1163
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1245
+ const sub = showdown and foe.active.volatiles.Substitute;
1246
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1247
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1164
1248
  return null;
1165
1249
  }
1166
1250
 
@@ -1169,7 +1253,7 @@ fn applyDamage(
1169
1253
  target_player: Player,
1170
1254
  sub_player: Player,
1171
1255
  reason: Damage,
1172
- log: anytype,
1256
+ options: anytype,
1173
1257
  ) !bool {
1174
1258
  assert(showdown or battle.last_damage != 0);
1175
1259
 
@@ -1184,19 +1268,20 @@ fn applyDamage(
1184
1268
  subbed.active.volatiles.substitute = 0;
1185
1269
  subbed.active.volatiles.Substitute = false;
1186
1270
  // battle.last_damage is not updated with the amount of HP the Substitute had
1187
- try log.end(battle.active(sub_player), .Substitute);
1271
+ try options.log.end(battle.active(sub_player), .Substitute);
1272
+ options.calc.capped(target_player);
1188
1273
  return true;
1189
1274
  } else {
1190
1275
  // 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);
1276
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1277
+ try options.log.activate(battle.active(sub_player), .Substitute);
1193
1278
  return false;
1194
1279
  }
1195
1280
  }
1196
1281
 
1197
1282
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1198
1283
  target.stored().hp -= battle.last_damage;
1199
- try log.damage(battle.active(target_player), target.stored(), reason);
1284
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1200
1285
  return false;
1201
1286
  }
1202
1287
 
@@ -1204,61 +1289,78 @@ fn mirrorMove(
1204
1289
  battle: anytype,
1205
1290
  player: Player,
1206
1291
  mslot: u4,
1292
+ rewrap: bool,
1207
1293
  auto: bool,
1208
1294
  residual: *bool,
1209
- log: anytype,
1210
- ) !?Result {
1295
+ options: anytype,
1296
+ ) anyerror!?Result {
1211
1297
  var side = battle.side(player);
1212
1298
  const foe = battle.foe(player);
1213
1299
 
1214
1300
  side.last_selected_move = foe.last_used_move;
1215
1301
 
1216
1302
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1217
- try log.fail(battle.active(player), .None);
1303
+ try options.log.fail(battle.active(player), .None);
1218
1304
  return null;
1305
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1306
+ incrementPP(side, mslot);
1219
1307
  }
1220
1308
 
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);
1309
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1310
+ return null;
1311
+ }
1312
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1225
1313
  }
1226
1314
 
1227
1315
  fn metronome(
1228
1316
  battle: anytype,
1229
1317
  player: Player,
1230
1318
  mslot: u4,
1319
+ rewrap: bool,
1231
1320
  auto: bool,
1232
1321
  residual: *bool,
1233
- log: anytype,
1234
- ) !?Result {
1322
+ options: anytype,
1323
+ ) anyerror!?Result {
1235
1324
  var side = battle.side(player);
1236
1325
 
1237
- side.last_selected_move = Rolls.metronome(battle);
1326
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1238
1327
  incrementPP(side, mslot);
1239
1328
 
1240
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1329
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1330
+ return null;
1331
+ }
1332
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1333
  }
1243
1334
 
1244
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1335
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1245
1336
  var immune = false;
1246
1337
  var mist = false;
1247
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1338
+
1339
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1340
+
1248
1341
  assert(!immune);
1249
1342
  if (mist) {
1250
1343
  assert(!showdown);
1251
1344
  const foe_ident = battle.active(player.foe());
1252
- try log.activate(foe_ident, .Mist);
1253
- try log.fail(foe_ident, .None);
1345
+ try options.log.activate(foe_ident, .Mist);
1346
+ try options.log.fail(foe_ident, .None);
1254
1347
  } else {
1255
- try log.lastmiss();
1256
- try log.miss(battle.active(player));
1348
+ try options.chance.commit(player, .miss);
1349
+ try options.log.lastmiss();
1350
+ try options.log.miss(battle.active(player));
1257
1351
  }
1352
+
1258
1353
  return false;
1259
1354
  }
1260
1355
 
1261
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1356
+ fn moveHit(
1357
+ battle: anytype,
1358
+ player: Player,
1359
+ move: Move.Data,
1360
+ immune: *bool,
1361
+ mist: *bool,
1362
+ options: anytype,
1363
+ ) bool {
1262
1364
  var side = battle.side(player);
1263
1365
  const foe = battle.foe(player);
1264
1366
 
@@ -1297,10 +1399,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1297
1399
  const overwritten = overwrite and state > 0;
1298
1400
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1299
1401
 
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)];
1402
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1403
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1302
1404
  accuracy = accuracy * boost[0] / boost[1];
1303
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1405
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1304
1406
  accuracy = accuracy * boost[0] / boost[1];
1305
1407
  accuracy = @min(255, @max(1, accuracy));
1306
1408
 
@@ -1309,7 +1411,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1309
1411
  if (overwrite) side.active.volatiles.state = accuracy;
1310
1412
 
1311
1413
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1312
- break :miss !Rolls.hit(battle, accuracy);
1414
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1313
1415
  };
1314
1416
 
1315
1417
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1319,7 +1421,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1319
1421
  }
1320
1422
 
1321
1423
  if (!miss) return true;
1322
- battle.last_damage = 0;
1424
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1323
1425
  side.active.volatiles.Binding = false;
1324
1426
  return false;
1325
1427
  }
@@ -1327,8 +1429,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1327
1429
  fn checkFaint(
1328
1430
  battle: anytype,
1329
1431
  player: Player,
1330
- log: anytype,
1331
- ) @TypeOf(log).Error!?Result {
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
 
@@ -1340,29 +1442,29 @@ fn checkFaint(
1340
1442
  const tie = player_out and foe_out;
1341
1443
  const more = tie or player_out or foe_out;
1342
1444
 
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;
1445
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1446
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1345
1447
 
1346
1448
  assert(!side.active.volatiles.MultiHit);
1347
1449
  assert(!foe.active.volatiles.MultiHit);
1348
1450
 
1349
1451
  if (tie) {
1350
- try log.tie();
1452
+ try options.log.tie();
1351
1453
  return Result.Tie;
1352
1454
  } else if (player_out) {
1353
- try log.win(player.foe());
1455
+ try options.log.win(player.foe());
1354
1456
  return if (player == .P1) Result.Lose else Result.Win;
1355
1457
  } else if (foe_out) {
1356
- try log.win(player);
1458
+ try options.log.win(player);
1357
1459
  return if (player == .P1) Result.Win else Result.Lose;
1358
1460
  }
1359
1461
 
1360
1462
  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 };
1463
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1464
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1363
1465
  }
1364
1466
 
1365
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1467
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1366
1468
  var side = battle.side(player);
1367
1469
  var foe = battle.foe(player);
1368
1470
  assert(side.stored().hp == 0);
@@ -1395,32 +1497,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1395
1497
  side.stored().stats.spe;
1396
1498
  }
1397
1499
 
1398
- try log.faint(battle.active(player), done);
1500
+ try options.log.faint(battle.active(player), done);
1501
+ options.calc.capped(player);
1399
1502
  return null;
1400
1503
  }
1401
1504
 
1402
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1505
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1403
1506
  var side = battle.side(player);
1404
1507
  var stored = side.stored();
1405
1508
  const ident = battle.active(player);
1406
1509
  var volatiles = &side.active.volatiles;
1407
1510
 
1408
1511
  const brn = Status.is(stored.status, .BRN);
1409
- if (brn or Status.is(stored.status, .PSN)) blk: {
1512
+ if (brn or Status.is(stored.status, .PSN)) {
1410
1513
  var damage = @max(stored.stats.hp / 16, 1);
1411
-
1412
1514
  if (volatiles.Toxic) {
1413
1515
  volatiles.toxic += 1;
1414
1516
  damage *= volatiles.toxic;
1415
1517
  }
1518
+ damage = @min(damage, stored.hp);
1416
1519
 
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);
1520
+ if (!showdown or damage > 0) {
1521
+ stored.hp -= damage;
1522
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1523
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1524
+ }
1424
1525
  }
1425
1526
 
1426
1527
  if (volatiles.LeechSeed) {
@@ -1445,46 +1546,42 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1546
  stored.hp -= amount;
1446
1547
 
1447
1548
  // 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
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1453
1550
 
1454
1551
  const before = foe_stored.hp;
1455
1552
  // Uncapped damage is added back to the foe
1456
1553
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1457
1554
  // 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);
1555
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1459
1556
  }
1460
1557
  }
1461
1558
 
1462
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1559
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1463
1560
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1464
1561
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1465
1562
 
1466
- if (showdown and options.ebc and checkEBC(battle)) {
1467
- try log.tie();
1563
+ battle.turn += 1;
1564
+
1565
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1566
+ try options.log.tie();
1468
1567
  return Result.Tie;
1469
1568
  }
1470
1569
 
1471
- battle.turn += 1;
1472
-
1473
1570
  if (showdown and battle.turn >= 1000) {
1474
- try log.tie();
1571
+ try options.log.tie();
1475
1572
  return Result.Tie;
1476
1573
  } else if (battle.turn >= 65535) {
1477
1574
  return Result.Error;
1478
1575
  }
1479
1576
 
1480
- try log.turn(battle.turn);
1577
+ try options.log.turn(battle.turn);
1481
1578
 
1482
1579
  return Result.Default;
1483
1580
  }
1484
1581
 
1485
1582
  fn checkEBC(battle: anytype) bool {
1486
1583
  for (battle.sides, 0..) |side, i| {
1487
- const foe = battle.sides[~@intCast(u1, i)];
1584
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1488
1585
 
1489
1586
  var foe_all_ghosts = true;
1490
1587
  var foe_all_transform = true;
@@ -1536,10 +1633,10 @@ fn checkEBC(battle: anytype) bool {
1536
1633
  return false;
1537
1634
  }
1538
1635
 
1539
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1540
- if (side.active.volatiles.disabled_move != 0) {
1636
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1637
+ if (side.active.volatiles.disable_move != 0) {
1541
1638
  // 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;
1639
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1543
1640
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1544
1641
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1545
1642
  m
@@ -1547,28 +1644,28 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1547
1644
  side.last_selected_move;
1548
1645
  if (m != .None and m == last) {
1549
1646
  side.active.volatiles.Charging = false;
1550
- try log.disabled(ident, last);
1647
+ try options.log.disabled(ident, last);
1551
1648
  return true;
1552
1649
  }
1553
1650
  }
1554
1651
  return false;
1555
1652
  }
1556
1653
 
1557
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1654
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1558
1655
  const side = battle.side(who);
1559
1656
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1560
- try Effects.boost(battle, who, Move.get(.Rage), log);
1657
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1561
1658
  }
1562
1659
  }
1563
1660
 
1564
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1661
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1565
1662
  var volatiles = &active.volatiles;
1566
1663
  assert(volatiles.Thrashing);
1567
1664
  if (volatiles.attacks > 0) return false;
1568
1665
 
1569
1666
  volatiles.Thrashing = false;
1570
1667
  volatiles.Confusion = true;
1571
- volatiles.confusion = Rolls.confusionDuration(battle);
1668
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1572
1669
  return true;
1573
1670
  }
1574
1671
 
@@ -1578,42 +1675,42 @@ inline fn onBegin(
1578
1675
  move: Move.Data,
1579
1676
  mslot: u8,
1580
1677
  residual: *bool,
1581
- log: anytype,
1678
+ options: anytype,
1582
1679
  ) !void {
1583
1680
  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 {
1702
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1703
  assert(move.effect.onEnd());
1607
1704
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1705
+ .Bide => Effects.bide(battle, player, options),
1609
1706
  // zig fmt: off
1610
1707
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1708
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1709
+ Effects.boost(battle, player, move, options),
1613
1710
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1711
+ Effects.unboost(battle, player, move, options),
1615
1712
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1713
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1714
  else => unreachable,
1618
1715
  };
1619
1716
  }
@@ -1623,51 +1720,51 @@ inline fn alwaysHappens(
1623
1720
  player: Player,
1624
1721
  move: Move.Data,
1625
1722
  residual: *bool,
1626
- log: anytype,
1723
+ options: anytype,
1627
1724
  ) !void {
1628
1725
  assert(move.effect.alwaysHappens());
1629
1726
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1727
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1728
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1729
+ .PayDay => Effects.payDay(battle, player, options),
1633
1730
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1731
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1732
  .JumpKick, .Binding => {},
1636
1733
  else => unreachable,
1637
1734
  };
1638
1735
  }
1639
1736
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1737
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1738
  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),
1739
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1740
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1741
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1742
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1743
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1744
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1745
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1746
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1747
  // zig fmt: off
1651
1748
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1749
+ Effects.unboost(battle, player, move, options),
1653
1750
  // zig fmt: on
1654
1751
  else => {},
1655
1752
  };
1656
1753
  }
1657
1754
 
1658
1755
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1756
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1757
  var side = battle.side(player);
1661
1758
 
1662
1759
  side.active.volatiles.Bide = true;
1663
1760
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1664
1761
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = Rolls.duration(battle);
1762
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1666
1763
 
1667
- try log.start(battle.active(player), .Bide);
1764
+ try options.log.start(battle.active(player), .Bide);
1668
1765
  }
1669
1766
 
1670
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1767
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1768
  var foe = battle.foe(player);
1672
1769
  var foe_stored = foe.stored();
1673
1770
 
@@ -1678,83 +1775,97 @@ pub const Effects = struct {
1678
1775
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1679
1776
  if (Status.is(foe_stored.status, .FRZ)) {
1680
1777
  assert(move.type == .Fire);
1681
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1778
+ try options.log.curestatus(
1779
+ battle.active(player.foe()),
1780
+ foe_stored.status,
1781
+ .Message,
1782
+ );
1682
1783
  foe_stored.status = 0;
1683
1784
  }
1684
1785
  return;
1685
1786
  }
1686
1787
 
1687
1788
  if (foe.active.types.includes(move.type)) return;
1688
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1789
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1790
+ return;
1791
+ }
1689
1792
 
1690
1793
  foe_stored.status = Status.init(.BRN);
1691
1794
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1795
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1796
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1694
1797
  }
1695
1798
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1799
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1800
  var side = battle.side(player);
1698
1801
  var volatiles = &side.active.volatiles;
1699
1802
 
1700
1803
  volatiles.Charging = true;
1701
1804
  const move = side.last_selected_move;
1702
1805
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1806
+ try options.log.laststill();
1807
+ try options.log.prepare(battle.active(player), move);
1705
1808
  }
1706
1809
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1810
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1811
  var foe = battle.foe(player);
1709
1812
  const sub = foe.active.volatiles.Substitute;
1710
1813
 
1711
1814
  if (move.effect == .ConfusionChance) {
1712
- if (!Rolls.confusionChance(battle)) return;
1815
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1713
1816
  } else {
1714
1817
  if (showdown) {
1715
- if (!try checkHit(battle, player, move, log)) {
1818
+ if (!try checkHit(battle, player, move, options)) {
1716
1819
  return;
1717
1820
  } else if (sub) {
1718
- return log.fail(battle.active(player.foe()), .None);
1821
+ return options.log.fail(battle.active(player.foe()), .None);
1719
1822
  }
1720
1823
  } else {
1721
1824
  if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- } else if (!try checkHit(battle, player, move, log)) {
1825
+ return options.log.fail(battle.active(player.foe()), .None);
1826
+ } else if (!try checkHit(battle, player, move, options)) {
1724
1827
  return;
1725
1828
  }
1726
1829
  }
1830
+ try options.chance.commit(player, .hit);
1727
1831
  }
1728
1832
 
1729
1833
  if (foe.active.volatiles.Confusion) return;
1730
1834
  foe.active.volatiles.Confusion = true;
1731
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1835
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1732
1836
 
1733
- try log.start(battle.active(player.foe()), .Confusion);
1837
+ try options.log.start(battle.active(player.foe()), .Confusion);
1734
1838
  }
1735
1839
 
1736
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1840
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1737
1841
  const foe = battle.foe(player);
1738
1842
 
1739
1843
  if (foe.active.volatiles.Invulnerable) {
1740
- try log.lastmiss();
1741
- return log.miss(battle.active(player));
1844
+ try options.log.lastmiss();
1845
+ return options.log.miss(battle.active(player));
1742
1846
  }
1743
1847
 
1744
1848
  battle.side(player).active.types = foe.active.types;
1745
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1849
+ return options.log.typechange(
1850
+ battle.active(player),
1851
+ foe.active.types,
1852
+ battle.active(player.foe()),
1853
+ );
1746
1854
  }
1747
1855
 
1748
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1856
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1749
1857
  var foe = battle.foe(player);
1750
1858
  var volatiles = &foe.active.volatiles;
1751
1859
  const foe_ident = battle.active(player.foe());
1752
1860
 
1753
1861
  // Pokémon Showdown handles hit/miss earlier in doMove
1754
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1862
+ if (!showdown) {
1863
+ if (!try checkHit(battle, player, move, options)) return null;
1864
+ try options.chance.commit(player, .hit);
1865
+ }
1755
1866
 
1756
- if (volatiles.disabled_move != 0) {
1757
- try log.fail(foe_ident, .None);
1867
+ if (volatiles.disable_move != 0) {
1868
+ try options.log.fail(foe_ident, .None);
1758
1869
  return null;
1759
1870
  }
1760
1871
 
@@ -1770,7 +1881,7 @@ pub const Effects = struct {
1770
1881
  // Technically this is still considered simply a "miss" on the cartridge,
1771
1882
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1772
1883
  if (n == 0) {
1773
- try log.fail(foe_ident, .None);
1884
+ try options.log.fail(foe_ident, .None);
1774
1885
  return null;
1775
1886
  } else if (err) {
1776
1887
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1778,14 +1889,16 @@ pub const Effects = struct {
1778
1889
  return Result.Error;
1779
1890
  }
1780
1891
 
1781
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1782
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1892
+ volatiles.disable_move =
1893
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1894
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1783
1895
 
1784
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1896
+ const id = foe.active.move(volatiles.disable_move).id;
1897
+ try options.log.startEffect(foe_ident, .Disable, id);
1785
1898
  return null;
1786
1899
  }
1787
1900
 
1788
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1901
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1789
1902
  var side = battle.side(player);
1790
1903
  var stored = side.stored();
1791
1904
 
@@ -1800,7 +1913,7 @@ pub const Effects = struct {
1800
1913
  if (stored.hp == stored.stats.hp) return;
1801
1914
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1802
1915
 
1803
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1916
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1804
1917
  }
1805
1918
 
1806
1919
  fn explode(battle: anytype, player: Player) !void {
@@ -1814,26 +1927,28 @@ pub const Effects = struct {
1814
1927
  side.active.volatiles.LeechSeed = false;
1815
1928
  }
1816
1929
 
1817
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1930
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1818
1931
  var volatiles = &battle.foe(player).active.volatiles;
1819
1932
 
1820
1933
  if (volatiles.Substitute) return;
1821
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1934
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1935
+ return;
1936
+ }
1822
1937
 
1823
1938
  volatiles.Flinch = true;
1824
1939
  volatiles.Recharging = false;
1825
1940
  }
1826
1941
 
1827
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1828
1943
  var side = battle.side(player);
1829
1944
 
1830
1945
  if (side.active.volatiles.FocusEnergy) return;
1831
1946
  side.active.volatiles.FocusEnergy = true;
1832
1947
 
1833
- try log.start(battle.active(player), .FocusEnergy);
1948
+ try options.log.start(battle.active(player), .FocusEnergy);
1834
1949
  }
1835
1950
 
1836
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1951
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1952
  var foe = battle.foe(player);
1838
1953
  var foe_stored = foe.stored();
1839
1954
  const foe_ident = battle.active(player.foe());
@@ -1845,17 +1960,18 @@ pub const Effects = struct {
1845
1960
  }
1846
1961
 
1847
1962
  if (foe.active.types.includes(move.type)) return;
1848
- if (!Rolls.secondaryChance(battle, true)) return;
1963
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1849
1964
  // Freeze Clause Mod
1850
1965
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1851
1966
 
1852
1967
  foe_stored.status = Status.init(.FRZ);
1853
1968
  // GLITCH: Hyper Beam recharging status is not cleared
1854
1969
 
1855
- try log.status(foe_ident, foe_stored.status, .None);
1970
+ try options.log.status(foe_ident, foe_stored.status, .None);
1856
1971
  }
1857
1972
 
1858
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1973
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1974
+ var log = options.log;
1859
1975
  var side = battle.side(player);
1860
1976
  var foe = battle.foe(player);
1861
1977
 
@@ -1877,7 +1993,7 @@ pub const Effects = struct {
1877
1993
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1878
1994
  if (showdown) {
1879
1995
  for (&battle.sides, 0..) |*s, i| {
1880
- const p = @intToEnum(Player, i);
1996
+ const p: Player = @enumFromInt(i);
1881
1997
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1882
1998
  if (p != player and Status.any(s.stored().status)) {
1883
1999
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1886,7 +2002,7 @@ pub const Effects = struct {
1886
2002
  s.stored().status = Status.init(.PSN);
1887
2003
  try log.status(battle.active(p), s.stored().status, .None);
1888
2004
  }
1889
- try clearVolatiles(battle, p, log);
2005
+ try clearVolatiles(battle, p, p != player, options);
1890
2006
  }
1891
2007
  } else {
1892
2008
  if (Status.any(foe_stored.status)) {
@@ -1896,71 +2012,76 @@ pub const Effects = struct {
1896
2012
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1897
2013
  foe_stored.status = 0;
1898
2014
  }
1899
- try clearVolatiles(battle, player, log);
1900
- try clearVolatiles(battle, player.foe(), log);
2015
+ try clearVolatiles(battle, player, false, options);
2016
+ try clearVolatiles(battle, player.foe(), true, options);
1901
2017
  }
1902
2018
  }
1903
2019
 
1904
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2020
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1905
2021
  var side = battle.side(player);
1906
2022
  var stored = side.stored();
1907
2023
  const ident = battle.active(player);
1908
2024
 
1909
2025
  // GLITCH: HP recovery move failure glitches
1910
2026
  const delta = stored.stats.hp - stored.hp;
1911
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2027
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2028
+ return try options.log.fail(ident, .None);
2029
+ }
1912
2030
 
1913
2031
  const rest = side.last_selected_move == .Rest;
1914
2032
  if (rest) {
1915
2033
  // Adding the sleep status runs the sleep condition handler to roll duration
1916
2034
  if (showdown) battle.rng.advance(1);
1917
2035
  stored.status = Status.slf(2);
1918
- try log.statusFrom(ident, stored.status, Move.Rest);
2036
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1919
2037
  stored.hp = stored.stats.hp;
1920
2038
  } else {
1921
2039
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1922
2040
  }
1923
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2041
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1924
2042
  }
1925
2043
 
1926
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2044
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1927
2045
  battle.side(player).active.volatiles.Recharging = true;
1928
- try log.mustrecharge(battle.active(player));
2046
+ try options.log.mustrecharge(battle.active(player));
1929
2047
  }
1930
2048
 
1931
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2049
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1932
2050
  var foe = battle.foe(player);
1933
2051
 
1934
2052
  if (showdown) {
1935
2053
  // Invulnerability trumps type immunity on Pokémon Showdown
1936
2054
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1937
- return log.immune(battle.active(player.foe()), .None);
2055
+ return options.log.immune(battle.active(player.foe()), .None);
1938
2056
  }
1939
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1940
2058
  if (foe.active.volatiles.LeechSeed) return;
1941
2059
  } else {
1942
- if (!try checkHit(battle, player, move, log)) return;
2060
+ if (!try checkHit(battle, player, move, options)) return;
1943
2061
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1944
- try log.lastmiss();
1945
- return log.miss(battle.active(player));
2062
+ try options.log.lastmiss();
2063
+ return options.log.miss(battle.active(player));
1946
2064
  }
1947
2065
  }
1948
2066
 
2067
+ try options.chance.commit(player, .hit);
1949
2068
  foe.active.volatiles.LeechSeed = true;
1950
2069
 
1951
- try log.start(battle.active(player.foe()), .LeechSeed);
2070
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1952
2071
  }
1953
2072
 
1954
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2073
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1955
2074
  var side = battle.side(player);
1956
2075
 
1957
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2076
+ if (side.active.volatiles.LightScreen) {
2077
+ return options.log.fail(battle.active(player), .None);
2078
+ }
1958
2079
  side.active.volatiles.LightScreen = true;
1959
2080
 
1960
- try log.start(battle.active(player), .LightScreen);
2081
+ try options.log.start(battle.active(player), .LightScreen);
1961
2082
  }
1962
2083
 
1963
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2084
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1964
2085
  var side = battle.side(player);
1965
2086
  var foe = battle.foe(player);
1966
2087
 
@@ -1976,46 +2097,51 @@ pub const Effects = struct {
1976
2097
  const has_mimic = has_mimic: {
1977
2098
  for (side.active.moves, 0..) |m, i| {
1978
2099
  if (m.id == .Mimic) {
1979
- oslot = @intCast(u8, i + 1);
2100
+ oslot = @intCast(i + 1);
1980
2101
  break :has_mimic true;
1981
2102
  }
1982
2103
  }
1983
2104
  break :has_mimic false;
1984
2105
  };
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);
2106
+ if (!has_mimic) {
2107
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2108
+ if (!try checkHit(battle, player, move, options)) return;
2109
+ try options.chance.commit(player, .hit);
2110
+ return try options.log.fail(battle.active(player.foe()), .None);
1989
2111
  }
1990
2112
  }
1991
- if (!try checkHit(battle, player, move, log)) return;
2113
+ if (!try checkHit(battle, player, move, options)) return;
2114
+ try options.chance.commit(player, .hit);
1992
2115
 
1993
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2116
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1994
2117
  side.active.move(oslot).id = foe.active.move(rslot).id;
1995
2118
 
1996
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2119
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1997
2120
  }
1998
2121
 
1999
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2122
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2000
2123
  var side = battle.side(player);
2001
2124
 
2002
2125
  if (side.active.volatiles.Mist) return;
2003
2126
  side.active.volatiles.Mist = true;
2004
2127
 
2005
- try log.start(battle.active(player), .Mist);
2128
+ try options.log.start(battle.active(player), .Mist);
2006
2129
  }
2007
2130
 
2008
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2131
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2132
  var side = battle.side(player);
2010
2133
 
2011
2134
  assert(!side.active.volatiles.MultiHit);
2012
2135
  side.active.volatiles.MultiHit = true;
2013
2136
 
2014
- side.active.volatiles.attacks =
2015
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2137
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2138
+ try Rolls.distribution(battle, .MultiHit, player, options)
2139
+ else
2140
+ 2;
2016
2141
  }
2017
2142
 
2018
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2143
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
+ var log = options.log;
2019
2145
  var foe = battle.foe(player);
2020
2146
  var foe_stored = foe.stored();
2021
2147
  const foe_ident = battle.active(player.foe());
@@ -2026,7 +2152,7 @@ pub const Effects = struct {
2026
2152
  if (showdown) {
2027
2153
  // Invulnerability trumps type immunity on Pokémon Showdown
2028
2154
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2029
- if (!try checkHit(battle, player, move, log)) return;
2155
+ if (!try checkHit(battle, player, move, options)) return;
2030
2156
  }
2031
2157
  if (Status.any(foe_stored.status)) {
2032
2158
  return log.fail(
@@ -2036,8 +2162,9 @@ pub const Effects = struct {
2036
2162
  }
2037
2163
  if (!showdown) {
2038
2164
  if (immune) return log.immune(foe_ident, .None);
2039
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2040
2166
  }
2167
+ try options.chance.commit(player, .hit);
2041
2168
 
2042
2169
  foe_stored.status = Status.init(.PAR);
2043
2170
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2045,7 +2172,7 @@ pub const Effects = struct {
2045
2172
  try log.status(foe_ident, foe_stored.status, .None);
2046
2173
  }
2047
2174
 
2048
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2175
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2049
2176
  var foe = battle.foe(player);
2050
2177
  var foe_stored = foe.stored();
2051
2178
 
@@ -2057,25 +2184,30 @@ pub const Effects = struct {
2057
2184
 
2058
2185
  // Body Slam can't paralyze a Normal type Pokémon
2059
2186
  if (foe.active.types.includes(move.type)) return;
2060
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2187
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2188
+ return;
2189
+ }
2061
2190
 
2062
2191
  foe_stored.status = Status.init(.PAR);
2063
2192
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2064
2193
 
2065
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2194
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2066
2195
  }
2067
2196
 
2068
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2069
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2197
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2198
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2199
+ try options.log.fieldactivate();
2200
+ }
2070
2201
  }
2071
2202
 
2072
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2073
2205
  var foe = battle.foe(player);
2074
2206
  var foe_stored = foe.stored();
2075
2207
  const foe_ident = battle.active(player.foe());
2076
2208
  const toxic = battle.side(player).last_selected_move == .Toxic;
2077
2209
 
2078
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2210
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2079
2211
  return;
2080
2212
  } else if (foe.active.volatiles.Substitute) {
2081
2213
  if (move.effect != .Poison) return;
@@ -2099,8 +2231,13 @@ pub const Effects = struct {
2099
2231
  }
2100
2232
 
2101
2233
  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;
2234
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2235
+ try options.chance.commit(player, .hit);
2236
+ } else {
2237
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2238
+ return;
2239
+ }
2240
+ }
2104
2241
 
2105
2242
  foe_stored.status = Status.init(.PSN);
2106
2243
  if (toxic) {
@@ -2118,28 +2255,36 @@ pub const Effects = struct {
2118
2255
  volatiles.Rage = true;
2119
2256
  }
2120
2257
 
2121
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2258
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2122
2259
  var side = battle.side(player);
2123
2260
  var stored = side.stored();
2124
2261
 
2125
- const damage = @intCast(i16, @max(battle.last_damage /
2262
+ assert(showdown or battle.last_damage > 0);
2263
+ if (showdown and battle.last_damage == 0) return;
2264
+
2265
+ const damage: i16 = @intCast(@max(battle.last_damage /
2126
2266
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2127
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2267
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2128
2268
 
2129
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2269
+ try options.log.damageOf(
2270
+ battle.active(player),
2271
+ stored,
2272
+ .RecoilOf,
2273
+ battle.active(player.foe()),
2274
+ );
2130
2275
  if (showdown and stored.hp == 0) residual.* = false;
2131
2276
  }
2132
2277
 
2133
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2278
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2134
2279
  var side = battle.side(player);
2135
2280
 
2136
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2281
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2137
2282
  side.active.volatiles.Reflect = true;
2138
2283
 
2139
- try log.start(battle.active(player), .Reflect);
2284
+ try options.log.start(battle.active(player), .Reflect);
2140
2285
  }
2141
2286
 
2142
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2143
2288
  var foe = battle.foe(player);
2144
2289
  var foe_stored = foe.stored();
2145
2290
  const foe_ident = battle.active(player.foe());
@@ -2150,13 +2295,14 @@ pub const Effects = struct {
2150
2295
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2151
2296
  } else {
2152
2297
  if (Status.any(foe_stored.status)) {
2153
- return log.fail(
2298
+ return options.log.fail(
2154
2299
  foe_ident,
2155
2300
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2156
2301
  );
2157
2302
  }
2158
2303
  // 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;
2304
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2305
+ try options.chance.commit(player, .hit);
2160
2306
  }
2161
2307
 
2162
2308
  // Sleep Clause Mod
@@ -2167,31 +2313,32 @@ pub const Effects = struct {
2167
2313
  }
2168
2314
  foe.active.volatiles.Recharging = false;
2169
2315
 
2170
- foe_stored.status = Status.slp(Rolls.sleep(battle));
2171
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2316
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2317
+ const last = battle.side(player).last_selected_move;
2318
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2172
2319
  }
2173
2320
 
2174
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2175
- try log.activate(battle.active(player), .Splash);
2321
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2322
+ try options.log.activate(battle.active(player), .Splash);
2176
2323
  }
2177
2324
 
2178
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2325
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2179
2326
  var side = battle.side(player);
2180
2327
  if (side.active.volatiles.Substitute) {
2181
- try log.fail(battle.active(player), .Substitute);
2328
+ try options.log.fail(battle.active(player), .Substitute);
2182
2329
  return;
2183
2330
  }
2184
2331
 
2185
2332
  assert(side.stored().stats.hp <= 1023);
2186
2333
  // 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);
2334
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2188
2335
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2189
2336
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2190
2337
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2191
2338
  // avoid having to convert to floating point)
2192
2339
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2193
2340
  if (side.stored().hp < required_hp) {
2194
- try log.fail(battle.active(player), .Weak);
2341
+ try options.log.fail(battle.active(player), .Weak);
2195
2342
  return;
2196
2343
  }
2197
2344
 
@@ -2199,31 +2346,37 @@ pub const Effects = struct {
2199
2346
  side.stored().hp -= hp;
2200
2347
  side.active.volatiles.substitute = hp + 1;
2201
2348
  side.active.volatiles.Substitute = true;
2202
- try log.start(battle.active(player), .Substitute);
2349
+ try options.log.start(battle.active(player), .Substitute);
2203
2350
  if (hp > 0) {
2204
- try log.damage(battle.active(player), side.stored(), .None);
2351
+ try options.log.damage(battle.active(player), side.stored(), .None);
2205
2352
  if (showdown and side.stored().hp == 0) residual.* = false;
2206
2353
  }
2207
2354
  }
2208
2355
 
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
-
2356
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2212
2357
  // 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;
2358
+ if (showdown) {
2359
+ if (battle.side(player).last_selected_move == .Teleport) return;
2360
+ if (try checkHit(battle, player, move, options)) {
2361
+ try options.chance.commit(player, .hit);
2362
+ }
2363
+ battle.last_damage = 0;
2364
+ } else {
2365
+ try options.log.fail(battle.active(player), .None);
2366
+ try options.log.laststill();
2367
+ }
2215
2368
  }
2216
2369
 
2217
- fn thrashing(battle: anytype, player: Player) void {
2370
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2218
2371
  var volatiles = &battle.side(player).active.volatiles;
2219
2372
  assert(!volatiles.Thrashing);
2220
2373
  assert(!volatiles.Bide);
2221
2374
 
2222
2375
  volatiles.Thrashing = true;
2223
- volatiles.attacks = Rolls.duration(battle);
2376
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2224
2377
  }
2225
2378
 
2226
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2379
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2227
2380
  var side = battle.side(player);
2228
2381
  const foe = battle.foe(player);
2229
2382
  const foe_ident = battle.active(player.foe());
@@ -2249,10 +2402,10 @@ pub const Effects = struct {
2249
2402
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2250
2403
  }
2251
2404
 
2252
- try log.transform(battle.active(player), foe_ident);
2405
+ try options.log.transform(battle.active(player), foe_ident);
2253
2406
  }
2254
2407
 
2255
- fn binding(battle: anytype, player: Player) void {
2408
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2256
2409
  var side = battle.side(player);
2257
2410
  var foe = battle.foe(player);
2258
2411
 
@@ -2260,12 +2413,16 @@ pub const Effects = struct {
2260
2413
  side.active.volatiles.Binding = true;
2261
2414
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2262
2415
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2263
- if (!showdown) foe.active.volatiles.Recharging = false;
2416
+ if (!showdown) {
2417
+ foe.active.volatiles.Recharging = false;
2418
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2264
2419
 
2265
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2420
+ side.active.volatiles.attacks =
2421
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2266
2422
  }
2267
2423
 
2268
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2424
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2425
+ var log = options.log;
2269
2426
  var side = battle.side(player);
2270
2427
  const ident = battle.active(player);
2271
2428
 
@@ -2277,7 +2434,7 @@ pub const Effects = struct {
2277
2434
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2278
2435
  if (boosts.atk == 6) return try log.fail(ident, .None);
2279
2436
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2280
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2437
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2281
2438
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2282
2439
  if (stats.atk == MAX_STAT_VALUE) {
2283
2440
  boosts.atk -= 1;
@@ -2288,7 +2445,7 @@ pub const Effects = struct {
2288
2445
  }
2289
2446
  return try log.fail(ident, .None);
2290
2447
  }
2291
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2448
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2292
2449
  const stat = unmodifiedStats(battle, side).atk;
2293
2450
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2294
2451
  try log.boost(ident, reason, n);
@@ -2299,7 +2456,7 @@ pub const Effects = struct {
2299
2456
  assert(boosts.def >= -6 and boosts.def <= 6);
2300
2457
  if (boosts.def == 6) return try log.fail(ident, .None);
2301
2458
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2302
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2459
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2303
2460
  if (stats.def == MAX_STAT_VALUE) {
2304
2461
  boosts.def -= 1;
2305
2462
  if (showdown) {
@@ -2308,7 +2465,7 @@ pub const Effects = struct {
2308
2465
  }
2309
2466
  return try log.fail(ident, .None);
2310
2467
  }
2311
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2468
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2312
2469
  const stat = unmodifiedStats(battle, side).def;
2313
2470
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2314
2471
  try log.boost(ident, .Defense, n);
@@ -2316,7 +2473,7 @@ pub const Effects = struct {
2316
2473
  .SpeedUp2 => {
2317
2474
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2318
2475
  if (boosts.spe == 6) return try log.fail(ident, .None);
2319
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2476
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2320
2477
  if (stats.spe == MAX_STAT_VALUE) {
2321
2478
  boosts.spe -= 1;
2322
2479
  if (showdown) {
@@ -2325,7 +2482,7 @@ pub const Effects = struct {
2325
2482
  }
2326
2483
  return try log.fail(ident, .None);
2327
2484
  }
2328
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2485
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2329
2486
  const stat = unmodifiedStats(battle, side).spe;
2330
2487
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2331
2488
  try log.boost(ident, .Speed, 2);
@@ -2334,7 +2491,7 @@ pub const Effects = struct {
2334
2491
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2335
2492
  if (boosts.spc == 6) return try log.fail(ident, .None);
2336
2493
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2337
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2494
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2338
2495
  if (stats.spc == MAX_STAT_VALUE) {
2339
2496
  boosts.spc -= 1;
2340
2497
  if (showdown) {
@@ -2345,7 +2502,7 @@ pub const Effects = struct {
2345
2502
  }
2346
2503
  return try log.fail(ident, .None);
2347
2504
  }
2348
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2505
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2349
2506
  const stat = unmodifiedStats(battle, side).spc;
2350
2507
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2351
2508
  try log.boost(ident, .SpecialAttack, n);
@@ -2354,7 +2511,7 @@ pub const Effects = struct {
2354
2511
  .EvasionUp1 => {
2355
2512
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2356
2513
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2357
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2514
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2358
2515
  try log.boost(ident, .Evasion, 1);
2359
2516
  },
2360
2517
  else => unreachable,
@@ -2364,28 +2521,32 @@ pub const Effects = struct {
2364
2521
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2365
2522
  }
2366
2523
 
2367
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2524
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2525
+ var log = options.log;
2368
2526
  var foe = battle.foe(player);
2369
2527
  const foe_ident = battle.active(player.foe());
2528
+ const secondary = move.effect.isStatDownChance();
2370
2529
 
2371
- if (foe.active.volatiles.Substitute) {
2372
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2373
- }
2530
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2374
2531
 
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
2532
+ if (secondary) {
2533
+ const proc = try Rolls.unboost(battle, player, options);
2534
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2535
+ } else {
2536
+ // checkHit already checks for Invulnerable
2537
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2538
+ try options.chance.commit(player, .hit);
2379
2539
  }
2380
2540
 
2381
2541
  var stats = &foe.active.stats;
2382
2542
  var boosts = &foe.active.boosts;
2543
+ const fail = showdown or !secondary;
2383
2544
 
2384
2545
  switch (move.effect) {
2385
2546
  .AttackDown1, .AttackDownChance => {
2386
2547
  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));
2548
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2549
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2389
2550
  if (stats.atk == 1) {
2390
2551
  boosts.atk += 1;
2391
2552
  if (showdown) {
@@ -2394,16 +2555,16 @@ pub const Effects = struct {
2394
2555
  }
2395
2556
  return try log.fail(foe_ident, .None);
2396
2557
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2558
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2398
2559
  const stat = unmodifiedStats(battle, foe).atk;
2399
2560
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2400
2561
  try log.boost(foe_ident, .Attack, -1);
2401
2562
  },
2402
2563
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2403
2564
  assert(boosts.def >= -6 and boosts.def <= 6);
2404
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2565
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2405
2566
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2406
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2567
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2407
2568
  if (stats.def == 1) {
2408
2569
  boosts.def += 1;
2409
2570
  if (showdown) {
@@ -2412,15 +2573,15 @@ pub const Effects = struct {
2412
2573
  }
2413
2574
  return try log.fail(foe_ident, .None);
2414
2575
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2576
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2416
2577
  const stat = unmodifiedStats(battle, foe).def;
2417
2578
  stats.def = @max(1, stat * mod[0] / mod[1]);
2418
2579
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2419
2580
  },
2420
2581
  .SpeedDown1, .SpeedDownChance => {
2421
2582
  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));
2583
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2584
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2424
2585
  if (stats.spe == 1) {
2425
2586
  boosts.spe += 1;
2426
2587
  if (showdown) {
@@ -2429,7 +2590,7 @@ pub const Effects = struct {
2429
2590
  }
2430
2591
  return try log.fail(foe_ident, .None);
2431
2592
  }
2432
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2593
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2433
2594
  const stat = unmodifiedStats(battle, foe).spe;
2434
2595
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2435
2596
  try log.boost(foe_ident, .Speed, -1);
@@ -2437,8 +2598,8 @@ pub const Effects = struct {
2437
2598
  },
2438
2599
  .SpecialDownChance => {
2439
2600
  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));
2601
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2602
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2442
2603
  if (stats.spc == 1) {
2443
2604
  boosts.spc += 1;
2444
2605
  if (showdown) {
@@ -2449,7 +2610,7 @@ pub const Effects = struct {
2449
2610
  }
2450
2611
  return try log.fail(foe_ident, .None);
2451
2612
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2613
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2453
2614
  const stat = unmodifiedStats(battle, foe).spc;
2454
2615
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2455
2616
  try log.boost(foe_ident, .SpecialAttack, -1);
@@ -2457,8 +2618,8 @@ pub const Effects = struct {
2457
2618
  },
2458
2619
  .AccuracyDown1 => {
2459
2620
  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));
2621
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2622
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2462
2623
  try log.boost(foe_ident, .Accuracy, -1);
2463
2624
  },
2464
2625
  else => unreachable,
@@ -2483,19 +2644,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2483
2644
  }
2484
2645
  }
2485
2646
 
2486
- inline fn isForced(active: ActivePokemon) bool {
2647
+ inline fn isForced(active: anytype) bool {
2487
2648
  return active.volatiles.Recharging or active.volatiles.Rage or
2488
2649
  active.volatiles.Thrashing or active.volatiles.Charging;
2489
2650
  }
2490
2651
 
2491
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2652
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2653
+ var log = options.log;
2492
2654
  var side = battle.side(who);
2493
2655
  var volatiles = &side.active.volatiles;
2494
2656
  const ident = battle.active(who);
2495
2657
 
2496
- if (volatiles.disabled_move != 0) {
2497
- volatiles.disabled_move = 0;
2498
- volatiles.disabled_duration = 0;
2658
+ options.chance.clearDurations(who, clear);
2659
+
2660
+ if (volatiles.disable_move != 0) {
2661
+ volatiles.disable_move = 0;
2662
+ volatiles.disable_duration = 0;
2499
2663
  try log.end(ident, .DisableSilent);
2500
2664
  }
2501
2665
  if (volatiles.Confusion) {
@@ -2505,15 +2669,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2505
2669
  }
2506
2670
  if (volatiles.Mist) {
2507
2671
  volatiles.Mist = false;
2508
- try log.end(ident, .Mist);
2672
+ try log.end(ident, .MistSilent);
2509
2673
  }
2510
2674
  if (volatiles.FocusEnergy) {
2511
2675
  volatiles.FocusEnergy = false;
2512
- try log.end(ident, .FocusEnergy);
2676
+ try log.end(ident, .FocusEnergySilent);
2513
2677
  }
2514
2678
  if (volatiles.LeechSeed) {
2515
2679
  volatiles.LeechSeed = false;
2516
- try log.end(ident, .LeechSeed);
2680
+ try log.end(ident, .LeechSeedSilent);
2517
2681
  }
2518
2682
  if (!showdown and volatiles.Toxic) {
2519
2683
  volatiles.Toxic = false;
@@ -2521,152 +2685,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2521
2685
  }
2522
2686
  if (volatiles.LightScreen) {
2523
2687
  volatiles.LightScreen = false;
2524
- try log.end(ident, .LightScreen);
2688
+ try log.end(ident, .LightScreenSilent);
2525
2689
  }
2526
2690
  if (volatiles.Reflect) {
2527
2691
  volatiles.Reflect = false;
2528
- try log.end(ident, .Reflect);
2692
+ try log.end(ident, .ReflectSilent);
2529
2693
  }
2530
2694
  if (showdown and volatiles.Toxic) {
2531
2695
  volatiles.Toxic = false;
2532
2696
  // Pokémon Showdown erroneously clears the toxic counter
2533
2697
  volatiles.toxic = 0;
2534
- try log.end(ident, .Toxic);
2698
+ try log.end(ident, .ToxicSilent);
2535
2699
  }
2536
2700
  }
2537
2701
 
2538
2702
  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
- }
2703
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2704
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2705
+ player == .P1
2706
+ else if (showdown)
2707
+ battle.rng.range(u8, 0, 2) == 0
2708
+ else
2709
+ battle.rng.next() < Gen12.percent(50) + 1;
2543
2710
 
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;
2711
+ try options.chance.speedTie(p1);
2712
+ return p1;
2547
2713
  }
2548
2714
 
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
- }
2715
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2716
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2717
+ val == .true
2718
+ else if (showdown)
2719
+ battle.rng.chance(u8, rate, 256)
2720
+ else
2721
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2556
2722
 
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;
2723
+ try options.chance.criticalHit(player, crit, rate);
2724
+ return crit;
2560
2725
  }
2561
2726
 
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
- }
2727
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2728
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2729
+ val
2730
+ else roll: {
2731
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2732
+ while (true) {
2733
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2734
+ if (r >= 217) break :roll r;
2735
+ }
2736
+ };
2566
2737
 
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;
2738
+ assert(roll >= 217 and roll <= 255);
2739
+ try options.chance.damage(player, roll);
2740
+ return roll;
2570
2741
  }
2571
2742
 
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);
2743
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2744
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2745
+ val == .true
2746
+ else if (showdown)
2747
+ battle.rng.chance(u8, accuracy, 256)
2748
+ else
2749
+ battle.rng.next() < accuracy;
2750
+
2751
+ options.chance.hit(ok, accuracy);
2752
+ return ok;
2575
2753
  }
2576
2754
 
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);
2755
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2756
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2757
+ val == .true
2758
+ else if (showdown)
2759
+ !battle.rng.chance(u8, 128, 256)
2760
+ else
2761
+ battle.rng.next() >= Gen12.percent(50) + 1;
2762
+
2763
+ try options.chance.confused(player, cfz);
2764
+ return cfz;
2580
2765
  }
2581
2766
 
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));
2767
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2768
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2769
+ val == .true
2770
+ else if (showdown)
2771
+ battle.rng.chance(u8, 63, 256)
2772
+ else
2773
+ battle.rng.next() < Gen12.percent(25);
2774
+
2775
+ try options.chance.paralyzed(player, par);
2776
+ return par;
2585
2777
  }
2586
2778
 
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));
2779
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2590
2789
  }
2591
2790
 
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
- }
2791
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2598
2803
  }
2599
2804
 
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);
2805
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2806
+ const rate: u8 = if (low) 52 else 103;
2807
+
2808
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2809
+ val == .true
2810
+ else if (showdown)
2811
+ battle.rng.chance(u8, rate, 256)
2812
+ else
2813
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2814
+
2815
+ try options.chance.secondaryChance(player, proc, rate);
2816
+ return proc;
2603
2817
  }
2604
2818
 
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);
2819
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2821
+ val == .true
2822
+ else if (showdown)
2823
+ battle.rng.chance(u8, 85, 256)
2824
+ else
2825
+ battle.rng.next() < Gen12.percent(33) + 1;
2826
+
2827
+ try options.chance.secondaryChance(player, proc, 85);
2828
+ return proc;
2829
+ }
2830
+
2831
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2832
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2833
+ val
2834
+ else if (showdown)
2835
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2836
+ else move: {
2837
+ while (true) {
2838
+ const r = battle.rng.next();
2839
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2840
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2841
+ break :move @enumFromInt(r);
2625
2842
  }
2626
- }
2843
+ };
2627
2844
 
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
- }
2845
+ try options.chance.metronome(player, move);
2846
+ return move;
2632
2847
  }
2633
2848
 
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);
2849
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2850
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2851
+ val - 1
2852
+ else if (showdown)
2853
+ battle.rng.range(u8, 0, max)
2854
+ else power: {
2855
+ while (true) {
2856
+ const r = battle.rng.next();
2857
+ if (r < max) break :power r;
2858
+ }
2859
+ };
2860
+
2861
+ assert(power < max);
2862
+ try options.chance.psywave(player, power, max);
2863
+ return power;
2637
2864
  }
2638
2865
 
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
- }
2866
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2867
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2868
+ @intCast(val)
2869
+ else if (showdown)
2870
+ battle.rng.range(u3, 1, 8)
2871
+ else duration: {
2872
+ while (true) {
2873
+ const r = battle.rng.next() & 7;
2874
+ if (r != 0) break :duration @intCast(r);
2875
+ }
2876
+ };
2877
+
2878
+ assert(duration >= 1 and duration <= 7);
2879
+ options.chance.duration(.sleep, player, player.foe(), duration);
2880
+ return duration;
2651
2881
  }
2652
2882
 
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
- }
2883
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2884
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2885
+ val
2886
+ else if (showdown)
2887
+ battle.rng.range(u4, 1, 9)
2888
+ else
2889
+ @intCast((battle.rng.next() & 7) + 1);
2890
+
2891
+ assert(duration >= 1 and duration <= 8);
2892
+ options.chance.duration(.disable, player, player.foe(), duration);
2893
+ return duration;
2659
2894
  }
2660
2895
 
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);
2896
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2897
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2898
+ @intCast(val)
2899
+ else if (showdown)
2900
+ battle.rng.range(u3, 2, 6)
2901
+ else
2902
+ @intCast((battle.rng.next() & 3) + 2);
2903
+
2904
+ assert(duration >= 2 and duration <= 5);
2905
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2906
+ return duration;
2665
2907
  }
2666
2908
 
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;
2909
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2910
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2911
+ @intCast(val)
2912
+ else if (showdown)
2913
+ battle.rng.range(u3, 2, 4)
2914
+ else
2915
+ @intCast((battle.rng.next() & 1) + 2);
2916
+
2917
+ assert(duration >= 2 and duration <= 3);
2918
+ options.chance.duration(.attacking, player, player, duration);
2919
+ return duration;
2920
+ }
2921
+
2922
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2923
+
2924
+ inline fn distribution(
2925
+ battle: anytype,
2926
+ comptime effect: Move.Effect,
2927
+ player: Player,
2928
+ options: anytype,
2929
+ ) !u3 {
2930
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2931
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2935
+ else n: {
2936
+ const r = (battle.rng.next() & 3);
2937
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2938
+ };
2939
+
2940
+ assert(n >= 2 and n <= 5);
2941
+ if (effect == .Binding) {
2942
+ options.chance.duration(.binding, player, player, n);
2943
+ } else {
2944
+ try options.chance.multiHit(player, n);
2945
+ }
2946
+ return n;
2947
+ }
2948
+
2949
+ fn moveSlot(
2950
+ battle: anytype,
2951
+ player: Player,
2952
+ moves: []MoveSlot,
2953
+ check_pp: u4,
2954
+ options: anytype,
2955
+ ) !u4 {
2956
+ // TODO: consider throwing error instead of rerolling?
2957
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2958
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2959
+ val
2960
+ else
2961
+ null
2962
+ else
2963
+ null;
2964
+
2965
+ const slot: u4 = overridden orelse slot: {
2966
+ if (showdown) {
2967
+ if (check_pp == 0) {
2968
+ var i: usize = moves.len;
2969
+ while (i > 0) {
2970
+ i -= 1;
2971
+ if (moves[i].id != .None) {
2972
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2973
+ }
2974
+ }
2975
+ } else {
2976
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2977
+ var i: usize = 0;
2978
+ while (i < moves.len and r > 0) : (i += 1) {
2979
+ if (moves[i].pp > 0) {
2980
+ r -= 1;
2981
+ if (r == 0) break :slot @intCast(i + 1);
2982
+ }
2983
+ }
2984
+ }
2985
+ }
2986
+
2987
+ while (true) {
2988
+ const r: u4 = @intCast(battle.rng.next() & 3);
2989
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2990
+ }
2991
+ };
2992
+
2993
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2994
+ return slot;
2670
2995
  }
2671
2996
  };
2672
2997
 
@@ -2674,14 +2999,14 @@ test "RNG agreement" {
2674
2999
  if (!showdown) return;
2675
3000
  var expected: [256]u32 = undefined;
2676
3001
  for (0..expected.len) |i| {
2677
- expected[i] = @intCast(u32, i * 0x1000000);
3002
+ expected[i] = @intCast(i * 0x1000000);
2678
3003
  }
2679
3004
 
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 };
3005
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3006
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3007
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3008
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3009
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2685
3010
 
2686
3011
  for (0..expected.len) |i| {
2687
3012
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2717,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2717
3042
  const side = battle.side(player);
2718
3043
  const foe = battle.foe(player);
2719
3044
 
2720
- var active = side.active;
3045
+ var active = &side.active;
2721
3046
  const stored = side.stored();
2722
3047
 
2723
3048
  // While players are not given any input options on the cartridge in these cases,
@@ -2731,7 +3056,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2731
3056
  // strictly correct as the player would not have been presented the option to move or
2732
3057
  // switch at all.
2733
3058
  if (isForced(active)) {
2734
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3059
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2735
3060
  n += 1;
2736
3061
  return n;
2737
3062
  }
@@ -2771,7 +3096,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2771
3096
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2772
3097
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2773
3098
  const struggle =
2774
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3099
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2775
3100
  const s = if (struggle) 0 else slot;
2776
3101
  out[n] = .{ .type = .Move, .data = s };
2777
3102
  n += 1;
@@ -2786,7 +3111,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3111
  const m = active.moves[slot - 1];
2787
3112
  if (m.id == .None) break;
2788
3113
  if (m.pp == 0) continue;
2789
- if (active.volatiles.disabled_move == slot) continue;
3114
+ if (active.volatiles.disable_move == slot) continue;
2790
3115
  out[n] = .{ .type = .Move, .data = slot };
2791
3116
  n += 1;
2792
3117
  }