@pkmn/engine 0.1.0-dev.207fa86a → 0.1.0-dev.20de8262

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (64) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +133 -71
  3. package/build/pkg/addon.d.ts +7 -0
  4. package/build/pkg/addon.js +112 -0
  5. package/build/pkg/addon.js.map +1 -0
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +4 -4
  10. package/build/pkg/data.js +3 -5
  11. package/build/pkg/data.js.map +1 -1
  12. package/build/pkg/gen1.d.ts +5 -4
  13. package/build/pkg/gen1.js +49 -33
  14. package/build/pkg/gen1.js.map +1 -1
  15. package/build/pkg/index.d.ts +18 -14
  16. package/build/pkg/index.js +1 -1
  17. package/build/pkg/index.js.map +1 -1
  18. package/build/pkg/protocol.d.ts +4 -2
  19. package/build/pkg/protocol.js +61 -40
  20. package/build/pkg/protocol.js.map +1 -1
  21. package/build/test/display.js +400 -0
  22. package/build/test/display.js.map +1 -0
  23. package/build/tools/debug.js +135 -0
  24. package/build/tools/debug.js.map +1 -0
  25. package/build.zig +166 -136
  26. package/package.json +87 -45
  27. package/src/bin/install-pkmn-engine +68 -36
  28. package/src/bin/pkmn-debug +62 -0
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +74 -0
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +932 -395
  36. package/src/lib/common/rational.zig +357 -0
  37. package/src/lib/common/rng.zig +29 -20
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +309 -192
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1060 -0
  42. package/src/lib/gen1/data/moves.zig +202 -190
  43. package/src/lib/gen1/data/species.zig +4 -4
  44. package/src/lib/gen1/data/types.zig +10 -10
  45. package/src/lib/gen1/data.zig +107 -93
  46. package/src/lib/gen1/helpers.zig +577 -36
  47. package/src/lib/gen1/mechanics.zig +1222 -834
  48. package/src/lib/gen2/README.md +105 -85
  49. package/src/lib/gen2/calc.zig +143 -0
  50. package/src/lib/gen2/chance.zig +1314 -0
  51. package/src/lib/gen2/data/items.zig +14 -20
  52. package/src/lib/gen2/data/moves.zig +664 -570
  53. package/src/lib/gen2/data/species.zig +2 -2
  54. package/src/lib/gen2/data/types.zig +137 -34
  55. package/src/lib/gen2/data.zig +134 -96
  56. package/src/lib/gen2/generated.zig +806 -0
  57. package/src/lib/gen2/helpers.zig +16 -22
  58. package/src/lib/gen2/mechanics.zig +3506 -12
  59. package/src/lib/node.zig +131 -0
  60. package/src/lib/pkmn.zig +91 -9
  61. package/src/lib/wasm.zig +13 -0
  62. package/src/test/display/pkmn.html.tmpl +368 -0
  63. package/src/lib/binding/node.zig +0 -229
  64. package/src/lib/binding/wasm.zig +0 -10
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,50 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
62
64
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
65
67
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
70
 
75
71
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
72
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
81
  }
83
82
 
84
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
85
87
  }
86
88
 
87
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
88
90
  const p1 = battle.side(.P1);
89
91
  const p2 = battle.side(.P2);
90
92
 
91
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
92
94
  assert(!showdown or p1_slot == 1);
93
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
96
 
95
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
96
98
  assert(!showdown or p2_slot == 1);
97
99
  if (p2_slot == 0) return Result.Win;
98
100
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
101
103
 
102
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
103
105
  }
104
106
 
105
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +114,7 @@ fn selectMove(
112
114
  player: Player,
113
115
  choice: Choice,
114
116
  foe_choice: Choice,
115
- from: *?Move,
117
+ skip_turn: *bool,
116
118
  ) ?Result {
117
119
  if (choice.type == .Pass) return null;
118
120
 
@@ -121,20 +123,27 @@ fn selectMove(
121
123
  const stored = side.stored();
122
124
 
123
125
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
127
 
126
128
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
128
133
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
131
138
  return null;
132
139
  }
133
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
141
  if (!showdown) volatiles.Flinch = false;
135
142
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
138
147
  return null;
139
148
  }
140
149
 
@@ -144,13 +153,14 @@ fn selectMove(
144
153
  // pre-move select
145
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
155
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
148
160
  return null;
149
161
  }
150
162
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
163
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +172,7 @@ fn selectMove(
162
172
  assert(choice.data == 0);
163
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
174
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
170
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
177
  if (last.id == .MirrorMove) return Result.Error;
172
178
  }
@@ -175,6 +181,7 @@ fn selectMove(
175
181
  }
176
182
 
177
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
178
185
  if (showdown) {
179
186
  saveMove(battle, player, choice);
180
187
  } else {
@@ -185,19 +192,17 @@ fn selectMove(
185
192
  }
186
193
 
187
194
  // move select
195
+ volatiles.state = 0;
188
196
  if (choice.data == 0) {
189
197
  const struggle = ok: {
190
198
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
200
  }
193
201
  break :ok true;
194
202
  };
195
-
196
203
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
204
  }
205
+ saveMove(battle, player, choice);
201
206
 
202
207
  return null;
203
208
  }
@@ -210,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
215
  if (c.data == 0) {
211
216
  side.last_selected_move = .Struggle;
212
217
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
219
  const move = side.active.move(c.data);
215
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
221
  // sometimes required...), but a 0 PP move can be used automatically
217
222
  assert(showdown or move.pp != 0);
218
223
 
219
224
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
225
226
  }
226
227
  }
227
228
  }
228
229
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
231
  var side = battle.side(player);
231
232
  var foe = battle.foe(player);
232
233
  var active = &side.active;
@@ -239,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
240
  side.order[0] = side.order[slot - 1];
240
241
  side.order[slot - 1] = out;
241
242
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
243
+ battle.lastMove(player).index = 1;
247
244
 
248
245
  side.last_used_move = .None;
249
246
  foe.last_used_move = .None;
@@ -259,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
256
 
260
257
  foe.active.volatiles.Binding = false;
261
258
 
262
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
263
261
 
264
262
  if (showdown and incoming.status == Status.TOX) {
265
263
  incoming.status = Status.init(.PSN);
266
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
265
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
267
  }
270
268
  }
271
269
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
271
  assert(c1.type != .Pass or c2.type != .Pass);
274
272
 
275
273
  if (c1.type == .Pass) return .P2;
@@ -299,13 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
297
  const spe2 = battle.side(.P2).active.stats.spe;
300
298
  if (spe1 == spe2) {
301
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
308
303
 
304
+ const p1 = try Rolls.speedTie(battle, options);
309
305
  if (!showdown) return if (p1) .P1 else .P2;
310
306
 
311
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +311,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
311
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
312
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
313
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
314
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
315
  // won the original coin flip
320
316
  if (t1 and t2) return .P1;
321
317
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +324,55 @@ fn doTurn(
328
324
  battle: anytype,
329
325
  player: Player,
330
326
  player_choice: Choice,
331
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
332
329
  foe_player: Player,
333
330
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
336
334
  ) !?Result {
337
335
  assert(player_choice.type != .Pass);
338
336
 
339
337
  var residual = true;
340
338
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
342
348
  if (!replace) {
343
349
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
351
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
348
354
  } else if (foe_choice.type == .Pass) return null;
349
355
 
356
+ options.chance.clearPending();
357
+
358
+ residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +422,13 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,14 +458,23 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
446
464
 
447
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
466
  }
449
467
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
469
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
470
+ fn beforeMove(
471
+ battle: anytype,
472
+ player: Player,
473
+ skip: bool,
474
+ residual: *bool,
475
+ options: anytype,
476
+ ) !BeforeMove {
477
+ var log = options.log;
453
478
  var side = battle.side(player);
454
479
  const foe = battle.foe(player);
455
480
  var active = &side.active;
@@ -458,58 +483,69 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
483
  var volatiles = &active.volatiles;
459
484
 
460
485
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
486
+ const before = stored.status;
462
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
463
- stored.status -= 1;
464
- if (Status.duration(stored.status) == 0) {
465
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
466
501
  stored.status = 0; // clears EXT if present
467
502
  } else {
468
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
469
504
  }
470
505
  side.last_used_move = .None;
471
506
  return .done;
472
507
  }
473
508
 
474
509
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
476
511
  side.last_used_move = .None;
477
512
  return .done;
478
513
  }
479
514
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
482
517
  return .done;
483
518
  }
484
519
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
488
525
  return .done;
489
526
  }
490
527
 
491
528
  if (volatiles.Recharging) {
492
529
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
494
531
  return .done;
495
532
  }
496
533
 
497
- if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
499
- if (volatiles.disabled_duration == 0) {
500
- volatiles.disabled_move = 0;
501
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
539
+ }
540
+ try options.chance.disable(player, volatiles.disable_duration);
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
502
545
  }
503
546
  }
504
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
506
-
507
- // Pokémon Showdown checks for Flinch *after* instead of before
508
- if (showdown and volatiles.Flinch) {
509
- volatiles.Flinch = false;
510
- try log.cant(ident, .Flinch);
511
- return .done;
512
- }
548
+ if (showdown and try disabled(side, ident, options)) return .done;
513
549
 
514
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -521,21 +557,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
521
557
  if (volatiles.Confusion) {
522
558
  assert(volatiles.confusion > 0);
523
559
 
524
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
525
567
  if (volatiles.confusion == 0) {
526
568
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
528
570
  } else {
529
- try log.activate(ident, .Confusion);
530
-
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
571
+ try log.activate(.{ ident, .Confusion });
535
572
 
536
- if (confused) {
573
+ if (try Rolls.confused(battle, player, options)) {
537
574
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
575
+ if (!volatiles.Rage) volatiles.state = 0;
539
576
  volatiles.Bide = false;
540
577
  volatiles.Thrashing = false;
541
578
  volatiles.MultiHit = false;
@@ -543,6 +580,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
580
  volatiles.Charging = false;
544
581
  volatiles.Binding = false;
545
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
546
584
  {
547
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,87 +597,120 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
597
  player
560
598
  else
561
599
  player.foe();
600
+
601
+ const uncapped = battle.last_damage;
562
602
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
604
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
605
+ if (showdown) battle.last_damage = uncapped;
564
606
 
565
607
  return .done;
566
608
  }
567
609
  }
568
610
  }
569
611
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
613
 
572
- if (Status.is(stored.status, .PAR)) {
573
- const paralyzed = if (showdown)
574
- battle.rng.chance(u8, 63, 256)
575
- else
576
- battle.rng.next() < Gen12.percent(25);
577
-
578
- if (paralyzed) {
579
- volatiles.state = 0;
580
- volatiles.Bide = false;
581
- volatiles.Thrashing = false;
582
- volatiles.Charging = false;
583
- volatiles.Binding = false;
584
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
585
- try log.cant(ident, .Paralysis);
586
- return .done;
587
- }
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
615
+ if (!volatiles.Rage) volatiles.state = 0;
616
+ volatiles.Bide = false;
617
+ volatiles.Thrashing = false;
618
+ volatiles.Charging = false;
619
+ volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
621
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
+ try log.cant(.{ ident, .Paralysis });
623
+ return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
596
644
 
597
- volatiles.attacks -= 1;
598
645
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
600
647
  return .done;
601
648
  }
602
649
 
603
650
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
605
652
 
606
653
  battle.last_damage = volatiles.state *% 2;
607
654
  volatiles.state = 0;
608
655
 
609
656
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
611
658
  return .done;
612
659
  }
613
660
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
661
+ const sub = showdown and foe.active.volatiles.Substitute;
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
664
+
665
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
666
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
667
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
668
+ if (showdown) {
669
+ residual.* = false;
670
+ try handleResidual(battle, player, options);
671
+ }
672
+
615
673
  return .done;
616
674
  }
617
675
 
618
676
  if (volatiles.Thrashing) {
619
- assert(volatiles.attacks > 0);
620
- assert(from != null);
621
- volatiles.attacks -= 1;
622
- if (!showdown and handleThrashing(battle, active)) {
623
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
624
681
  }
625
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
626
- if (showdown and handleThrashing(battle, active)) {
627
- try log.start(battle.active(player), .ConfusionSilent);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
628
695
  }
629
696
  return .skip_can;
630
697
  }
631
698
 
632
699
  if (volatiles.Binding) {
633
- assert(volatiles.attacks > 0);
634
- volatiles.attacks -= 1;
635
- try log.move(
636
- battle.active(player),
637
- side.last_selected_move,
638
- battle.active(player.foe()),
639
- side.last_selected_move,
640
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
708
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
643
714
  }
644
715
  return .done;
645
716
  }
@@ -653,55 +724,57 @@ fn canMove(
653
724
  mslot: u4,
654
725
  auto: bool,
655
726
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
727
+ from: Move,
728
+ residual: *bool,
729
+ options: anytype,
658
730
  ) !bool {
659
731
  var side = battle.side(player);
660
732
  const player_ident = battle.active(player);
661
733
  const move = Move.get(side.last_selected_move);
662
734
 
663
- const foe_last = battle.foe(player).last_used_move;
664
- const special = from != null and (from.? == .Metronome and
665
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
666
-
667
- var skip = skip_pp;
668
735
  if (side.active.volatiles.Charging) {
669
736
  side.active.volatiles.Charging = false;
670
737
  side.active.volatiles.Invulnerable = false;
671
738
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
674
742
  return false;
675
743
  }
676
744
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
747
 
680
748
  const target = if (move.target == .Self) player else player.foe();
681
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
682
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
683
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
684
- // meaning sometimes we lose this information. from is still set because it not being null is
685
- // relevant for control flow, but we don't have anything useful to put in the log. This is
686
- // regrettable, but this information is more "nice to have" than required
687
- const f = if (from != null and from.? == .None) null else from;
688
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
689
751
 
690
752
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
692
754
  return false;
693
755
  }
694
756
 
695
757
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
697
759
  } else if (!showdown and move.effect == .Binding) {
698
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
700
762
  }
701
763
 
702
764
  return true;
703
765
  }
704
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
705
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
779
  if (side.last_selected_move == .Struggle) return;
707
780
 
@@ -711,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
785
  if (volatiles.Bide) return;
713
786
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
790
  if (volatiles.Transform) return;
717
791
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
796
  }
722
797
 
@@ -724,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
799
  var active = &side.active;
725
800
  const volatiles = &active.volatiles;
726
801
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
804
  if (showdown and volatiles.Transform) return;
730
805
 
731
806
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
808
  }
734
809
 
735
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +812,12 @@ fn doMove(
737
812
  battle: anytype,
738
813
  player: Player,
739
814
  mslot: u4,
815
+ rewrap: bool,
740
816
  auto: bool,
741
817
  residual: *bool,
742
- log: anytype,
818
+ options: anytype,
743
819
  ) !?Result {
820
+ var log = options.log;
744
821
  var side = battle.side(player);
745
822
  const foe = battle.foe(player);
746
823
 
@@ -755,35 +832,44 @@ fn doMove(
755
832
  var hits: u4 = 1;
756
833
  var effectiveness = Effectiveness.neutral;
757
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
758
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
761
841
  }
762
842
 
763
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
844
  // calling moveHit early covers most of that but we also need to check type immunity first
765
845
  var miss = showdown and miss: {
766
846
  immune = move.target != .Self and !status and !counter and
767
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
768
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
849
  if (immune and move.effect != .Binding) break :miss true;
770
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
771
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
850
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
851
+ battle.last_damage = 0;
852
+ break :miss true;
853
+ }
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
772
856
  };
773
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
858
 
859
+ var late = showdown and move.effect != .Explode;
775
860
  const skip = status or immune;
776
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
862
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
779
864
  hits = side.active.volatiles.attacks;
865
+ late = false;
780
866
  }
781
867
 
782
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
869
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
871
 
786
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
787
873
 
788
874
  battle.last_damage = 0;
789
875
 
@@ -805,17 +891,15 @@ fn doMove(
805
891
  effectiveness = adjustDamage(battle, player);
806
892
  immune = effectiveness == 0;
807
893
  }
808
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
809
895
  }
810
896
  }
811
897
 
812
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
813
- if (showdown and skip and move.effect != .Bide) battle.last_damage = 0;
814
-
898
+ const zero = battle.last_damage == 0;
815
899
  miss = if (showdown or skip)
816
900
  miss
817
901
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
819
903
 
820
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +907,11 @@ fn doMove(
823
907
 
824
908
  if (!showdown or !miss) {
825
909
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
911
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
913
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
831
915
  return null;
832
916
  }
833
917
  }
@@ -839,62 +923,64 @@ fn doMove(
839
923
  ohko = (!showdown or (!immune and !invulnerable)) and
840
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
925
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
845
929
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
848
932
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
851
936
  }
852
937
  if (move.effect == .JumpKick) {
853
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
855
940
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
942
  if (showdown and side.stored().hp == 0) residual.* = false;
858
943
  } else if (move.effect == .Explode) {
859
944
  try Effects.explode(battle, player);
860
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
861
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
862
- }
863
- } else if (showdown) {
864
- if (move.effect == .Disable) {
865
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
866
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
867
- }
868
- }
945
+ try buildRage(battle, player.foe(), options);
946
+ } else if (showdown and move.effect == .Disable) {
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
869
950
  }
870
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
871
954
  }
872
955
 
873
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
958
  // it up above before damage calculation).
876
959
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
878
961
  hits = side.active.volatiles.attacks;
879
962
  }
880
963
 
964
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
965
+ const sub = showdown and foe.active.volatiles.Substitute;
966
+
881
967
  var nullified = false;
882
968
  var hit: u4 = 0;
883
969
  while (hit < hits) {
884
970
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
972
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
888
974
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
890
976
  }
891
977
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
894
980
  hit += 1;
895
981
  if (foe.stored().hp == 0) break;
896
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
897
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
898
984
  }
899
985
  // If the substitute breaks during a multi-hit attack, the attack ends
900
986
  if (nullified) break;
@@ -905,17 +991,23 @@ fn doMove(
905
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
992
  side.active.volatiles.attacks = 0;
907
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
995
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
911
997
  } else if (showdown) {
912
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
999
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
915
1001
  if (immune) {
916
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
917
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
919
1011
  return null;
920
1012
  }
921
1013
  }
@@ -928,10 +1020,13 @@ fn doMove(
928
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
931
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1024
 
933
1025
  if (foe.stored().hp == 0) return null;
934
1026
 
1027
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1029
+
935
1030
  if (!move.effect.isSpecial()) {
936
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1032
  // second time here (after being executed in the "always happens" block above) but that
@@ -941,28 +1036,29 @@ fn doMove(
941
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
1037
  // puts the |-status| message before |-hitcount| instead of after.
943
1038
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1040
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
1043
+ return result;
947
1044
  } else {
948
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
949
1046
  }
950
1047
  }
951
1048
 
952
1049
  return null;
953
1050
  }
954
1051
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1053
  const side = battle.side(player);
957
1054
 
958
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
959
- var chance = @as(u16, Species.chance(side.stored().species));
960
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
961
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
962
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
963
1060
 
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
966
1062
  }
967
1063
 
968
1064
  fn calcDamage(
@@ -1014,9 +1110,9 @@ fn calcDamage(
1014
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1015
1111
  }
1016
1112
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1114
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1116
 
1021
1117
  if (def == 0) return false;
1022
1118
 
@@ -1028,7 +1124,7 @@ fn calcDamage(
1028
1124
  d = @min(997, d);
1029
1125
  d += 2;
1030
1126
 
1031
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1032
1128
 
1033
1129
  return true;
1034
1130
  }
@@ -1042,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1138
  var d = battle.last_damage;
1043
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1140
 
1045
- const neutral = @enumToInt(Effectiveness.Neutral);
1046
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1047
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1144
 
1049
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1160,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1161
  }
1066
1162
 
1067
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1164
  if (battle.last_damage <= 1) return;
1069
-
1070
- const random = if (showdown)
1071
- battle.rng.range(u8, 217, 256)
1072
- else loop: {
1073
- while (true) {
1074
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1075
- if (r >= 217) break :loop r;
1076
- }
1077
- };
1078
-
1079
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1080
1169
  }
1081
1170
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1172
  const side = battle.side(player);
1173
+ const foe = battle.foe(player);
1084
1174
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1086
1177
 
1087
1178
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1179
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1180
  .SeismicToss, .NightShade => side.stored().level,
1090
1181
  .SonicBoom => 20,
1091
1182
  .DragonRage => 40,
1092
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1184
  .Psywave => power: {
1094
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1095
- if (showdown) {
1096
- break :power battle.rng.range(u8, 0, max);
1097
- } else {
1098
- // GLITCH: Psywave infinite glitch loop
1099
- if (max <= 1) return Result.Error;
1100
- while (true) {
1101
- const r = battle.rng.next();
1102
- if (r < max) break :power r;
1103
- }
1104
- }
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1186
+ // GLITCH: Psywave infinite glitch loop
1187
+ if (!showdown and max <= 1) return Result.Error;
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1189
  },
1106
1190
  else => unreachable,
1107
1191
  };
1108
1192
 
1109
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1194
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1195
+ const sub = showdown and foe.active.volatiles.Substitute;
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1198
+
1112
1199
  return null;
1113
1200
  }
1114
1201
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1203
  const foe = battle.foe(player);
1117
1204
 
1118
1205
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1120
1207
  return null;
1121
1208
  }
1122
1209
 
1123
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1124
- const foe_last_used_move =
1125
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1211
  const foe_last_selected_move =
1127
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1213
+ .Splash
1129
1214
  else
1130
1215
  foe.last_selected_move);
1131
1216
 
1132
- const used = foe_last_used_move.bp > 0 and
1133
- foe.last_used_move != .Counter and
1134
- (foe_last_used_move.type == .Normal or
1135
- foe_last_used_move.type == .Fighting);
1136
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1218
  const selected = foe_last_selected_move.bp > 0 and
1138
1219
  foe.last_selected_move != .Counter and
1139
1220
  (foe_last_selected_move.type == .Normal or
1140
1221
  foe_last_selected_move.type == .Fighting);
1141
1222
 
1142
1223
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1144
1225
  return null;
1145
1226
  }
1146
1227
 
1147
1228
  if (!used or !selected) {
1148
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1230
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1151
1232
  return null;
1152
1233
  }
1153
1234
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1155
1236
 
1156
1237
  // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1158
1240
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1244
  return null;
1161
1245
  }
1162
1246
 
@@ -1165,7 +1249,7 @@ fn applyDamage(
1165
1249
  target_player: Player,
1166
1250
  sub_player: Player,
1167
1251
  reason: Damage,
1168
- log: anytype,
1252
+ options: anytype,
1169
1253
  ) !bool {
1170
1254
  assert(showdown or battle.last_damage != 0);
1171
1255
 
@@ -1180,19 +1264,20 @@ fn applyDamage(
1180
1264
  subbed.active.volatiles.substitute = 0;
1181
1265
  subbed.active.volatiles.Substitute = false;
1182
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1184
1269
  return true;
1185
1270
  } else {
1186
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1187
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1188
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1274
  return false;
1190
1275
  }
1191
1276
  }
1192
1277
 
1193
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1279
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1281
  return false;
1197
1282
  }
1198
1283
 
@@ -1200,73 +1285,78 @@ fn mirrorMove(
1200
1285
  battle: anytype,
1201
1286
  player: Player,
1202
1287
  mslot: u4,
1288
+ rewrap: bool,
1203
1289
  auto: bool,
1204
1290
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1207
1293
  var side = battle.side(player);
1208
1294
  const foe = battle.foe(player);
1209
1295
 
1210
1296
  side.last_selected_move = foe.last_used_move;
1211
1297
 
1212
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1214
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1215
1303
  }
1216
1304
 
1217
- incrementPP(side, mslot);
1218
-
1219
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, log)) return null;
1220
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1309
  }
1222
1310
 
1223
1311
  fn metronome(
1224
1312
  battle: anytype,
1225
1313
  player: Player,
1226
1314
  mslot: u4,
1315
+ rewrap: bool,
1227
1316
  auto: bool,
1228
1317
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1231
1320
  var side = battle.side(player);
1232
1321
 
1233
- side.last_selected_move = if (showdown) blk: {
1234
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1235
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1236
- break :blk @intToEnum(Move, r + mod);
1237
- } else loop: {
1238
- while (true) {
1239
- const r = battle.rng.next();
1240
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1241
- if (r >= @enumToInt(Move.Struggle)) continue;
1242
- break :loop @intToEnum(Move, r);
1243
- }
1244
- };
1245
-
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1323
  incrementPP(side, mslot);
1247
1324
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1329
  }
1251
1330
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1332
  var immune = false;
1254
1333
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1256
1337
  assert(!immune);
1257
1338
  if (mist) {
1258
1339
  assert(!showdown);
1259
1340
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1262
1343
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1265
1347
  }
1348
+
1266
1349
  return false;
1267
1350
  }
1268
1351
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1270
1360
  var side = battle.side(player);
1271
1361
  const foe = battle.foe(player);
1272
1362
 
@@ -1278,7 +1368,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1278
1368
  if (move.effect == .Swift) return true;
1279
1369
  if (foe.active.volatiles.Invulnerable) break :miss true;
1280
1370
  }
1281
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
1371
+ if (move.effect == .DreamEater and (!Status.is(foe.stored().status, .SLP) or
1372
+ (showdown and foe.active.volatiles.Substitute)))
1373
+ {
1282
1374
  immune.* = true;
1283
1375
  if (showdown) return false;
1284
1376
  break :miss true;
@@ -1298,23 +1390,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1390
  }
1299
1391
 
1300
1392
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1301
- var state = &side.active.volatiles.state;
1302
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1303
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1304
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1305
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1393
+ const state = side.active.volatiles.state;
1394
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1395
+ const overwritten = overwrite and state > 0;
1396
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1397
+
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1306
1400
  accuracy = accuracy * boost[0] / boost[1];
1307
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1308
1402
  accuracy = accuracy * boost[0] / boost[1];
1309
1403
  accuracy = @min(255, @max(1, accuracy));
1310
1404
 
1311
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1405
+ // Pokémon Showdown only overwrites if the volatile is present
1406
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1407
+ if (overwrite) side.active.volatiles.state = accuracy;
1312
1408
 
1313
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1314
- break :miss if (showdown)
1315
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1316
- else
1317
- battle.rng.next() >= accuracy;
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1318
1411
  };
1319
1412
 
1320
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1324,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1324
1417
  }
1325
1418
 
1326
1419
  if (!miss) return true;
1327
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1328
1421
  side.active.volatiles.Binding = false;
1329
1422
  return false;
1330
1423
  }
@@ -1332,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1332
1425
  fn checkFaint(
1333
1426
  battle: anytype,
1334
1427
  player: Player,
1335
- log: anytype,
1336
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1337
1430
  const side = battle.side(player);
1338
1431
  if (side.stored().hp > 0) return null;
1339
1432
 
@@ -1341,33 +1434,32 @@ fn checkFaint(
1341
1434
  const foe_fainted = foe.stored().hp == 0;
1342
1435
 
1343
1436
  const player_out = findFirstAlive(side) == 0;
1344
- const foe_out = findFirstAlive(foe) == 0;
1345
- const tie = player_out and foe_out;
1346
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1347
1439
 
1348
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1349
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1350
1442
 
1351
1443
  assert(!side.active.volatiles.MultiHit);
1352
1444
  assert(!foe.active.volatiles.MultiHit);
1353
1445
 
1354
- if (tie) {
1355
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1356
1448
  return Result.Tie;
1357
1449
  } else if (player_out) {
1358
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1359
1451
  return if (player == .P1) Result.Lose else Result.Win;
1360
1452
  } else if (foe_out) {
1361
- try log.win(player);
1453
+ try options.log.win(.{player});
1362
1454
  return if (player == .P1) Result.Win else Result.Lose;
1363
1455
  }
1364
1456
 
1365
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1366
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1367
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1368
1460
  }
1369
1461
 
1370
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1371
1463
  var side = battle.side(player);
1372
1464
  var foe = battle.foe(player);
1373
1465
  assert(side.stored().hp == 0);
@@ -1400,35 +1492,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1400
1492
  side.stored().stats.spe;
1401
1493
  }
1402
1494
 
1403
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1404
1497
  return null;
1405
1498
  }
1406
1499
 
1407
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1408
1501
  var side = battle.side(player);
1409
1502
  var stored = side.stored();
1410
1503
  const ident = battle.active(player);
1411
1504
  var volatiles = &side.active.volatiles;
1412
1505
 
1413
1506
  const brn = Status.is(stored.status, .BRN);
1414
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1415
1508
  var damage = @max(stored.stats.hp / 16, 1);
1416
-
1417
1509
  if (volatiles.Toxic) {
1418
1510
  volatiles.toxic += 1;
1419
1511
  damage *= volatiles.toxic;
1420
1512
  }
1513
+ damage = @min(damage, stored.hp);
1421
1514
 
1422
- const amount = @min(damage, stored.hp);
1423
- if (showdown and amount == 0) break :blk;
1424
-
1425
- stored.hp -= amount;
1426
-
1427
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1428
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1429
1520
  }
1430
1521
 
1431
1522
  if (volatiles.LeechSeed) {
1523
+ var foe = battle.foe(player);
1524
+ var foe_stored = foe.stored();
1525
+ const foe_ident = battle.active(player.foe());
1526
+
1527
+ if (foe_stored.hp == 0) {
1528
+ assert(showdown);
1529
+ return;
1530
+ }
1531
+
1432
1532
  var damage = @max(stored.stats.hp / 16, 1);
1433
1533
 
1434
1534
  // GLITCH: Leech Seed + Toxic glitch
@@ -1440,56 +1540,56 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1440
1540
  const amount = @min(damage, stored.hp);
1441
1541
  stored.hp -= amount;
1442
1542
 
1443
- var foe = battle.foe(player);
1444
- var foe_stored = foe.stored();
1445
- const foe_ident = battle.active(player.foe());
1446
-
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1449
1545
 
1450
1546
  const before = foe_stored.hp;
1451
1547
  // Uncapped damage is added back to the foe
1452
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1453
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1454
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1455
1551
  }
1456
1552
  }
1457
1553
 
1458
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1459
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1460
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1461
1557
 
1462
- if (showdown and options.ebc and checkEBC(battle)) {
1463
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1464
1562
  return Result.Tie;
1465
1563
  }
1466
1564
 
1467
- battle.turn += 1;
1468
-
1469
1565
  if (showdown and battle.turn >= 1000) {
1470
- try log.tie();
1566
+ try options.log.tie(.{});
1471
1567
  return Result.Tie;
1472
1568
  } else if (battle.turn >= 65535) {
1473
1569
  return Result.Error;
1474
1570
  }
1475
1571
 
1476
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1477
1573
 
1478
1574
  return Result.Default;
1479
1575
  }
1480
1576
 
1481
1577
  fn checkEBC(battle: anytype) bool {
1482
1578
  for (battle.sides, 0..) |side, i| {
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1580
+
1483
1581
  var foe_all_ghosts = true;
1484
1582
  var foe_all_transform = true;
1583
+ for (foe.order, 0..) |id, j| {
1584
+ if (id == 0) break;
1585
+ const active = j == 0;
1586
+ const pokemon = foe.pokemon[id - 1];
1485
1587
 
1486
- for (battle.sides[~@intCast(u1, i)].pokemon) |pokemon| {
1487
- if (pokemon.species == .None) continue;
1488
-
1489
- const ghost = pokemon.hp == 0 or pokemon.types.includes(.Ghost);
1588
+ const ghost = pokemon.hp == 0 or
1589
+ (if (active) foe.active.types else pokemon.types).includes(.Ghost);
1490
1590
  foe_all_ghosts = foe_all_ghosts and ghost;
1491
1591
  foe_all_transform = foe_all_transform and pokemon.hp == 0 or transform: {
1492
- for (pokemon.moves) |m| {
1592
+ for (if (active) foe.active.moves else pokemon.moves) |m| {
1493
1593
  if (m.id == .None) break :transform true;
1494
1594
  if (m.id != .Transform) break :transform false;
1495
1595
  }
@@ -1497,10 +1597,14 @@ fn checkEBC(battle: anytype) bool {
1497
1597
  };
1498
1598
  }
1499
1599
 
1500
- for (side.pokemon) |pokemon| {
1600
+ for (side.order, 0..) |id, j| {
1601
+ if (id == 0) break;
1602
+ const active = j == 0;
1603
+ const pokemon = side.pokemon[id - 1];
1604
+
1501
1605
  if (pokemon.hp == 0 or Status.is(pokemon.status, .FRZ)) continue;
1502
1606
  const transform = foe_all_transform and transform: {
1503
- for (pokemon.moves) |m| {
1607
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1504
1608
  if (m.id == .None) break :transform true;
1505
1609
  if (m.id != .Transform) break :transform false;
1506
1610
  }
@@ -1508,7 +1612,7 @@ fn checkEBC(battle: anytype) bool {
1508
1612
  };
1509
1613
  if (transform) continue;
1510
1614
  const no_pp = foe_all_ghosts and no_pp: {
1511
- for (pokemon.moves) |m| {
1615
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1512
1616
  if (m.pp != 0) break :no_pp false;
1513
1617
  }
1514
1618
  break :no_pp true;
@@ -1524,98 +1628,135 @@ fn checkEBC(battle: anytype) bool {
1524
1628
  return false;
1525
1629
  }
1526
1630
 
1527
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1528
- assert(move.effect.onBegin());
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1633
+ // A Pokémon that transforms after being disabled may end up with less move slots
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1635
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1636
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1637
+ m
1638
+ else
1639
+ side.last_selected_move;
1640
+ if (m != .None and m == last) {
1641
+ side.active.volatiles.Charging = false;
1642
+ try options.log.cant(.{ ident, .Disable, last });
1643
+ return true;
1644
+ }
1645
+ }
1646
+ return false;
1647
+ }
1648
+
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1650
+ const side = battle.side(who);
1651
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1653
+ }
1654
+ }
1655
+
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1657
+ var volatiles = &active.volatiles;
1658
+ assert(volatiles.Thrashing);
1659
+ if (volatiles.attacks > 0) return false;
1660
+
1661
+ volatiles.Thrashing = false;
1662
+ volatiles.Confusion = true;
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1664
+ return true;
1665
+ }
1666
+
1667
+ fn onBegin(
1668
+ battle: anytype,
1669
+ player: Player,
1670
+ move: Move.Data,
1671
+ mslot: u8,
1672
+ residual: *bool,
1673
+ options: anytype,
1674
+ ) !void {
1529
1675
  return switch (move.effect) {
1530
- .Confusion => Effects.confusion(battle, player, move, log),
1531
- .Conversion => Effects.conversion(battle, player, log),
1532
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1533
- .Haze => Effects.haze(battle, player, log),
1534
- .Heal => Effects.heal(battle, player, log),
1535
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1536
- .LightScreen => Effects.lightScreen(battle, player, log),
1537
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1538
- .Mist => Effects.mist(battle, player, log),
1539
- .Paralyze => Effects.paralyze(battle, player, move, log),
1540
- .Poison => Effects.poison(battle, player, move, log),
1541
- .Reflect => Effects.reflect(battle, player, log),
1542
- .Splash => Effects.splash(battle, player, log),
1543
- .Substitute => Effects.substitute(battle, player, log),
1544
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1545
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1546
1692
  else => unreachable,
1547
1693
  };
1548
1694
  }
1549
1695
 
1550
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1551
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1552
1697
  return switch (move.effect) {
1553
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1554
1699
  // zig fmt: off
1555
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1556
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1557
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1558
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1559
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1560
1705
  // zig fmt: on
1561
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1562
1707
  else => unreachable,
1563
1708
  };
1564
1709
  }
1565
1710
 
1566
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1567
1712
  battle: anytype,
1568
1713
  player: Player,
1569
1714
  move: Move.Data,
1570
1715
  residual: *bool,
1571
- log: anytype,
1716
+ options: anytype,
1572
1717
  ) !void {
1573
- assert(move.effect.alwaysHappens());
1574
1718
  return switch (move.effect) {
1575
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1576
1720
  .Explode => Effects.explode(battle, player),
1577
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1578
1722
  .Rage => Effects.rage(battle, player),
1579
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1580
1724
  .JumpKick, .Binding => {},
1581
1725
  else => unreachable,
1582
1726
  };
1583
1727
  }
1584
1728
 
1585
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1586
1730
  return switch (move.effect) {
1587
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1588
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1589
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1590
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1591
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1592
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1593
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1594
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1595
1739
  // zig fmt: off
1596
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1597
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1598
1742
  // zig fmt: on
1599
1743
  else => {},
1600
1744
  };
1601
1745
  }
1602
1746
 
1603
1747
  pub const Effects = struct {
1604
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1605
1749
  var side = battle.side(player);
1606
1750
 
1607
1751
  side.active.volatiles.Bide = true;
1608
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1609
1753
  side.active.volatiles.state = 0;
1610
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1611
- battle.rng.range(u4, 2, 4)
1612
- else
1613
- (battle.rng.next() & 1) + 2);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1614
1755
 
1615
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1616
1757
  }
1617
1758
 
1618
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1619
1760
  var foe = battle.foe(player);
1620
1761
  var foe_stored = foe.stored();
1621
1762
 
@@ -1626,96 +1767,92 @@ pub const Effects = struct {
1626
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1627
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1628
1769
  assert(move.type == .Fire);
1629
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1630
1775
  foe_stored.status = 0;
1631
1776
  }
1632
1777
  return;
1633
1778
  }
1634
1779
 
1635
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1636
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1637
- else
1638
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1639
- Gen12.percent(10)
1640
- else
1641
- Gen12.percent(30));
1642
- if (!chance) return;
1780
+ if (foe.active.types.includes(move.type)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1643
1784
 
1644
1785
  foe_stored.status = Status.init(.BRN);
1645
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1646
1787
 
1647
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1648
1789
  }
1649
1790
 
1650
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1651
1792
  var side = battle.side(player);
1652
1793
  var volatiles = &side.active.volatiles;
1653
1794
 
1654
1795
  volatiles.Charging = true;
1655
1796
  const move = side.last_selected_move;
1656
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1657
- try log.laststill();
1658
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1659
1800
  }
1660
1801
 
1661
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1662
1803
  var foe = battle.foe(player);
1663
1804
  const sub = foe.active.volatiles.Substitute;
1664
1805
 
1665
1806
  if (move.effect == .ConfusionChance) {
1666
- const chance = if (showdown)
1667
- battle.rng.chance(u8, 25, 256)
1668
- else
1669
- battle.rng.next() < Gen12.percent(10);
1670
- if (!chance) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1671
1808
  } else {
1672
1809
  if (showdown) {
1673
- if (!try checkHit(battle, player, move, log)) {
1674
- return;
1675
- } else if (sub) {
1676
- return log.fail(battle.active(player.foe()), .None);
1677
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1678
1812
  } else {
1679
- if (sub) {
1680
- return log.fail(battle.active(player.foe()), .None);
1681
- } else if (!try checkHit(battle, player, move, log)) {
1682
- return;
1683
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1684
1815
  }
1816
+ try options.chance.commit(player, .hit);
1685
1817
  }
1686
1818
 
1687
1819
  if (foe.active.volatiles.Confusion) return;
1688
1820
  foe.active.volatiles.Confusion = true;
1689
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1690
- battle.rng.range(u8, 2, 6)
1691
- else
1692
- (battle.rng.next() & 3) + 2);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1693
1822
 
1694
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1695
1824
  }
1696
1825
 
1697
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1698
1827
  const foe = battle.foe(player);
1699
1828
 
1700
1829
  if (foe.active.volatiles.Invulnerable) {
1701
- try log.lastmiss();
1702
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1703
1832
  }
1704
1833
 
1705
1834
  battle.side(player).active.types = foe.active.types;
1706
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1707
1841
  }
1708
1842
 
1709
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1710
1844
  var foe = battle.foe(player);
1711
1845
  var volatiles = &foe.active.volatiles;
1712
1846
  const foe_ident = battle.active(player.foe());
1713
1847
 
1714
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1715
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1716
1853
 
1717
- if (volatiles.disabled_move != 0) {
1718
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1719
1856
  return null;
1720
1857
  }
1721
1858
 
@@ -1731,7 +1868,7 @@ pub const Effects = struct {
1731
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1732
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1733
1870
  if (n == 0) {
1734
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1735
1872
  return null;
1736
1873
  } else if (err) {
1737
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1739,19 +1876,23 @@ pub const Effects = struct {
1739
1876
  return Result.Error;
1740
1877
  }
1741
1878
 
1742
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1743
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1744
- battle.rng.range(u8, 1, 9)
1745
- else
1746
- (battle.rng.next() & 7) + 1);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1747
1882
 
1748
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1749
1885
  return null;
1750
1886
  }
1751
1887
 
1752
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1753
- var side = battle.side(player);
1754
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1891
+
1892
+ if (battle.last_damage == 0) {
1893
+ assert(showdown);
1894
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1895
+ }
1755
1896
 
1756
1897
  const drain = @max(battle.last_damage / 2, 1);
1757
1898
  battle.last_damage = drain;
@@ -1759,7 +1900,7 @@ pub const Effects = struct {
1759
1900
  if (stored.hp == stored.stats.hp) return;
1760
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1761
1902
 
1762
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1763
1904
  }
1764
1905
 
1765
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1773,34 +1914,28 @@ pub const Effects = struct {
1773
1914
  side.active.volatiles.LeechSeed = false;
1774
1915
  }
1775
1916
 
1776
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1777
1918
  var volatiles = &battle.foe(player).active.volatiles;
1778
1919
 
1779
1920
  if (volatiles.Substitute) return;
1780
-
1781
- const chance = if (showdown)
1782
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1783
- else
1784
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1785
- Gen12.percent(10)
1786
- else
1787
- Gen12.percent(30));
1788
- if (!chance) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1789
1924
 
1790
1925
  volatiles.Flinch = true;
1791
1926
  volatiles.Recharging = false;
1792
1927
  }
1793
1928
 
1794
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1795
1930
  var side = battle.side(player);
1796
1931
 
1797
1932
  if (side.active.volatiles.FocusEnergy) return;
1798
1933
  side.active.volatiles.FocusEnergy = true;
1799
1934
 
1800
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1801
1936
  }
1802
1937
 
1803
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1804
1939
  var foe = battle.foe(player);
1805
1940
  var foe_stored = foe.stored();
1806
1941
  const foe_ident = battle.active(player.foe());
@@ -1811,26 +1946,23 @@ pub const Effects = struct {
1811
1946
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1812
1947
  }
1813
1948
 
1814
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1815
- battle.rng.chance(u8, 26, 256)
1816
- else
1817
- battle.rng.next() < 1 + Gen12.percent(10);
1818
- if (!chance) return;
1819
-
1949
+ if (foe.active.types.includes(move.type)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1820
1951
  // Freeze Clause Mod
1821
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1822
1953
 
1823
1954
  foe_stored.status = Status.init(.FRZ);
1824
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1825
1956
 
1826
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1827
1958
  }
1828
1959
 
1829
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1830
1962
  var side = battle.side(player);
1831
1963
  var foe = battle.foe(player);
1832
1964
 
1833
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1834
1966
  var foe_stored = foe.stored();
1835
1967
 
1836
1968
  const player_ident = battle.active(player);
@@ -1842,96 +1974,100 @@ pub const Effects = struct {
1842
1974
  side.active.stats = side_stored.stats;
1843
1975
  foe.active.stats = foe_stored.stats;
1844
1976
 
1845
- try log.activate(player_ident, .Haze);
1846
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1847
1979
 
1848
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1849
1981
  if (showdown) {
1850
1982
  for (&battle.sides, 0..) |*s, i| {
1851
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1852
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1853
1985
  if (p != player and Status.any(s.stored().status)) {
1854
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1855
1987
  s.stored().status = 0;
1856
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1857
1989
  s.stored().status = Status.init(.PSN);
1858
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1859
1991
  }
1860
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1861
1993
  }
1862
1994
  } else {
1863
1995
  if (Status.any(foe_stored.status)) {
1864
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1865
1997
  foe.last_selected_move = .SKIP_TURN;
1866
1998
  }
1867
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1868
2000
  foe_stored.status = 0;
1869
2001
  }
1870
- try clearVolatiles(battle, player, log);
1871
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1872
2004
  }
1873
2005
  }
1874
2006
 
1875
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1876
2008
  var side = battle.side(player);
1877
2009
  var stored = side.stored();
1878
2010
  const ident = battle.active(player);
1879
2011
 
1880
2012
  // GLITCH: HP recovery move failure glitches
1881
2013
  const delta = stored.stats.hp - stored.hp;
1882
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1883
2017
 
1884
2018
  const rest = side.last_selected_move == .Rest;
1885
2019
  if (rest) {
1886
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1887
2021
  if (showdown) battle.rng.advance(1);
1888
2022
  stored.status = Status.slf(2);
1889
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1890
2024
  stored.hp = stored.stats.hp;
1891
2025
  } else {
1892
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1893
2027
  }
1894
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1895
2029
  }
1896
2030
 
1897
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1898
2032
  battle.side(player).active.volatiles.Recharging = true;
1899
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1900
2034
  }
1901
2035
 
1902
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1903
2037
  var foe = battle.foe(player);
1904
2038
 
1905
2039
  if (showdown) {
1906
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1907
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1908
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1909
2043
  }
1910
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1911
2045
  if (foe.active.volatiles.LeechSeed) return;
1912
2046
  } else {
1913
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1914
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1915
- try log.lastmiss();
1916
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1917
2051
  }
1918
2052
  }
1919
2053
 
2054
+ try options.chance.commit(player, .hit);
1920
2055
  foe.active.volatiles.LeechSeed = true;
1921
2056
 
1922
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1923
2058
  }
1924
2059
 
1925
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1926
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1927
2063
 
1928
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1929
2065
  side.active.volatiles.LightScreen = true;
1930
2066
 
1931
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
1932
2068
  }
1933
2069
 
1934
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1935
2071
  var side = battle.side(player);
1936
2072
  var foe = battle.foe(player);
1937
2073
 
@@ -1947,45 +2083,51 @@ pub const Effects = struct {
1947
2083
  const has_mimic = has_mimic: {
1948
2084
  for (side.active.moves, 0..) |m, i| {
1949
2085
  if (m.id == .Mimic) {
1950
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
1951
2087
  break :has_mimic true;
1952
2088
  }
1953
2089
  }
1954
2090
  break :has_mimic false;
1955
2091
  };
1956
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1957
- // trigger |-miss| instead of |-fail|
1958
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1959
- return try log.fail(battle.active(player.foe()), .None);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1960
2097
  }
1961
2098
  }
1962
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
1963
2101
 
1964
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1965
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
1966
2104
 
1967
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1968
2106
  }
1969
2107
 
1970
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1971
2109
  var side = battle.side(player);
1972
2110
 
1973
2111
  if (side.active.volatiles.Mist) return;
1974
2112
  side.active.volatiles.Mist = true;
1975
2113
 
1976
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
1977
2115
  }
1978
2116
 
1979
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1980
2118
  var side = battle.side(player);
1981
2119
 
1982
2120
  assert(!side.active.volatiles.MultiHit);
1983
2121
  side.active.volatiles.MultiHit = true;
1984
2122
 
1985
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
1986
2127
  }
1987
2128
 
1988
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
1989
2131
  var foe = battle.foe(player);
1990
2132
  var foe_stored = foe.stored();
1991
2133
  const foe_ident = battle.active(player.foe());
@@ -1995,27 +2137,29 @@ pub const Effects = struct {
1995
2137
 
1996
2138
  if (showdown) {
1997
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
1998
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
1999
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2000
2143
  }
2001
2144
  if (Status.any(foe_stored.status)) {
2002
- return log.fail(
2145
+ return log.fail(.{
2003
2146
  foe_ident,
2004
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2005
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2006
2149
  }
2007
2150
  if (!showdown) {
2008
- if (immune) return log.immune(foe_ident, .None);
2009
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2010
2153
  }
2154
+ try options.chance.commit(player, .hit);
2011
2155
 
2012
2156
  foe_stored.status = Status.init(.PAR);
2013
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2014
2158
 
2015
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2016
2160
  }
2017
2161
 
2018
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2019
2163
  var foe = battle.foe(player);
2020
2164
  var foe_stored = foe.stored();
2021
2165
 
@@ -2026,65 +2170,60 @@ pub const Effects = struct {
2026
2170
  }
2027
2171
 
2028
2172
  // Body Slam can't paralyze a Normal type Pokémon
2029
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2030
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2031
- else
2032
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2033
- Gen12.percent(10)
2034
- else
2035
- Gen12.percent(30));
2036
- if (!chance) return;
2173
+ if (foe.active.types.includes(move.type)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2037
2177
 
2038
2178
  foe_stored.status = Status.init(.PAR);
2039
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
2180
 
2041
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2042
2182
  }
2043
2183
 
2044
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2045
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2046
2188
  }
2047
2189
 
2048
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2049
2192
  var foe = battle.foe(player);
2050
2193
  var foe_stored = foe.stored();
2051
2194
  const foe_ident = battle.active(player.foe());
2052
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2053
2196
 
2054
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2055
2198
  return;
2056
2199
  } else if (foe.active.volatiles.Substitute) {
2057
2200
  if (move.effect != .Poison) return;
2058
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2059
2202
  } else if (Status.any(foe_stored.status)) {
2060
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2061
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2062
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2063
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2064
2207
  if (!showdown)
2065
- .Poison
2066
- else if (toxic == foe.active.volatiles.Toxic)
2067
- if (toxic) .Toxic else .Poison
2208
+ Fail.Poison
2209
+ else if (toxic == (foe_stored.status == Status.TOX))
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2068
2211
  else
2069
- .None
2212
+ Fail.None
2070
2213
  else
2071
- .None);
2214
+ Fail.None });
2072
2215
  } else if (foe.active.types.includes(.Poison)) {
2073
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2074
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2075
2218
  }
2076
2219
 
2077
2220
  if (move.effect == .Poison) {
2078
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2079
2223
  } else {
2080
- const chance = if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2084
- Gen12.percent(20)
2085
- else
2086
- Gen12.percent(40));
2087
- if (!chance) return;
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2088
2227
  }
2089
2228
 
2090
2229
  foe_stored.status = Status.init(.PSN);
@@ -2094,39 +2233,46 @@ pub const Effects = struct {
2094
2233
  foe.active.volatiles.toxic = 0;
2095
2234
  }
2096
2235
 
2097
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2098
2237
  }
2099
2238
 
2100
2239
  fn rage(battle: anytype, player: Player) !void {
2101
2240
  var volatiles = &battle.side(player).active.volatiles;
2102
- if (volatiles.Rage) return;
2103
- volatiles.Rage = true;
2104
2241
  assert(!volatiles.Bide);
2105
- volatiles.state = 0;
2242
+ volatiles.Rage = true;
2106
2243
  }
2107
2244
 
2108
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2109
2246
  var side = battle.side(player);
2110
2247
  var stored = side.stored();
2111
2248
 
2112
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2113
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2114
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2115
2255
 
2116
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2117
2262
  if (showdown and stored.hp == 0) residual.* = false;
2118
2263
  }
2119
2264
 
2120
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2121
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2122
2268
 
2123
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2124
2270
  side.active.volatiles.Reflect = true;
2125
2271
 
2126
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2127
2273
  }
2128
2274
 
2129
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
2276
  var foe = battle.foe(player);
2131
2277
  var foe_stored = foe.stored();
2132
2278
  const foe_ident = battle.active(player.foe());
@@ -2137,13 +2283,14 @@ pub const Effects = struct {
2137
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2138
2284
  } else {
2139
2285
  if (Status.any(foe_stored.status)) {
2140
- return log.fail(
2286
+ return options.log.fail(.{
2141
2287
  foe_ident,
2142
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2143
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2144
2290
  }
2145
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2146
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2147
2294
  }
2148
2295
 
2149
2296
  // Sleep Clause Mod
@@ -2154,72 +2301,68 @@ pub const Effects = struct {
2154
2301
  }
2155
2302
  foe.active.volatiles.Recharging = false;
2156
2303
 
2157
- const duration = @intCast(u3, if (showdown)
2158
- battle.rng.range(u8, 1, 8)
2159
- else loop: {
2160
- while (true) {
2161
- const r = battle.rng.next() & 7;
2162
- if (r != 0) break :loop r;
2163
- }
2164
- });
2165
-
2166
- foe_stored.status = Status.slp(duration);
2167
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2168
2307
  }
2169
2308
 
2170
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2171
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2172
2311
  }
2173
2312
 
2174
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2314
  var side = battle.side(player);
2176
2315
  if (side.active.volatiles.Substitute) {
2177
- try log.fail(battle.active(player), .Substitute);
2178
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2179
2317
  }
2180
2318
 
2181
2319
  assert(side.stored().stats.hp <= 1023);
2182
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2183
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2184
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2185
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2186
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2187
2325
  // avoid having to convert to floating point)
2188
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2189
2327
  if (side.stored().hp < required_hp) {
2190
- try log.fail(battle.active(player), .Weak);
2191
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2192
2329
  }
2193
2330
 
2194
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2195
2332
  side.stored().hp -= hp;
2196
2333
  side.active.volatiles.substitute = hp + 1;
2197
2334
  side.active.volatiles.Substitute = true;
2198
- try log.start(battle.active(player), .Substitute);
2199
- if (hp > 0) try log.damage(battle.active(player), side.stored(), .None);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2336
+ if (hp > 0) {
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2338
+ if (showdown and side.stored().hp == 0) residual.* = false;
2339
+ }
2200
2340
  }
2201
2341
 
2202
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2204
-
2205
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2206
- _ = try checkHit(battle, player, move, log);
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2343
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2207
2354
  }
2208
2355
 
2209
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2210
2357
  var volatiles = &battle.side(player).active.volatiles;
2211
2358
  assert(!volatiles.Thrashing);
2212
2359
  assert(!volatiles.Bide);
2213
2360
 
2214
2361
  volatiles.Thrashing = true;
2215
- volatiles.state = 0;
2216
- volatiles.attacks = @intCast(u3, if (showdown)
2217
- battle.rng.range(u8, 2, 4)
2218
- else
2219
- (battle.rng.next() & 1) + 2);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2220
2363
  }
2221
2364
 
2222
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2223
2366
  var side = battle.side(player);
2224
2367
  const foe = battle.foe(player);
2225
2368
  const foe_ident = battle.active(player.foe());
@@ -2245,10 +2388,10 @@ pub const Effects = struct {
2245
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2246
2389
  }
2247
2390
 
2248
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2249
2392
  }
2250
2393
 
2251
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2252
2395
  var side = battle.side(player);
2253
2396
  var foe = battle.foe(player);
2254
2397
 
@@ -2256,12 +2399,16 @@ pub const Effects = struct {
2256
2399
  side.active.volatiles.Binding = true;
2257
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2258
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2259
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2260
2405
 
2261
- side.active.volatiles.attacks = distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2262
2408
  }
2263
2409
 
2264
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2265
2412
  var side = battle.side(player);
2266
2413
  const ident = battle.active(player);
2267
2414
 
@@ -2271,85 +2418,87 @@ pub const Effects = struct {
2271
2418
  switch (move.effect) {
2272
2419
  .AttackUp1, .AttackUp2, .Rage => {
2273
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2274
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2275
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2276
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2277
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2278
2425
  if (stats.atk == MAX_STAT_VALUE) {
2279
2426
  boosts.atk -= 1;
2280
2427
  if (showdown) {
2281
- try log.boost(ident, reason, n);
2282
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2283
2430
  if (move.effect == .Rage) return;
2284
2431
  }
2285
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2286
2433
  }
2287
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2288
- const stat = unmodifiedStats(battle, player).atk;
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2435
+ const stat = unmodifiedStats(battle, side).atk;
2289
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2290
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2438
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2439
+ if (showdown and move.effect == .Rage) return;
2291
2440
  },
2292
2441
  .DefenseUp1, .DefenseUp2 => {
2293
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2294
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2295
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2296
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2297
2446
  if (stats.def == MAX_STAT_VALUE) {
2298
2447
  boosts.def -= 1;
2299
2448
  if (showdown) {
2300
- try log.boost(ident, .Defense, n);
2301
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2302
2451
  }
2303
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2304
2453
  }
2305
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2306
- const stat = unmodifiedStats(battle, player).def;
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2455
+ const stat = unmodifiedStats(battle, side).def;
2307
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2308
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2309
2458
  },
2310
2459
  .SpeedUp2 => {
2311
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2312
- if (boosts.spe == 6) return try log.fail(ident, .None);
2313
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2314
2463
  if (stats.spe == MAX_STAT_VALUE) {
2315
2464
  boosts.spe -= 1;
2316
2465
  if (showdown) {
2317
- try log.boost(ident, .Speed, 2);
2318
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2319
2468
  }
2320
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2321
2470
  }
2322
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2323
- const stat = unmodifiedStats(battle, player).spe;
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2472
+ const stat = unmodifiedStats(battle, side).spe;
2324
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2325
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2326
2475
  },
2327
2476
  .SpecialUp1, .SpecialUp2 => {
2328
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2329
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2330
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2331
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2332
2481
  if (stats.spc == MAX_STAT_VALUE) {
2333
2482
  boosts.spc -= 1;
2334
2483
  if (showdown) {
2335
- try log.boost(ident, .SpecialAttack, n);
2336
- try log.boost(ident, .SpecialAttack, -1);
2337
- try log.boost(ident, .SpecialDefense, n);
2338
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2339
2488
  }
2340
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2341
2490
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2343
- const stat = unmodifiedStats(battle, player).spc;
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2492
+ const stat = unmodifiedStats(battle, side).spc;
2344
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
- try log.boost(ident, .SpecialAttack, n);
2346
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2347
2496
  },
2348
2497
  .EvasionUp1 => {
2349
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2350
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2351
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2352
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2353
2502
  },
2354
2503
  else => unreachable,
2355
2504
  }
@@ -2358,106 +2507,106 @@ pub const Effects = struct {
2358
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2359
2508
  }
2360
2509
 
2361
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2362
2512
  var foe = battle.foe(player);
2363
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2364
2515
 
2365
- if (foe.active.volatiles.Substitute) {
2366
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2367
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2368
2517
 
2369
- if (move.effect.isStatDownChance()) {
2370
- const chance = if (showdown)
2371
- battle.rng.chance(u8, 85, 256)
2372
- else
2373
- battle.rng.next() < Gen12.percent(33) + 1;
2374
- if (!chance or foe.active.volatiles.Invulnerable) return;
2375
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2376
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2377
2525
  }
2378
2526
 
2379
2527
  var stats = &foe.active.stats;
2380
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2381
2530
 
2382
2531
  switch (move.effect) {
2383
2532
  .AttackDown1, .AttackDownChance => {
2384
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2385
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2386
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2387
2536
  if (stats.atk == 1) {
2388
2537
  boosts.atk += 1;
2389
2538
  if (showdown) {
2390
- try log.boost(foe_ident, .Attack, -1);
2391
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2392
2541
  }
2393
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2394
2543
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2396
- const stat = unmodifiedStats(battle, player.foe()).atk;
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2545
+ const stat = unmodifiedStats(battle, foe).atk;
2397
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2398
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2399
2548
  },
2400
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2401
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2402
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2403
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2404
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2405
2554
  if (stats.def == 1) {
2406
2555
  boosts.def += 1;
2407
2556
  if (showdown) {
2408
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2409
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2410
2559
  }
2411
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2412
2561
  }
2413
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2414
- const stat = unmodifiedStats(battle, player.foe()).def;
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2563
+ const stat = unmodifiedStats(battle, foe).def;
2415
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2416
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2417
2566
  },
2418
2567
  .SpeedDown1, .SpeedDownChance => {
2419
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2420
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2421
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2422
2571
  if (stats.spe == 1) {
2423
2572
  boosts.spe += 1;
2424
2573
  if (showdown) {
2425
- try log.boost(foe_ident, .Speed, -1);
2426
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2427
2576
  }
2428
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2429
2578
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2431
- const stat = unmodifiedStats(battle, player.foe()).spe;
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2580
+ const stat = unmodifiedStats(battle, foe).spe;
2432
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2433
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2434
2583
  assert(boosts.spe >= -6);
2435
2584
  },
2436
2585
  .SpecialDownChance => {
2437
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2438
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2439
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2440
2589
  if (stats.spc == 1) {
2441
2590
  boosts.spc += 1;
2442
2591
  if (showdown) {
2443
- try log.boost(foe_ident, .SpecialAttack, -1);
2444
- try log.boost(foe_ident, .SpecialAttack, 1);
2445
- try log.boost(foe_ident, .SpecialDefense, -1);
2446
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2447
2596
  }
2448
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2449
2598
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).spc;
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2600
+ const stat = unmodifiedStats(battle, foe).spc;
2452
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2453
- try log.boost(foe_ident, .SpecialAttack, -1);
2454
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2455
2604
  },
2456
2605
  .AccuracyDown1 => {
2457
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2458
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2459
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2460
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2461
2610
  },
2462
2611
  else => unreachable,
2463
2612
  }
@@ -2467,8 +2616,7 @@ pub const Effects = struct {
2467
2616
  }
2468
2617
  };
2469
2618
 
2470
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2471
- const side = battle.side(who);
2619
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2472
2620
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2473
2621
  const id = ID.from(side.active.volatiles.transform);
2474
2622
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2482,131 +2630,369 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2482
2630
  }
2483
2631
  }
2484
2632
 
2485
- fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2486
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2487
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2488
2636
  }
2489
2637
 
2490
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2491
2640
  var side = battle.side(who);
2492
2641
  var volatiles = &side.active.volatiles;
2493
2642
  const ident = battle.active(who);
2494
2643
 
2495
- if (volatiles.disabled_move != 0) {
2496
- volatiles.disabled_move = 0;
2497
- volatiles.disabled_duration = 0;
2498
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2499
2650
  }
2500
2651
  if (volatiles.Confusion) {
2501
2652
  // volatiles.confusion is left unchanged
2502
2653
  volatiles.Confusion = false;
2503
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2504
2655
  }
2505
2656
  if (volatiles.Mist) {
2506
2657
  volatiles.Mist = false;
2507
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2508
2659
  }
2509
2660
  if (volatiles.FocusEnergy) {
2510
2661
  volatiles.FocusEnergy = false;
2511
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2512
2663
  }
2513
2664
  if (volatiles.LeechSeed) {
2514
2665
  volatiles.LeechSeed = false;
2515
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2516
2667
  }
2517
- if (volatiles.Toxic) {
2668
+ if (!showdown and volatiles.Toxic) {
2518
2669
  volatiles.Toxic = false;
2519
- // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it
2520
- if (showdown) {
2521
- volatiles.toxic = 0;
2522
- try log.end(ident, .Toxic);
2523
- }
2670
+ // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it (below)
2524
2671
  }
2525
2672
  if (volatiles.LightScreen) {
2526
2673
  volatiles.LightScreen = false;
2527
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2528
2675
  }
2529
2676
  if (volatiles.Reflect) {
2530
2677
  volatiles.Reflect = false;
2531
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2679
+ }
2680
+ if (showdown and volatiles.Toxic) {
2681
+ volatiles.Toxic = false;
2682
+ // Pokémon Showdown erroneously clears the toxic counter
2683
+ volatiles.toxic = 0;
2684
+ try log.end(.{ ident, .ToxicSilent });
2532
2685
  }
2533
2686
  }
2534
2687
 
2535
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2536
- if (side.active.volatiles.disabled_move != 0) {
2537
- // A Pokémon that transforms after being disabled may end up with less move slots
2538
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2539
- if (m != .None and m == side.last_selected_move) {
2540
- side.active.volatiles.Charging = false;
2541
- try log.disabled(ident, side.last_selected_move);
2542
- return true;
2543
- }
2688
+ pub const Rolls = struct {
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (showdown)
2693
+ battle.rng.range(u8, 0, 2) == 0
2694
+ else
2695
+ battle.rng.next() < Gen12.percent(50) + 1;
2696
+
2697
+ try options.chance.speedTie(p1);
2698
+ return p1;
2544
2699
  }
2545
- return false;
2546
- }
2547
2700
 
2548
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2549
- var volatiles = &active.volatiles;
2550
- assert(volatiles.Thrashing);
2551
- if (volatiles.attacks > 0) return false;
2701
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2702
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2703
+ val == .true
2704
+ else if (showdown)
2705
+ battle.rng.chance(u8, rate, 256)
2706
+ else
2707
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2552
2708
 
2553
- volatiles.Thrashing = false;
2554
- volatiles.Confusion = true;
2555
- volatiles.confusion = @intCast(u3, if (showdown)
2556
- battle.rng.range(u8, 2, 6)
2557
- else
2558
- (battle.rng.next() & 3) + 2);
2709
+ try options.chance.criticalHit(player, crit, rate);
2710
+ return crit;
2711
+ }
2559
2712
 
2560
- return true;
2561
- }
2713
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2714
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2715
+ val
2716
+ else roll: {
2717
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2718
+ while (true) {
2719
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2720
+ if (r >= 217) break :roll r;
2721
+ }
2722
+ };
2562
2723
 
2563
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2724
+ assert(roll >= 217 and roll <= 255);
2725
+ try options.chance.damage(player, roll);
2726
+ return roll;
2727
+ }
2564
2728
 
2565
- fn distribution(battle: anytype) u3 {
2566
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2567
- const r = (battle.rng.next() & 3);
2568
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2569
- }
2729
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2730
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2731
+ val == .true
2732
+ else if (showdown)
2733
+ battle.rng.chance(u8, accuracy, 256)
2734
+ else
2735
+ battle.rng.next() < accuracy;
2570
2736
 
2571
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2572
- if (showdown) {
2573
- if (check_pp == 0) {
2574
- var i: usize = moves.len;
2575
- while (i > 0) {
2576
- i -= 1;
2577
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2737
+ options.chance.hit(ok, accuracy);
2738
+ return ok;
2739
+ }
2740
+
2741
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2742
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2743
+ val == .true
2744
+ else if (showdown)
2745
+ !battle.rng.chance(u8, 128, 256)
2746
+ else
2747
+ battle.rng.next() >= Gen12.percent(50) + 1;
2748
+
2749
+ try options.chance.confused(player, cfz);
2750
+ return cfz;
2751
+ }
2752
+
2753
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2754
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2755
+ val == .true
2756
+ else if (showdown)
2757
+ battle.rng.chance(u8, 63, 256)
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(25);
2760
+
2761
+ try options.chance.paralyzed(player, par);
2762
+ return par;
2763
+ }
2764
+
2765
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2766
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2767
+ val == .true
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 25, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(10);
2772
+
2773
+ try options.chance.secondaryChance(player, proc, 25);
2774
+ return proc;
2775
+ }
2776
+
2777
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2778
+ const rate: u8 = if (low) 26 else 77;
2779
+
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, rate, 256)
2784
+ else
2785
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2786
+
2787
+ try options.chance.secondaryChance(player, proc, rate);
2788
+ return proc;
2789
+ }
2790
+
2791
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 52 else 103;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2803
+ }
2804
+
2805
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2806
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2807
+ val == .true
2808
+ else if (showdown)
2809
+ battle.rng.chance(u8, 85, 256)
2810
+ else
2811
+ battle.rng.next() < Gen12.percent(33) + 1;
2812
+
2813
+ try options.chance.secondaryChance(player, proc, 85);
2814
+ return proc;
2815
+ }
2816
+
2817
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2818
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2819
+ val
2820
+ else if (showdown)
2821
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2822
+ else move: {
2823
+ while (true) {
2824
+ const r = battle.rng.next();
2825
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2826
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2827
+ break :move @enumFromInt(r);
2828
+ }
2829
+ };
2830
+
2831
+ try options.chance.metronome(player, move);
2832
+ return move;
2833
+ }
2834
+
2835
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2836
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2837
+ val - 1
2838
+ else if (showdown)
2839
+ battle.rng.range(u8, 0, max)
2840
+ else power: {
2841
+ while (true) {
2842
+ const r = battle.rng.next();
2843
+ if (r < max) break :power r;
2844
+ }
2845
+ };
2846
+
2847
+ assert(power < max);
2848
+ try options.chance.psywave(player, power, max);
2849
+ return power;
2850
+ }
2851
+
2852
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2853
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2854
+ @intCast(val)
2855
+ else if (showdown)
2856
+ battle.rng.range(u3, 1, 8)
2857
+ else duration: {
2858
+ while (true) {
2859
+ const r = battle.rng.next() & 7;
2860
+ if (r != 0) break :duration @intCast(r);
2578
2861
  }
2862
+ };
2863
+
2864
+ assert(duration >= 1 and duration <= 7);
2865
+ options.chance.duration(.sleep, player, player.foe(), duration);
2866
+ return duration;
2867
+ }
2868
+
2869
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2870
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2871
+ val
2872
+ else if (showdown)
2873
+ battle.rng.range(u4, 1, 9)
2874
+ else
2875
+ @intCast((battle.rng.next() & 7) + 1);
2876
+
2877
+ assert(duration >= 1 and duration <= 8);
2878
+ options.chance.duration(.disable, player, player.foe(), duration);
2879
+ return duration;
2880
+ }
2881
+
2882
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2883
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2884
+ @intCast(val)
2885
+ else if (showdown)
2886
+ battle.rng.range(u3, 2, 6)
2887
+ else
2888
+ @intCast((battle.rng.next() & 3) + 2);
2889
+
2890
+ assert(duration >= 2 and duration <= 5);
2891
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2892
+ return duration;
2893
+ }
2894
+
2895
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2896
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2897
+ @intCast(val)
2898
+ else if (showdown)
2899
+ battle.rng.range(u3, 2, 4)
2900
+ else
2901
+ @intCast((battle.rng.next() & 1) + 2);
2902
+
2903
+ assert(duration >= 2 and duration <= 3);
2904
+ options.chance.duration(.attacking, player, player, duration);
2905
+ return duration;
2906
+ }
2907
+
2908
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2909
+
2910
+ fn distribution(
2911
+ battle: anytype,
2912
+ comptime effect: Move.Effect,
2913
+ player: Player,
2914
+ options: anytype,
2915
+ ) !u3 {
2916
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2917
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2918
+ @intCast(val)
2919
+ else if (showdown)
2920
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2921
+ else n: {
2922
+ const r = (battle.rng.next() & 3);
2923
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2924
+ };
2925
+
2926
+ assert(n >= 2 and n <= 5);
2927
+ if (effect == .Binding) {
2928
+ options.chance.duration(.binding, player, player, n);
2579
2929
  } else {
2580
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2581
- var i: usize = 0;
2582
- while (i < moves.len and r > 0) : (i += 1) {
2583
- if (moves[i].pp > 0) {
2584
- r -= 1;
2585
- if (r == 0) break;
2930
+ try options.chance.multiHit(player, n);
2931
+ }
2932
+ return n;
2933
+ }
2934
+
2935
+ fn moveSlot(
2936
+ battle: anytype,
2937
+ player: Player,
2938
+ moves: []MoveSlot,
2939
+ check_pp: u4,
2940
+ options: anytype,
2941
+ ) !u4 {
2942
+ // TODO: consider throwing error instead of rerolling?
2943
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2944
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2945
+ val
2946
+ else
2947
+ null
2948
+ else
2949
+ null;
2950
+
2951
+ const slot: u4 = overridden orelse slot: {
2952
+ if (showdown) {
2953
+ if (check_pp == 0) {
2954
+ var i: usize = moves.len;
2955
+ while (i > 0) {
2956
+ i -= 1;
2957
+ if (moves[i].id != .None) {
2958
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2959
+ }
2960
+ }
2961
+ } else {
2962
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2963
+ var i: usize = 0;
2964
+ while (i < moves.len and r > 0) : (i += 1) {
2965
+ if (moves[i].pp > 0) {
2966
+ r -= 1;
2967
+ if (r == 0) break :slot @intCast(i + 1);
2968
+ }
2969
+ }
2586
2970
  }
2587
2971
  }
2588
- return @intCast(u4, i + 1);
2589
- }
2590
- }
2591
2972
 
2592
- while (true) {
2593
- const r = @intCast(u4, rand.next() & 3);
2594
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2973
+ while (true) {
2974
+ const r: u4 = @intCast(battle.rng.next() & 3);
2975
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2976
+ }
2977
+ };
2978
+
2979
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2980
+ return slot;
2595
2981
  }
2596
- }
2982
+ };
2597
2983
 
2598
2984
  test "RNG agreement" {
2599
2985
  if (!showdown) return;
2600
2986
  var expected: [256]u32 = undefined;
2601
2987
  for (0..expected.len) |i| {
2602
- expected[i] = @intCast(u32, i * 0x1000000);
2988
+ expected[i] = @intCast(i * 0x1000000);
2603
2989
  }
2604
2990
 
2605
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2606
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2607
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2608
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2609
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
2991
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2992
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2993
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2994
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2995
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2610
2996
 
2611
2997
  for (0..expected.len) |i| {
2612
2998
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2642,7 +3028,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2642
3028
  const side = battle.side(player);
2643
3029
  const foe = battle.foe(player);
2644
3030
 
2645
- var active = side.active;
3031
+ const active = &side.active;
2646
3032
  const stored = side.stored();
2647
3033
 
2648
3034
  // While players are not given any input options on the cartridge in these cases,
@@ -2656,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2656
3042
  // strictly correct as the player would not have been presented the option to move or
2657
3043
  // switch at all.
2658
3044
  if (isForced(active)) {
2659
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3045
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2660
3046
  n += 1;
2661
3047
  return n;
2662
3048
  }
@@ -2693,9 +3079,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2693
3079
  while (slot <= 4) : (slot += 1) {
2694
3080
  const m = active.moves[slot - 1];
2695
3081
  if (m.id == .None) break;
2696
- if (m.id == side.last_selected_move) {
2697
- // Pokémon Showdown displays Struggle if limited to Bide when out of PP
2698
- const s = if (m.pp == 0 and m.id == .Bide) 0 else slot;
3082
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3083
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3084
+ const struggle =
3085
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3086
+ const s = if (struggle) 0 else slot;
2699
3087
  out[n] = .{ .type = .Move, .data = s };
2700
3088
  n += 1;
2701
3089
  return n;
@@ -2709,7 +3097,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2709
3097
  const m = active.moves[slot - 1];
2710
3098
  if (m.id == .None) break;
2711
3099
  if (m.pp == 0) continue;
2712
- if (active.volatiles.disabled_move == slot) continue;
3100
+ if (active.volatiles.disable_move == slot) continue;
2713
3101
  out[n] = .{ .type = .Move, .data = slot };
2714
3102
  n += 1;
2715
3103
  }