@pkmn/engine 0.1.0-dev.207fa86a → 0.1.0-dev.21e728d9

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Files changed (61) hide show
  1. package/README.md +101 -62
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -4
  9. package/build/pkg/data.js +3 -5
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +16 -13
  15. package/build/pkg/index.js +1 -1
  16. package/build/pkg/index.js.map +1 -1
  17. package/build/pkg/protocol.d.ts +4 -2
  18. package/build/pkg/protocol.js +60 -39
  19. package/build/pkg/protocol.js.map +1 -1
  20. package/build/test/display.js +400 -0
  21. package/build/test/display.js.map +1 -0
  22. package/build/tools/debug.js +135 -0
  23. package/build/tools/debug.js.map +1 -0
  24. package/build.zig +118 -98
  25. package/package.json +74 -41
  26. package/src/bin/install-pkmn-engine +68 -36
  27. package/src/bin/pkmn-debug +62 -0
  28. package/src/lib/binding/node.zig +47 -142
  29. package/src/lib/binding/wasm.zig +6 -4
  30. package/src/lib/common/battle.zig +17 -0
  31. package/src/lib/common/data.zig +19 -31
  32. package/src/lib/common/debug.zig +74 -0
  33. package/src/lib/common/js.zig +118 -0
  34. package/src/lib/common/optional.zig +67 -0
  35. package/src/lib/common/options.zig +12 -3
  36. package/src/lib/common/protocol.zig +808 -246
  37. package/src/lib/common/rational.zig +353 -0
  38. package/src/lib/common/rng.zig +24 -15
  39. package/src/lib/common/util.zig +12 -0
  40. package/src/lib/gen1/README.md +309 -192
  41. package/src/lib/gen1/calc.zig +426 -0
  42. package/src/lib/gen1/chance.zig +1060 -0
  43. package/src/lib/gen1/data/moves.zig +202 -190
  44. package/src/lib/gen1/data/species.zig +4 -4
  45. package/src/lib/gen1/data/types.zig +10 -10
  46. package/src/lib/gen1/data.zig +91 -77
  47. package/src/lib/gen1/helpers.zig +577 -36
  48. package/src/lib/gen1/mechanics.zig +1135 -737
  49. package/src/lib/gen2/README.md +105 -85
  50. package/src/lib/gen2/calc.zig +143 -0
  51. package/src/lib/gen2/chance.zig +1314 -0
  52. package/src/lib/gen2/data/items.zig +14 -20
  53. package/src/lib/gen2/data/moves.zig +664 -570
  54. package/src/lib/gen2/data/species.zig +2 -2
  55. package/src/lib/gen2/data/types.zig +137 -34
  56. package/src/lib/gen2/data.zig +128 -90
  57. package/src/lib/gen2/generated.zig +808 -0
  58. package/src/lib/gen2/helpers.zig +16 -22
  59. package/src/lib/gen2/mechanics.zig +3490 -12
  60. package/src/lib/pkmn.zig +68 -9
  61. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,13 +13,13 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
24
25
  const Heal = protocol.Heal;
@@ -56,35 +57,35 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
62
63
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
64
+ var s1 = false;
65
+ var s2 = false;
65
66
 
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
- }
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
69
 
75
70
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
71
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
72
+
73
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
74
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
75
+
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
78
+ } else {
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
80
  }
83
81
 
84
- return endTurn(battle, log);
82
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
83
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
84
+
85
+ return endTurn(battle, options);
85
86
  }
86
87
 
87
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
88
89
  const p1 = battle.side(.P1);
89
90
  const p2 = battle.side(.P2);
90
91
 
@@ -96,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
97
  assert(!showdown or p2_slot == 1);
97
98
  if (p2_slot == 0) return Result.Win;
98
99
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
101
102
 
102
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
103
104
  }
104
105
 
105
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +113,7 @@ fn selectMove(
112
113
  player: Player,
113
114
  choice: Choice,
114
115
  foe_choice: Choice,
115
- from: *?Move,
116
+ skip_turn: *bool,
116
117
  ) ?Result {
117
118
  if (choice.type == .Pass) return null;
118
119
 
@@ -121,20 +122,27 @@ fn selectMove(
121
122
  const stored = side.stored();
122
123
 
123
124
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
126
 
126
127
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
128
+ if (volatiles.Recharging) {
129
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
130
+ return null;
131
+ }
128
132
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
133
+ if (showdown) {
134
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
135
+ saveMove(battle, player, null);
136
+ }
131
137
  return null;
132
138
  }
133
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
140
  if (!showdown) volatiles.Flinch = false;
135
141
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
142
+ if (showdown) {
143
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
144
+ saveMove(battle, player, null);
145
+ }
138
146
  return null;
139
147
  }
140
148
 
@@ -144,13 +152,14 @@ fn selectMove(
144
152
  // pre-move select
145
153
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
154
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
155
+ if (showdown) {
156
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, choice);
158
+ }
148
159
  return null;
149
160
  }
150
161
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
162
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +171,7 @@ fn selectMove(
162
171
  assert(choice.data == 0);
163
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
173
  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));
174
+ const last = side.active.move(battle.lastMove(player).index);
170
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
176
  if (last.id == .MirrorMove) return Result.Error;
172
177
  }
@@ -175,6 +180,7 @@ fn selectMove(
175
180
  }
176
181
 
177
182
  if (battle.foe(player).active.volatiles.Binding) {
183
+ skip_turn.* = true;
178
184
  if (showdown) {
179
185
  saveMove(battle, player, choice);
180
186
  } else {
@@ -185,19 +191,17 @@ fn selectMove(
185
191
  }
186
192
 
187
193
  // move select
194
+ volatiles.state = 0;
188
195
  if (choice.data == 0) {
189
196
  const struggle = ok: {
190
197
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
199
  }
193
200
  break :ok true;
194
201
  };
195
-
196
202
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
203
  }
204
+ saveMove(battle, player, choice);
201
205
 
202
206
  return null;
203
207
  }
@@ -210,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
214
  if (c.data == 0) {
211
215
  side.last_selected_move = .Struggle;
212
216
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
218
  const move = side.active.move(c.data);
215
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
220
  // sometimes required...), but a 0 PP move can be used automatically
217
221
  assert(showdown or move.pp != 0);
218
222
 
219
223
  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
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
225
225
  }
226
226
  }
227
227
  }
228
228
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
230
  var side = battle.side(player);
231
231
  var foe = battle.foe(player);
232
232
  var active = &side.active;
@@ -239,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
239
  side.order[0] = side.order[slot - 1];
240
240
  side.order[slot - 1] = out;
241
241
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
242
+ battle.lastMove(player).index = 1;
247
243
 
248
244
  side.last_used_move = .None;
249
245
  foe.last_used_move = .None;
@@ -259,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
255
 
260
256
  foe.active.volatiles.Binding = false;
261
257
 
262
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
263
260
 
264
261
  if (showdown and incoming.status == Status.TOX) {
265
262
  incoming.status = Status.init(.PSN);
266
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
264
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
269
266
  }
270
267
  }
271
268
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
270
  assert(c1.type != .Pass or c2.type != .Pass);
274
271
 
275
272
  if (c1.type == .Pass) return .P2;
@@ -299,13 +296,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
296
  const spe2 = battle.side(.P2).active.stats.spe;
300
297
  if (spe1 == spe2) {
301
298
  // 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;
299
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
300
+ battle.rng.advance(1);
301
+ }
308
302
 
303
+ const p1 = try Rolls.speedTie(battle, options);
309
304
  if (!showdown) return if (p1) .P1 else .P2;
310
305
 
311
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +310,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
310
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
311
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
312
  // 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
313
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
314
  // won the original coin flip
320
315
  if (t1 and t2) return .P1;
321
316
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +323,55 @@ fn doTurn(
328
323
  battle: anytype,
329
324
  player: Player,
330
325
  player_choice: Choice,
331
- player_from: ?Move,
326
+ player_rewrap: bool,
327
+ player_skip: bool,
332
328
  foe_player: Player,
333
329
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
330
+ foe_rewrap: bool,
331
+ foe_skip: bool,
332
+ options: anytype,
336
333
  ) !?Result {
337
334
  assert(player_choice.type != .Pass);
338
335
 
339
336
  var residual = true;
340
337
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
338
+ if (try executeMove(
339
+ battle,
340
+ player,
341
+ player_choice,
342
+ player_rewrap,
343
+ player_skip,
344
+ &residual,
345
+ options,
346
+ )) |r| return r;
342
347
  if (!replace) {
343
348
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
350
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
348
353
  } else if (foe_choice.type == .Pass) return null;
349
354
 
355
+ options.chance.clearPending();
356
+
357
+ residual = true;
350
358
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
361
+ battle,
362
+ foe_player,
363
+ foe_choice,
364
+ foe_rewrap,
365
+ foe_skip,
366
+ &residual,
367
+ options,
368
+ )) |r| return r;
352
369
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
355
372
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
375
  }
359
376
 
360
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +388,31 @@ fn executeMove(
371
388
  battle: anytype,
372
389
  player: Player,
373
390
  choice: Choice,
374
- from: ?Move,
391
+ rewrap: bool,
392
+ skip: bool,
375
393
  residual: *bool,
376
- log: anytype,
394
+ options: anytype,
377
395
  ) !?Result {
378
396
  var side = battle.side(player);
379
397
 
380
398
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
382
400
  return null;
383
401
  }
384
402
 
403
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
404
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
405
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
406
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
407
  assert(!showdown);
389
408
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
391
410
  }
392
411
  return null;
393
412
  }
394
413
 
395
414
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
397
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
418
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +421,13 @@ fn executeMove(
402
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
423
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
424
+ mslot = @intCast(battle.lastMove(player).index);
409
425
  const stored = side.stored();
410
426
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +444,12 @@ fn executeMove(
426
444
  } else if (showdown and side.active.volatiles.Charging) {
427
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
446
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
433
448
  }
434
449
 
435
450
  var skip_can = false;
436
451
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
453
  .done => return null,
439
454
  .skip_can => skip_can = true,
440
455
  .skip_pp => skip_pp = true,
@@ -442,14 +457,23 @@ fn executeMove(
442
457
  .err => return @as(?Result, Result.Error),
443
458
  }
444
459
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
446
463
 
447
- return doMove(battle, player, mslot, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
465
  }
449
466
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
467
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
468
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
469
+ fn beforeMove(
470
+ battle: anytype,
471
+ player: Player,
472
+ skip: bool,
473
+ residual: *bool,
474
+ options: anytype,
475
+ ) !BeforeMove {
476
+ var log = options.log;
453
477
  var side = battle.side(player);
454
478
  const foe = battle.foe(player);
455
479
  var active = &side.active;
@@ -458,11 +482,21 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
482
  var volatiles = &active.volatiles;
459
483
 
460
484
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
485
+ const before = stored.status;
462
486
  // 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);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
466
500
  stored.status = 0; // clears EXT if present
467
501
  } else {
468
502
  try log.cant(ident, .Sleep);
@@ -477,13 +511,15 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
477
511
  return .done;
478
512
  }
479
513
 
480
- if (foe.active.volatiles.Binding) {
514
+ if (skip or foe.active.volatiles.Binding) {
481
515
  try log.cant(ident, .Bound);
482
516
  return .done;
483
517
  }
484
518
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
519
+ if (volatiles.Flinch) {
520
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
521
+ // Pokémon can sometimes flinch multiple times from the same original hit
522
+ if (!showdown) volatiles.Flinch = false;
487
523
  try log.cant(ident, .Flinch);
488
524
  return .done;
489
525
  }
@@ -494,22 +530,21 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
494
530
  return .done;
495
531
  }
496
532
 
497
- if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
499
- if (volatiles.disabled_duration == 0) {
500
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
501
543
  try log.end(ident, .Disable);
502
544
  }
503
545
  }
504
546
  // 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
- }
547
+ if (showdown and try disabled(side, ident, options)) return .done;
513
548
 
514
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -521,21 +556,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
521
556
  if (volatiles.Confusion) {
522
557
  assert(volatiles.confusion > 0);
523
558
 
524
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
525
566
  if (volatiles.confusion == 0) {
526
567
  volatiles.Confusion = false;
527
568
  try log.end(ident, .Confusion);
528
569
  } else {
529
570
  try log.activate(ident, .Confusion);
530
571
 
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
535
-
536
- if (confused) {
572
+ if (try Rolls.confused(battle, player, options)) {
537
573
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
574
+ if (!volatiles.Rage) volatiles.state = 0;
539
575
  volatiles.Bide = false;
540
576
  volatiles.Thrashing = false;
541
577
  volatiles.MultiHit = false;
@@ -543,6 +579,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
579
  volatiles.Charging = false;
544
580
  volatiles.Binding = false;
545
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
546
583
  {
547
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,42 +596,53 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
596
  player
560
597
  else
561
598
  player.foe();
599
+
600
+ const uncapped = battle.last_damage;
562
601
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
+ if (showdown) battle.last_damage = uncapped;
564
605
 
565
606
  return .done;
566
607
  }
567
608
  }
568
609
  }
569
610
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
612
 
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
- }
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
+ if (!volatiles.Rage) volatiles.state = 0;
615
+ volatiles.Bide = false;
616
+ volatiles.Thrashing = false;
617
+ volatiles.Charging = false;
618
+ volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
620
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
621
+ try log.cant(ident, .Paralysis);
622
+ return .done;
588
623
  }
589
624
 
590
625
  if (volatiles.Bide) {
591
626
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
627
 
593
- volatiles.state +%= battle.last_damage;
628
+ if (showdown) {
629
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
630
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
631
+ // addition because 65535 is sufficient to faint any Pokémon anyway
632
+ volatiles.state +|= battle.last_damage;
633
+ } else {
634
+ volatiles.state +%= battle.last_damage;
635
+ }
594
636
 
595
637
  assert(volatiles.attacks > 0);
596
638
 
597
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
598
646
  if (volatiles.attacks != 0) {
599
647
  try log.activate(ident, .Bide);
600
648
  return .done;
@@ -611,35 +659,63 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
611
659
  return .done;
612
660
  }
613
661
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
662
+ const sub = showdown and foe.active.volatiles.Substitute;
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
665
+
666
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
667
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
668
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
669
+ if (showdown) {
670
+ residual.* = false;
671
+ try handleResidual(battle, player, options);
672
+ }
673
+
615
674
  return .done;
616
675
  }
617
676
 
618
677
  if (volatiles.Thrashing) {
619
678
  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);
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
624
684
  }
625
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
626
- if (showdown and handleThrashing(battle, active)) {
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
627
688
  try log.start(battle.active(player), .ConfusionSilent);
628
689
  }
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
691
+ if (showdown) {
692
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
693
+ // used in useMove and doesn't have the notion of skipping canMove semantics
694
+ side.last_used_move = side.last_selected_move;
695
+ if (handleThrashing(battle, active, player, options)) {
696
+ try log.start(battle.active(player), .ConfusionSilent);
697
+ }
698
+ }
629
699
  return .skip_can;
630
700
  }
631
701
 
632
702
  if (volatiles.Binding) {
633
703
  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
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
641
713
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
714
+ const sub = showdown and foe.active.volatiles.Substitute;
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
716
+ if (battle.foe(player).stored().hp > 0 and !sub) {
717
+ try buildRage(battle, player.foe(), options);
718
+ }
643
719
  }
644
720
  return .done;
645
721
  }
@@ -653,55 +729,58 @@ fn canMove(
653
729
  mslot: u4,
654
730
  auto: bool,
655
731
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
732
+ from: Move,
733
+ residual: *bool,
734
+ options: anytype,
658
735
  ) !bool {
659
736
  var side = battle.side(player);
660
737
  const player_ident = battle.active(player);
661
738
  const move = Move.get(side.last_selected_move);
662
739
 
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
740
  var skip = skip_pp;
668
741
  if (side.active.volatiles.Charging) {
669
742
  side.active.volatiles.Charging = false;
670
743
  side.active.volatiles.Invulnerable = false;
671
744
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
674
748
  return false;
675
749
  }
676
750
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
678
752
  if (!skip) decrementPP(side, mslot, auto);
679
753
 
680
754
  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);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
756
+ setCounterable(battle, player, side, move);
689
757
 
690
758
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
692
760
  return false;
693
761
  }
694
762
 
695
763
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
697
765
  } else if (!showdown and move.effect == .Binding) {
698
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
767
+ try Effects.binding(battle, player, false, options);
700
768
  }
701
769
 
702
770
  return true;
703
771
  }
704
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
705
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
785
  if (side.last_selected_move == .Struggle) return;
707
786
 
@@ -711,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
791
  if (volatiles.Bide) return;
713
792
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
796
  if (volatiles.Transform) return;
717
797
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
802
  }
722
803
 
@@ -724,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
805
  var active = &side.active;
725
806
  const volatiles = &active.volatiles;
726
807
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
810
  if (showdown and volatiles.Transform) return;
730
811
 
731
812
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
814
  }
734
815
 
735
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +818,12 @@ fn doMove(
737
818
  battle: anytype,
738
819
  player: Player,
739
820
  mslot: u4,
821
+ rewrap: bool,
740
822
  auto: bool,
741
823
  residual: *bool,
742
- log: anytype,
824
+ options: anytype,
743
825
  ) !?Result {
826
+ var log = options.log;
744
827
  var side = battle.side(player);
745
828
  const foe = battle.foe(player);
746
829
 
@@ -755,35 +838,44 @@ fn doMove(
755
838
  var hits: u4 = 1;
756
839
  var effectiveness = Effectiveness.neutral;
757
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
758
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
761
847
  }
762
848
 
763
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
850
  // calling moveHit early covers most of that but we also need to check type immunity first
765
851
  var miss = showdown and miss: {
766
852
  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);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
855
  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);
856
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
857
+ battle.last_damage = 0;
858
+ break :miss true;
859
+ }
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
772
862
  };
773
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
864
 
865
+ var late = showdown and move.effect != .Explode;
775
866
  const skip = status or immune;
776
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
868
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
779
870
  hits = side.active.volatiles.attacks;
871
+ late = false;
780
872
  }
781
873
 
782
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
875
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
877
 
786
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
787
879
 
788
880
  battle.last_damage = 0;
789
881
 
@@ -805,17 +897,15 @@ fn doMove(
805
897
  effectiveness = adjustDamage(battle, player);
806
898
  immune = effectiveness == 0;
807
899
  }
808
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
809
901
  }
810
902
  }
811
903
 
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
-
904
+ var zero = battle.last_damage == 0;
815
905
  miss = if (showdown or skip)
816
906
  miss
817
907
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
819
909
 
820
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +913,11 @@ fn doMove(
823
913
 
824
914
  if (!showdown or !miss) {
825
915
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
917
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
919
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
831
921
  return null;
832
922
  }
833
923
  }
@@ -840,44 +930,46 @@ fn doMove(
840
930
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
931
  if (ohko) {
842
932
  try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
933
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
844
934
  try log.immune(foe_ident, .None);
845
935
  } else if (mist) {
846
936
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
937
  try log.fail(foe_ident, .None);
848
938
  } else {
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
849
940
  try log.lastmiss();
850
941
  try log.miss(battle.active(player));
851
942
  }
852
943
  if (move.effect == .JumpKick) {
853
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
855
946
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
948
  if (showdown and side.stored().hp == 0) residual.* = false;
858
949
  } else if (move.effect == .Explode) {
859
950
  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
- }
951
+ try buildRage(battle, player.foe(), options);
952
+ } else if (showdown and move.effect == .Disable) {
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
869
956
  }
870
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
871
960
  }
872
961
 
873
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
964
  // it up above before damage calculation).
876
965
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
878
967
  hits = side.active.volatiles.attacks;
879
968
  }
880
969
 
970
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
971
+ const sub = showdown and foe.active.volatiles.Substitute;
972
+
881
973
  var nullified = false;
882
974
  var hit: u4 = 0;
883
975
  while (hit < hits) {
@@ -889,12 +981,12 @@ fn doMove(
889
981
  try log.resisted(battle.active(player.foe()));
890
982
  }
891
983
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
893
985
  if (hit == 0 and ohko) try log.ohko();
894
986
  hit += 1;
895
987
  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);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
898
990
  }
899
991
  // If the substitute breaks during a multi-hit attack, the attack ends
900
992
  if (nullified) break;
@@ -905,17 +997,23 @@ fn doMove(
905
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
998
  side.active.volatiles.attacks = 0;
907
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1001
  }
910
1002
  try log.hitcount(battle.active(player.foe()), hit);
911
1003
  } else if (showdown) {
912
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
1005
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1006
+ try Effects.binding(battle, player, rewrap, options);
915
1007
  if (immune) {
916
1008
  battle.last_damage = 0;
1009
+ assert(foe.stored().hp > 0);
917
1010
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1011
+ if (sub) {
1012
+ try log.activate(battle.active(player.foe()), .Substitute);
1013
+ } else {
1014
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1015
+ try buildRage(battle, player.foe(), options);
1016
+ }
919
1017
  return null;
920
1018
  }
921
1019
  }
@@ -928,10 +1026,13 @@ fn doMove(
928
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
1028
  // 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);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1030
 
933
1031
  if (foe.stored().hp == 0) return null;
934
1032
 
1033
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1035
+
935
1036
  if (!move.effect.isSpecial()) {
936
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1038
  // second time here (after being executed in the "always happens" block above) but that
@@ -941,28 +1042,29 @@ fn doMove(
941
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
1043
  // puts the |-status| message before |-hitcount| instead of after.
943
1044
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1046
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
1049
+ return result;
947
1050
  } else {
948
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
949
1052
  }
950
1053
  }
951
1054
 
952
1055
  return null;
953
1056
  }
954
1057
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1059
  const side = battle.side(player);
957
1060
 
958
1061
  // 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;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
963
1066
 
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
966
1068
  }
967
1069
 
968
1070
  fn calcDamage(
@@ -1028,7 +1130,7 @@ fn calcDamage(
1028
1130
  d = @min(997, d);
1029
1131
  d += 2;
1030
1132
 
1031
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1032
1134
 
1033
1135
  return true;
1034
1136
  }
@@ -1042,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1144
  var d = battle.last_damage;
1043
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1146
 
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));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1150
 
1049
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1166,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1167
  }
1066
1168
 
1067
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1170
  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);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1080
1175
  }
1081
1176
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1178
  const side = battle.side(player);
1179
+ const foe = battle.foe(player);
1084
1180
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1086
1183
 
1087
1184
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1185
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1186
  .SeismicToss, .NightShade => side.stored().level,
1090
1187
  .SonicBoom => 20,
1091
1188
  .DragonRage => 40,
1092
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1190
  .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
- }
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1192
+ // GLITCH: Psywave infinite glitch loop
1193
+ if (!showdown and max <= 1) return Result.Error;
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1195
  },
1106
1196
  else => unreachable,
1107
1197
  };
1108
1198
 
1109
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1200
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1201
+ const sub = showdown and foe.active.volatiles.Substitute;
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1204
+
1112
1205
  return null;
1113
1206
  }
1114
1207
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1209
  const foe = battle.foe(player);
1117
1210
 
1118
1211
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(battle.active(player), .None);
1120
1213
  return null;
1121
1214
  }
1122
1215
 
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);
1216
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1217
  const foe_last_selected_move =
1127
1218
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1219
+ .Splash
1129
1220
  else
1130
1221
  foe.last_selected_move);
1131
1222
 
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
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1224
  const selected = foe_last_selected_move.bp > 0 and
1138
1225
  foe.last_selected_move != .Counter and
1139
1226
  (foe_last_selected_move.type == .Normal or
1140
1227
  foe_last_selected_move.type == .Fighting);
1141
1228
 
1142
1229
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(battle.active(player), .None);
1144
1231
  return null;
1145
1232
  }
1146
1233
 
1147
1234
  if (!used or !selected) {
1148
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1236
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(battle.active(player), .None);
1151
1238
  return null;
1152
1239
  }
1153
1240
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1241
+ battle.last_damage *|= 2;
1155
1242
 
1156
1243
  // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1158
1246
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1247
+ const sub = showdown and foe.active.volatiles.Substitute;
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1250
  return null;
1161
1251
  }
1162
1252
 
@@ -1165,7 +1255,7 @@ fn applyDamage(
1165
1255
  target_player: Player,
1166
1256
  sub_player: Player,
1167
1257
  reason: Damage,
1168
- log: anytype,
1258
+ options: anytype,
1169
1259
  ) !bool {
1170
1260
  assert(showdown or battle.last_damage != 0);
1171
1261
 
@@ -1180,19 +1270,20 @@ fn applyDamage(
1180
1270
  subbed.active.volatiles.substitute = 0;
1181
1271
  subbed.active.volatiles.Substitute = false;
1182
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(battle.active(sub_player), .Substitute);
1274
+ options.calc.capped(target_player);
1184
1275
  return true;
1185
1276
  } else {
1186
1277
  // 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);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(battle.active(sub_player), .Substitute);
1189
1280
  return false;
1190
1281
  }
1191
1282
  }
1192
1283
 
1193
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1285
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1196
1287
  return false;
1197
1288
  }
1198
1289
 
@@ -1200,73 +1291,78 @@ fn mirrorMove(
1200
1291
  battle: anytype,
1201
1292
  player: Player,
1202
1293
  mslot: u4,
1294
+ rewrap: bool,
1203
1295
  auto: bool,
1204
1296
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1207
1299
  var side = battle.side(player);
1208
1300
  const foe = battle.foe(player);
1209
1301
 
1210
1302
  side.last_selected_move = foe.last_used_move;
1211
1303
 
1212
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(battle.active(player), .None);
1214
1306
  return null;
1307
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1308
+ incrementPP(side, mslot);
1215
1309
  }
1216
1310
 
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);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1315
  }
1222
1316
 
1223
1317
  fn metronome(
1224
1318
  battle: anytype,
1225
1319
  player: Player,
1226
1320
  mslot: u4,
1321
+ rewrap: bool,
1227
1322
  auto: bool,
1228
1323
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1231
1326
  var side = battle.side(player);
1232
1327
 
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
-
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1329
  incrementPP(side, mslot);
1247
1330
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1335
  }
1251
1336
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1338
  var immune = false;
1254
1339
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1256
1343
  assert(!immune);
1257
1344
  if (mist) {
1258
1345
  assert(!showdown);
1259
1346
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(foe_ident, .Mist);
1348
+ try options.log.fail(foe_ident, .None);
1262
1349
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss();
1352
+ try options.log.miss(battle.active(player));
1265
1353
  }
1354
+
1266
1355
  return false;
1267
1356
  }
1268
1357
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1270
1366
  var side = battle.side(player);
1271
1367
  const foe = battle.foe(player);
1272
1368
 
@@ -1278,7 +1374,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1278
1374
  if (move.effect == .Swift) return true;
1279
1375
  if (foe.active.volatiles.Invulnerable) break :miss true;
1280
1376
  }
1281
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
1377
+ if (move.effect == .DreamEater and (!Status.is(foe.stored().status, .SLP) or
1378
+ (showdown and foe.active.volatiles.Substitute)))
1379
+ {
1282
1380
  immune.* = true;
1283
1381
  if (showdown) return false;
1284
1382
  break :miss true;
@@ -1298,23 +1396,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1396
  }
1299
1397
 
1300
1398
  // 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)];
1399
+ const state = side.active.volatiles.state;
1400
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1401
+ const overwritten = overwrite and state > 0;
1402
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1403
+
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1306
1406
  accuracy = accuracy * boost[0] / boost[1];
1307
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1308
1408
  accuracy = accuracy * boost[0] / boost[1];
1309
1409
  accuracy = @min(255, @max(1, accuracy));
1310
1410
 
1311
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1411
+ // Pokémon Showdown only overwrites if the volatile is present
1412
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1413
+ if (overwrite) side.active.volatiles.state = accuracy;
1312
1414
 
1313
1415
  // 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;
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1318
1417
  };
1319
1418
 
1320
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1324,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1324
1423
  }
1325
1424
 
1326
1425
  if (!miss) return true;
1327
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1328
1427
  side.active.volatiles.Binding = false;
1329
1428
  return false;
1330
1429
  }
@@ -1332,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1332
1431
  fn checkFaint(
1333
1432
  battle: anytype,
1334
1433
  player: Player,
1335
- log: anytype,
1336
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1337
1436
  const side = battle.side(player);
1338
1437
  if (side.stored().hp > 0) return null;
1339
1438
 
@@ -1341,33 +1440,32 @@ fn checkFaint(
1341
1440
  const foe_fainted = foe.stored().hp == 0;
1342
1441
 
1343
1442
  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;
1443
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1444
+ const more = player_out or foe_out;
1347
1445
 
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;
1446
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1447
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1350
1448
 
1351
1449
  assert(!side.active.volatiles.MultiHit);
1352
1450
  assert(!foe.active.volatiles.MultiHit);
1353
1451
 
1354
- if (tie) {
1355
- try log.tie();
1452
+ if (player_out and foe_out) {
1453
+ try options.log.tie();
1356
1454
  return Result.Tie;
1357
1455
  } else if (player_out) {
1358
- try log.win(player.foe());
1456
+ try options.log.win(player.foe());
1359
1457
  return if (player == .P1) Result.Lose else Result.Win;
1360
1458
  } else if (foe_out) {
1361
- try log.win(player);
1459
+ try options.log.win(player);
1362
1460
  return if (player == .P1) Result.Win else Result.Lose;
1363
1461
  }
1364
1462
 
1365
1463
  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 };
1464
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1465
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1368
1466
  }
1369
1467
 
1370
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1468
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1371
1469
  var side = battle.side(player);
1372
1470
  var foe = battle.foe(player);
1373
1471
  assert(side.stored().hp == 0);
@@ -1400,35 +1498,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1400
1498
  side.stored().stats.spe;
1401
1499
  }
1402
1500
 
1403
- try log.faint(battle.active(player), done);
1501
+ try options.log.faint(battle.active(player), done);
1502
+ options.calc.capped(player);
1404
1503
  return null;
1405
1504
  }
1406
1505
 
1407
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1408
1507
  var side = battle.side(player);
1409
1508
  var stored = side.stored();
1410
1509
  const ident = battle.active(player);
1411
1510
  var volatiles = &side.active.volatiles;
1412
1511
 
1413
1512
  const brn = Status.is(stored.status, .BRN);
1414
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1415
1514
  var damage = @max(stored.stats.hp / 16, 1);
1416
-
1417
1515
  if (volatiles.Toxic) {
1418
1516
  volatiles.toxic += 1;
1419
1517
  damage *= volatiles.toxic;
1420
1518
  }
1519
+ damage = @min(damage, stored.hp);
1421
1520
 
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);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1524
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1525
+ }
1429
1526
  }
1430
1527
 
1431
1528
  if (volatiles.LeechSeed) {
1529
+ var foe = battle.foe(player);
1530
+ var foe_stored = foe.stored();
1531
+ const foe_ident = battle.active(player.foe());
1532
+
1533
+ if (foe_stored.hp == 0) {
1534
+ assert(showdown);
1535
+ return;
1536
+ }
1537
+
1432
1538
  var damage = @max(stored.stats.hp / 16, 1);
1433
1539
 
1434
1540
  // GLITCH: Leech Seed + Toxic glitch
@@ -1440,56 +1546,56 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1440
1546
  const amount = @min(damage, stored.hp);
1441
1547
  stored.hp -= amount;
1442
1548
 
1443
- var foe = battle.foe(player);
1444
- var foe_stored = foe.stored();
1445
- const foe_ident = battle.active(player.foe());
1446
-
1447
1549
  // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1550
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1449
1551
 
1450
1552
  const before = foe_stored.hp;
1451
1553
  // Uncapped damage is added back to the foe
1452
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1453
1555
  // 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);
1556
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1455
1557
  }
1456
1558
  }
1457
1559
 
1458
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1459
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1460
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1461
1563
 
1462
- if (showdown and options.ebc and checkEBC(battle)) {
1463
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie();
1464
1568
  return Result.Tie;
1465
1569
  }
1466
1570
 
1467
- battle.turn += 1;
1468
-
1469
1571
  if (showdown and battle.turn >= 1000) {
1470
- try log.tie();
1572
+ try options.log.tie();
1471
1573
  return Result.Tie;
1472
1574
  } else if (battle.turn >= 65535) {
1473
1575
  return Result.Error;
1474
1576
  }
1475
1577
 
1476
- try log.turn(battle.turn);
1578
+ try options.log.turn(battle.turn);
1477
1579
 
1478
1580
  return Result.Default;
1479
1581
  }
1480
1582
 
1481
1583
  fn checkEBC(battle: anytype) bool {
1482
1584
  for (battle.sides, 0..) |side, i| {
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1586
+
1483
1587
  var foe_all_ghosts = true;
1484
1588
  var foe_all_transform = true;
1589
+ for (foe.order, 0..) |id, j| {
1590
+ if (id == 0) break;
1591
+ const active = j == 0;
1592
+ const pokemon = foe.pokemon[id - 1];
1485
1593
 
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);
1594
+ const ghost = pokemon.hp == 0 or
1595
+ (if (active) foe.active.types else pokemon.types).includes(.Ghost);
1490
1596
  foe_all_ghosts = foe_all_ghosts and ghost;
1491
1597
  foe_all_transform = foe_all_transform and pokemon.hp == 0 or transform: {
1492
- for (pokemon.moves) |m| {
1598
+ for (if (active) foe.active.moves else pokemon.moves) |m| {
1493
1599
  if (m.id == .None) break :transform true;
1494
1600
  if (m.id != .Transform) break :transform false;
1495
1601
  }
@@ -1497,10 +1603,14 @@ fn checkEBC(battle: anytype) bool {
1497
1603
  };
1498
1604
  }
1499
1605
 
1500
- for (side.pokemon) |pokemon| {
1606
+ for (side.order, 0..) |id, j| {
1607
+ if (id == 0) break;
1608
+ const active = j == 0;
1609
+ const pokemon = side.pokemon[id - 1];
1610
+
1501
1611
  if (pokemon.hp == 0 or Status.is(pokemon.status, .FRZ)) continue;
1502
1612
  const transform = foe_all_transform and transform: {
1503
- for (pokemon.moves) |m| {
1613
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1504
1614
  if (m.id == .None) break :transform true;
1505
1615
  if (m.id != .Transform) break :transform false;
1506
1616
  }
@@ -1508,7 +1618,7 @@ fn checkEBC(battle: anytype) bool {
1508
1618
  };
1509
1619
  if (transform) continue;
1510
1620
  const no_pp = foe_all_ghosts and no_pp: {
1511
- for (pokemon.moves) |m| {
1621
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1512
1622
  if (m.pp != 0) break :no_pp false;
1513
1623
  }
1514
1624
  break :no_pp true;
@@ -1524,98 +1634,138 @@ fn checkEBC(battle: anytype) bool {
1524
1634
  return false;
1525
1635
  }
1526
1636
 
1527
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1639
+ // A Pokémon that transforms after being disabled may end up with less move slots
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1641
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1642
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1643
+ m
1644
+ else
1645
+ side.last_selected_move;
1646
+ if (m != .None and m == last) {
1647
+ side.active.volatiles.Charging = false;
1648
+ try options.log.disabled(ident, last);
1649
+ return true;
1650
+ }
1651
+ }
1652
+ return false;
1653
+ }
1654
+
1655
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1656
+ const side = battle.side(who);
1657
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1659
+ }
1660
+ }
1661
+
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1663
+ var volatiles = &active.volatiles;
1664
+ assert(volatiles.Thrashing);
1665
+ if (volatiles.attacks > 0) return false;
1666
+
1667
+ volatiles.Thrashing = false;
1668
+ volatiles.Confusion = true;
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1670
+ return true;
1671
+ }
1672
+
1673
+ fn onBegin(
1674
+ battle: anytype,
1675
+ player: Player,
1676
+ move: Move.Data,
1677
+ mslot: u8,
1678
+ residual: *bool,
1679
+ options: anytype,
1680
+ ) !void {
1528
1681
  assert(move.effect.onBegin());
1529
1682
  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),
1683
+ .Confusion => Effects.confusion(battle, player, move, options),
1684
+ .Conversion => Effects.conversion(battle, player, options),
1685
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1686
+ .Haze => Effects.haze(battle, player, options),
1687
+ .Heal => Effects.heal(battle, player, options),
1688
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1689
+ .LightScreen => Effects.lightScreen(battle, player, options),
1690
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1691
+ .Mist => Effects.mist(battle, player, options),
1692
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1693
+ .Poison => Effects.poison(battle, player, move, options),
1694
+ .Reflect => Effects.reflect(battle, player, options),
1695
+ .Splash => Effects.splash(battle, player, options),
1696
+ .Substitute => Effects.substitute(battle, player, residual, options),
1697
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1698
+ .Transform => Effects.transform(battle, player, options),
1546
1699
  else => unreachable,
1547
1700
  };
1548
1701
  }
1549
1702
 
1550
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1703
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1551
1704
  assert(move.effect.onEnd());
1552
1705
  return switch (move.effect) {
1553
- .Bide => Effects.bide(battle, player, log),
1706
+ .Bide => Effects.bide(battle, player, options),
1554
1707
  // zig fmt: off
1555
1708
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1556
1709
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1557
- Effects.boost(battle, player, move, log),
1710
+ Effects.boost(battle, player, move, options),
1558
1711
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1559
- Effects.unboost(battle, player, move, log),
1712
+ Effects.unboost(battle, player, move, options),
1560
1713
  // zig fmt: on
1561
- .Sleep => Effects.sleep(battle, player, move, log),
1714
+ .Sleep => Effects.sleep(battle, player, move, options),
1562
1715
  else => unreachable,
1563
1716
  };
1564
1717
  }
1565
1718
 
1566
- inline fn alwaysHappens(
1719
+ fn alwaysHappens(
1567
1720
  battle: anytype,
1568
1721
  player: Player,
1569
1722
  move: Move.Data,
1570
1723
  residual: *bool,
1571
- log: anytype,
1724
+ options: anytype,
1572
1725
  ) !void {
1573
1726
  assert(move.effect.alwaysHappens());
1574
1727
  return switch (move.effect) {
1575
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1728
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1576
1729
  .Explode => Effects.explode(battle, player),
1577
- .PayDay => Effects.payDay(battle, player, log),
1730
+ .PayDay => Effects.payDay(battle, player, options),
1578
1731
  .Rage => Effects.rage(battle, player),
1579
- .Recoil => Effects.recoil(battle, player, residual, log),
1732
+ .Recoil => Effects.recoil(battle, player, residual, options),
1580
1733
  .JumpKick, .Binding => {},
1581
1734
  else => unreachable,
1582
1735
  };
1583
1736
  }
1584
1737
 
1585
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1738
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1586
1739
  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),
1740
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1741
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1742
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1743
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1744
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1592
1745
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1593
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1594
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1746
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1747
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1595
1748
  // zig fmt: off
1596
1749
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1597
- Effects.unboost(battle, player, move, log),
1750
+ Effects.unboost(battle, player, move, options),
1598
1751
  // zig fmt: on
1599
1752
  else => {},
1600
1753
  };
1601
1754
  }
1602
1755
 
1603
1756
  pub const Effects = struct {
1604
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1757
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1605
1758
  var side = battle.side(player);
1606
1759
 
1607
1760
  side.active.volatiles.Bide = true;
1608
1761
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1609
1762
  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);
1763
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1614
1764
 
1615
- try log.start(battle.active(player), .Bide);
1765
+ try options.log.start(battle.active(player), .Bide);
1616
1766
  }
1617
1767
 
1618
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1768
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1619
1769
  var foe = battle.foe(player);
1620
1770
  var foe_stored = foe.stored();
1621
1771
 
@@ -1626,96 +1776,97 @@ pub const Effects = struct {
1626
1776
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1627
1777
  if (Status.is(foe_stored.status, .FRZ)) {
1628
1778
  assert(move.type == .Fire);
1629
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1779
+ try options.log.curestatus(
1780
+ battle.active(player.foe()),
1781
+ foe_stored.status,
1782
+ .Message,
1783
+ );
1630
1784
  foe_stored.status = 0;
1631
1785
  }
1632
1786
  return;
1633
1787
  }
1634
1788
 
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;
1789
+ if (foe.active.types.includes(move.type)) return;
1790
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1791
+ return;
1792
+ }
1643
1793
 
1644
1794
  foe_stored.status = Status.init(.BRN);
1645
1795
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1646
1796
 
1647
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1797
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1648
1798
  }
1649
1799
 
1650
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1800
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1651
1801
  var side = battle.side(player);
1652
1802
  var volatiles = &side.active.volatiles;
1653
1803
 
1654
1804
  volatiles.Charging = true;
1655
1805
  const move = side.last_selected_move;
1656
1806
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1657
- try log.laststill();
1658
- try log.prepare(battle.active(player), move);
1807
+ try options.log.laststill();
1808
+ try options.log.prepare(battle.active(player), move);
1659
1809
  }
1660
1810
 
1661
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1662
1812
  var foe = battle.foe(player);
1663
1813
  const sub = foe.active.volatiles.Substitute;
1664
1814
 
1665
1815
  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;
1816
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1671
1817
  } else {
1672
1818
  if (showdown) {
1673
- if (!try checkHit(battle, player, move, log)) {
1819
+ if (!try checkHit(battle, player, move, options)) {
1674
1820
  return;
1675
1821
  } else if (sub) {
1676
- return log.fail(battle.active(player.foe()), .None);
1822
+ return options.log.fail(battle.active(player.foe()), .None);
1677
1823
  }
1678
1824
  } else {
1679
1825
  if (sub) {
1680
- return log.fail(battle.active(player.foe()), .None);
1681
- } else if (!try checkHit(battle, player, move, log)) {
1826
+ return options.log.fail(battle.active(player.foe()), .None);
1827
+ } else if (!try checkHit(battle, player, move, options)) {
1682
1828
  return;
1683
1829
  }
1684
1830
  }
1831
+ try options.chance.commit(player, .hit);
1685
1832
  }
1686
1833
 
1687
1834
  if (foe.active.volatiles.Confusion) return;
1688
1835
  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);
1836
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1693
1837
 
1694
- try log.start(battle.active(player.foe()), .Confusion);
1838
+ try options.log.start(battle.active(player.foe()), .Confusion);
1695
1839
  }
1696
1840
 
1697
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1841
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1698
1842
  const foe = battle.foe(player);
1699
1843
 
1700
1844
  if (foe.active.volatiles.Invulnerable) {
1701
- try log.lastmiss();
1702
- return log.miss(battle.active(player));
1845
+ try options.log.lastmiss();
1846
+ return options.log.miss(battle.active(player));
1703
1847
  }
1704
1848
 
1705
1849
  battle.side(player).active.types = foe.active.types;
1706
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1850
+ return options.log.typechange(
1851
+ battle.active(player),
1852
+ foe.active.types,
1853
+ battle.active(player.foe()),
1854
+ );
1707
1855
  }
1708
1856
 
1709
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1857
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1710
1858
  var foe = battle.foe(player);
1711
1859
  var volatiles = &foe.active.volatiles;
1712
1860
  const foe_ident = battle.active(player.foe());
1713
1861
 
1714
1862
  // Pokémon Showdown handles hit/miss earlier in doMove
1715
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1863
+ if (!showdown) {
1864
+ if (!try checkHit(battle, player, move, options)) return null;
1865
+ try options.chance.commit(player, .hit);
1866
+ }
1716
1867
 
1717
- if (volatiles.disabled_move != 0) {
1718
- try log.fail(foe_ident, .None);
1868
+ if (volatiles.disable_move != 0) {
1869
+ try options.log.fail(foe_ident, .None);
1719
1870
  return null;
1720
1871
  }
1721
1872
 
@@ -1731,7 +1882,7 @@ pub const Effects = struct {
1731
1882
  // Technically this is still considered simply a "miss" on the cartridge,
1732
1883
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1733
1884
  if (n == 0) {
1734
- try log.fail(foe_ident, .None);
1885
+ try options.log.fail(foe_ident, .None);
1735
1886
  return null;
1736
1887
  } else if (err) {
1737
1888
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1739,19 +1890,22 @@ pub const Effects = struct {
1739
1890
  return Result.Error;
1740
1891
  }
1741
1892
 
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);
1893
+ volatiles.disable_move =
1894
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1895
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1747
1896
 
1748
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1897
+ const id = foe.active.move(volatiles.disable_move).id;
1898
+ try options.log.startEffect(foe_ident, .Disable, id);
1749
1899
  return null;
1750
1900
  }
1751
1901
 
1752
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1753
- var side = battle.side(player);
1754
- var stored = side.stored();
1902
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1903
+ var stored = battle.side(player).stored();
1904
+
1905
+ if (battle.last_damage == 0) {
1906
+ assert(showdown);
1907
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1908
+ }
1755
1909
 
1756
1910
  const drain = @max(battle.last_damage / 2, 1);
1757
1911
  battle.last_damage = drain;
@@ -1759,7 +1913,7 @@ pub const Effects = struct {
1759
1913
  if (stored.hp == stored.stats.hp) return;
1760
1914
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1761
1915
 
1762
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1916
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1763
1917
  }
1764
1918
 
1765
1919
  fn explode(battle: anytype, player: Player) !void {
@@ -1773,34 +1927,28 @@ pub const Effects = struct {
1773
1927
  side.active.volatiles.LeechSeed = false;
1774
1928
  }
1775
1929
 
1776
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1930
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1777
1931
  var volatiles = &battle.foe(player).active.volatiles;
1778
1932
 
1779
1933
  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;
1934
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1935
+ return;
1936
+ }
1789
1937
 
1790
1938
  volatiles.Flinch = true;
1791
1939
  volatiles.Recharging = false;
1792
1940
  }
1793
1941
 
1794
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1795
1943
  var side = battle.side(player);
1796
1944
 
1797
1945
  if (side.active.volatiles.FocusEnergy) return;
1798
1946
  side.active.volatiles.FocusEnergy = true;
1799
1947
 
1800
- try log.start(battle.active(player), .FocusEnergy);
1948
+ try options.log.start(battle.active(player), .FocusEnergy);
1801
1949
  }
1802
1950
 
1803
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1951
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1804
1952
  var foe = battle.foe(player);
1805
1953
  var foe_stored = foe.stored();
1806
1954
  const foe_ident = battle.active(player.foe());
@@ -1811,22 +1959,19 @@ pub const Effects = struct {
1811
1959
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1812
1960
  }
1813
1961
 
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
-
1962
+ if (foe.active.types.includes(move.type)) return;
1963
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1820
1964
  // Freeze Clause Mod
1821
1965
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1822
1966
 
1823
1967
  foe_stored.status = Status.init(.FRZ);
1824
1968
  // GLITCH: Hyper Beam recharging status is not cleared
1825
1969
 
1826
- try log.status(foe_ident, foe_stored.status, .None);
1970
+ try options.log.status(foe_ident, foe_stored.status, .None);
1827
1971
  }
1828
1972
 
1829
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1973
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1974
+ var log = options.log;
1830
1975
  var side = battle.side(player);
1831
1976
  var foe = battle.foe(player);
1832
1977
 
@@ -1848,7 +1993,7 @@ pub const Effects = struct {
1848
1993
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1849
1994
  if (showdown) {
1850
1995
  for (&battle.sides, 0..) |*s, i| {
1851
- const p = @intToEnum(Player, i);
1996
+ const p: Player = @enumFromInt(i);
1852
1997
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1853
1998
  if (p != player and Status.any(s.stored().status)) {
1854
1999
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1857,7 +2002,7 @@ pub const Effects = struct {
1857
2002
  s.stored().status = Status.init(.PSN);
1858
2003
  try log.status(battle.active(p), s.stored().status, .None);
1859
2004
  }
1860
- try clearVolatiles(battle, p, log);
2005
+ try clearVolatiles(battle, p, p != player, options);
1861
2006
  }
1862
2007
  } else {
1863
2008
  if (Status.any(foe_stored.status)) {
@@ -1867,71 +2012,76 @@ pub const Effects = struct {
1867
2012
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1868
2013
  foe_stored.status = 0;
1869
2014
  }
1870
- try clearVolatiles(battle, player, log);
1871
- try clearVolatiles(battle, player.foe(), log);
2015
+ try clearVolatiles(battle, player, false, options);
2016
+ try clearVolatiles(battle, player.foe(), true, options);
1872
2017
  }
1873
2018
  }
1874
2019
 
1875
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2020
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1876
2021
  var side = battle.side(player);
1877
2022
  var stored = side.stored();
1878
2023
  const ident = battle.active(player);
1879
2024
 
1880
2025
  // GLITCH: HP recovery move failure glitches
1881
2026
  const delta = stored.stats.hp - stored.hp;
1882
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2027
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2028
+ return options.log.fail(ident, .None);
2029
+ }
1883
2030
 
1884
2031
  const rest = side.last_selected_move == .Rest;
1885
2032
  if (rest) {
1886
2033
  // Adding the sleep status runs the sleep condition handler to roll duration
1887
2034
  if (showdown) battle.rng.advance(1);
1888
2035
  stored.status = Status.slf(2);
1889
- try log.statusFrom(ident, stored.status, Move.Rest);
2036
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1890
2037
  stored.hp = stored.stats.hp;
1891
2038
  } else {
1892
2039
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1893
2040
  }
1894
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2041
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1895
2042
  }
1896
2043
 
1897
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2044
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1898
2045
  battle.side(player).active.volatiles.Recharging = true;
1899
- try log.mustrecharge(battle.active(player));
2046
+ try options.log.mustrecharge(battle.active(player));
1900
2047
  }
1901
2048
 
1902
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2049
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1903
2050
  var foe = battle.foe(player);
1904
2051
 
1905
2052
  if (showdown) {
1906
2053
  // Invulnerability trumps type immunity on Pokémon Showdown
1907
2054
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1908
- return log.immune(battle.active(player.foe()), .None);
2055
+ return options.log.immune(battle.active(player.foe()), .None);
1909
2056
  }
1910
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1911
2058
  if (foe.active.volatiles.LeechSeed) return;
1912
2059
  } else {
1913
- if (!try checkHit(battle, player, move, log)) return;
2060
+ if (!try checkHit(battle, player, move, options)) return;
1914
2061
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1915
- try log.lastmiss();
1916
- return log.miss(battle.active(player));
2062
+ try options.log.lastmiss();
2063
+ return options.log.miss(battle.active(player));
1917
2064
  }
1918
2065
  }
1919
2066
 
2067
+ try options.chance.commit(player, .hit);
1920
2068
  foe.active.volatiles.LeechSeed = true;
1921
2069
 
1922
- try log.start(battle.active(player.foe()), .LeechSeed);
2070
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1923
2071
  }
1924
2072
 
1925
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2073
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1926
2074
  var side = battle.side(player);
1927
2075
 
1928
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2076
+ if (side.active.volatiles.LightScreen) {
2077
+ return options.log.fail(battle.active(player), .None);
2078
+ }
1929
2079
  side.active.volatiles.LightScreen = true;
1930
2080
 
1931
- try log.start(battle.active(player), .LightScreen);
2081
+ try options.log.start(battle.active(player), .LightScreen);
1932
2082
  }
1933
2083
 
1934
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2084
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1935
2085
  var side = battle.side(player);
1936
2086
  var foe = battle.foe(player);
1937
2087
 
@@ -1947,45 +2097,51 @@ pub const Effects = struct {
1947
2097
  const has_mimic = has_mimic: {
1948
2098
  for (side.active.moves, 0..) |m, i| {
1949
2099
  if (m.id == .Mimic) {
1950
- oslot = @intCast(u8, i + 1);
2100
+ oslot = @intCast(i + 1);
1951
2101
  break :has_mimic true;
1952
2102
  }
1953
2103
  }
1954
2104
  break :has_mimic false;
1955
2105
  };
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);
2106
+ if (!has_mimic) {
2107
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2108
+ if (!try checkHit(battle, player, move, options)) return;
2109
+ try options.chance.commit(player, .hit);
2110
+ return options.log.fail(battle.active(player.foe()), .None);
1960
2111
  }
1961
2112
  }
1962
- if (!try checkHit(battle, player, move, log)) return;
2113
+ if (!try checkHit(battle, player, move, options)) return;
2114
+ try options.chance.commit(player, .hit);
1963
2115
 
1964
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2116
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1965
2117
  side.active.move(oslot).id = foe.active.move(rslot).id;
1966
2118
 
1967
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2119
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1968
2120
  }
1969
2121
 
1970
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2122
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1971
2123
  var side = battle.side(player);
1972
2124
 
1973
2125
  if (side.active.volatiles.Mist) return;
1974
2126
  side.active.volatiles.Mist = true;
1975
2127
 
1976
- try log.start(battle.active(player), .Mist);
2128
+ try options.log.start(battle.active(player), .Mist);
1977
2129
  }
1978
2130
 
1979
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2131
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1980
2132
  var side = battle.side(player);
1981
2133
 
1982
2134
  assert(!side.active.volatiles.MultiHit);
1983
2135
  side.active.volatiles.MultiHit = true;
1984
2136
 
1985
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2137
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2138
+ try Rolls.distribution(battle, .MultiHit, player, options)
2139
+ else
2140
+ 2;
1986
2141
  }
1987
2142
 
1988
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2143
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
+ var log = options.log;
1989
2145
  var foe = battle.foe(player);
1990
2146
  var foe_stored = foe.stored();
1991
2147
  const foe_ident = battle.active(player.foe());
@@ -1996,7 +2152,7 @@ pub const Effects = struct {
1996
2152
  if (showdown) {
1997
2153
  // Invulnerability trumps type immunity on Pokémon Showdown
1998
2154
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
1999
- if (!try checkHit(battle, player, move, log)) return;
2155
+ if (!try checkHit(battle, player, move, options)) return;
2000
2156
  }
2001
2157
  if (Status.any(foe_stored.status)) {
2002
2158
  return log.fail(
@@ -2006,8 +2162,9 @@ pub const Effects = struct {
2006
2162
  }
2007
2163
  if (!showdown) {
2008
2164
  if (immune) return log.immune(foe_ident, .None);
2009
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2010
2166
  }
2167
+ try options.chance.commit(player, .hit);
2011
2168
 
2012
2169
  foe_stored.status = Status.init(.PAR);
2013
2170
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2015,7 +2172,7 @@ pub const Effects = struct {
2015
2172
  try log.status(foe_ident, foe_stored.status, .None);
2016
2173
  }
2017
2174
 
2018
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2175
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2019
2176
  var foe = battle.foe(player);
2020
2177
  var foe_stored = foe.stored();
2021
2178
 
@@ -2026,32 +2183,31 @@ pub const Effects = struct {
2026
2183
  }
2027
2184
 
2028
2185
  // 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;
2186
+ if (foe.active.types.includes(move.type)) return;
2187
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2188
+ return;
2189
+ }
2037
2190
 
2038
2191
  foe_stored.status = Status.init(.PAR);
2039
2192
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
2193
 
2041
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2194
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2042
2195
  }
2043
2196
 
2044
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2045
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2197
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2198
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2199
+ try options.log.fieldactivate();
2200
+ }
2046
2201
  }
2047
2202
 
2048
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2049
2205
  var foe = battle.foe(player);
2050
2206
  var foe_stored = foe.stored();
2051
2207
  const foe_ident = battle.active(player.foe());
2052
2208
  const toxic = battle.side(player).last_selected_move == .Toxic;
2053
2209
 
2054
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2210
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2055
2211
  return;
2056
2212
  } else if (foe.active.volatiles.Substitute) {
2057
2213
  if (move.effect != .Poison) return;
@@ -2063,7 +2219,7 @@ pub const Effects = struct {
2063
2219
  return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2064
2220
  if (!showdown)
2065
2221
  .Poison
2066
- else if (toxic == foe.active.volatiles.Toxic)
2222
+ else if (toxic == (foe_stored.status == Status.TOX))
2067
2223
  if (toxic) .Toxic else .Poison
2068
2224
  else
2069
2225
  .None
@@ -2075,16 +2231,12 @@ pub const Effects = struct {
2075
2231
  }
2076
2232
 
2077
2233
  if (move.effect == .Poison) {
2078
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2234
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2235
+ try options.chance.commit(player, .hit);
2079
2236
  } 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;
2237
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2238
+ return;
2239
+ }
2088
2240
  }
2089
2241
 
2090
2242
  foe_stored.status = Status.init(.PSN);
@@ -2099,34 +2251,40 @@ pub const Effects = struct {
2099
2251
 
2100
2252
  fn rage(battle: anytype, player: Player) !void {
2101
2253
  var volatiles = &battle.side(player).active.volatiles;
2102
- if (volatiles.Rage) return;
2103
- volatiles.Rage = true;
2104
2254
  assert(!volatiles.Bide);
2105
- volatiles.state = 0;
2255
+ volatiles.Rage = true;
2106
2256
  }
2107
2257
 
2108
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2258
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2109
2259
  var side = battle.side(player);
2110
2260
  var stored = side.stored();
2111
2261
 
2112
- const damage = @intCast(i16, @max(battle.last_damage /
2262
+ assert(showdown or battle.last_damage > 0);
2263
+ if (showdown and battle.last_damage == 0) return;
2264
+
2265
+ const damage: i16 = @intCast(@max(battle.last_damage /
2113
2266
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2114
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2267
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2115
2268
 
2116
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2269
+ try options.log.damageOf(
2270
+ battle.active(player),
2271
+ stored,
2272
+ .RecoilOf,
2273
+ battle.active(player.foe()),
2274
+ );
2117
2275
  if (showdown and stored.hp == 0) residual.* = false;
2118
2276
  }
2119
2277
 
2120
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2278
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2121
2279
  var side = battle.side(player);
2122
2280
 
2123
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2281
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2124
2282
  side.active.volatiles.Reflect = true;
2125
2283
 
2126
- try log.start(battle.active(player), .Reflect);
2284
+ try options.log.start(battle.active(player), .Reflect);
2127
2285
  }
2128
2286
 
2129
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
2288
  var foe = battle.foe(player);
2131
2289
  var foe_stored = foe.stored();
2132
2290
  const foe_ident = battle.active(player.foe());
@@ -2137,13 +2295,14 @@ pub const Effects = struct {
2137
2295
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2138
2296
  } else {
2139
2297
  if (Status.any(foe_stored.status)) {
2140
- return log.fail(
2298
+ return options.log.fail(
2141
2299
  foe_ident,
2142
2300
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2143
2301
  );
2144
2302
  }
2145
2303
  // 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;
2304
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2305
+ try options.chance.commit(player, .hit);
2147
2306
  }
2148
2307
 
2149
2308
  // Sleep Clause Mod
@@ -2154,72 +2313,66 @@ pub const Effects = struct {
2154
2313
  }
2155
2314
  foe.active.volatiles.Recharging = false;
2156
2315
 
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);
2316
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2317
+ const last = battle.side(player).last_selected_move;
2318
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2168
2319
  }
2169
2320
 
2170
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2171
- try log.activate(battle.active(player), .Splash);
2321
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2322
+ try options.log.activate(battle.active(player), .Splash);
2172
2323
  }
2173
2324
 
2174
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2325
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2326
  var side = battle.side(player);
2176
2327
  if (side.active.volatiles.Substitute) {
2177
- try log.fail(battle.active(player), .Substitute);
2178
- return;
2328
+ return options.log.fail(battle.active(player), .Substitute);
2179
2329
  }
2180
2330
 
2181
2331
  assert(side.stored().stats.hp <= 1023);
2182
2332
  // 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);
2333
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2184
2334
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2185
2335
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2186
2336
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2187
2337
  // avoid having to convert to floating point)
2188
2338
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2189
- if (side.stored().hp < required_hp) {
2190
- try log.fail(battle.active(player), .Weak);
2191
- return;
2192
- }
2339
+ if (side.stored().hp < required_hp) return options.log.fail(battle.active(player), .Weak);
2193
2340
 
2194
2341
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2195
2342
  side.stored().hp -= hp;
2196
2343
  side.active.volatiles.substitute = hp + 1;
2197
2344
  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);
2345
+ try options.log.start(battle.active(player), .Substitute);
2346
+ if (hp > 0) {
2347
+ try options.log.damage(battle.active(player), side.stored(), .None);
2348
+ if (showdown and side.stored().hp == 0) residual.* = false;
2349
+ }
2200
2350
  }
2201
2351
 
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);
2352
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2353
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2354
+ if (showdown) {
2355
+ if (battle.side(player).last_selected_move == .Teleport) return;
2356
+ if (try checkHit(battle, player, move, options)) {
2357
+ try options.chance.commit(player, .hit);
2358
+ }
2359
+ battle.last_damage = 0;
2360
+ } else {
2361
+ try options.log.fail(battle.active(player), .None);
2362
+ try options.log.laststill();
2363
+ }
2207
2364
  }
2208
2365
 
2209
- fn thrashing(battle: anytype, player: Player) void {
2366
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2210
2367
  var volatiles = &battle.side(player).active.volatiles;
2211
2368
  assert(!volatiles.Thrashing);
2212
2369
  assert(!volatiles.Bide);
2213
2370
 
2214
2371
  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);
2372
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2220
2373
  }
2221
2374
 
2222
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2375
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2223
2376
  var side = battle.side(player);
2224
2377
  const foe = battle.foe(player);
2225
2378
  const foe_ident = battle.active(player.foe());
@@ -2245,10 +2398,10 @@ pub const Effects = struct {
2245
2398
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2246
2399
  }
2247
2400
 
2248
- try log.transform(battle.active(player), foe_ident);
2401
+ try options.log.transform(battle.active(player), foe_ident);
2249
2402
  }
2250
2403
 
2251
- fn binding(battle: anytype, player: Player) void {
2404
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2252
2405
  var side = battle.side(player);
2253
2406
  var foe = battle.foe(player);
2254
2407
 
@@ -2256,12 +2409,16 @@ pub const Effects = struct {
2256
2409
  side.active.volatiles.Binding = true;
2257
2410
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2258
2411
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2259
- if (!showdown) foe.active.volatiles.Recharging = false;
2412
+ if (!showdown) {
2413
+ foe.active.volatiles.Recharging = false;
2414
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2260
2415
 
2261
- side.active.volatiles.attacks = distribution(battle) - 1;
2416
+ side.active.volatiles.attacks =
2417
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2262
2418
  }
2263
2419
 
2264
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2420
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2421
+ var log = options.log;
2265
2422
  var side = battle.side(player);
2266
2423
  const ident = battle.active(player);
2267
2424
 
@@ -2271,9 +2428,9 @@ pub const Effects = struct {
2271
2428
  switch (move.effect) {
2272
2429
  .AttackUp1, .AttackUp2, .Rage => {
2273
2430
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2274
- if (boosts.atk == 6) return try log.fail(ident, .None);
2431
+ if (boosts.atk == 6) return log.fail(ident, .None);
2275
2432
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2276
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2433
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2277
2434
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2278
2435
  if (stats.atk == MAX_STAT_VALUE) {
2279
2436
  boosts.atk -= 1;
@@ -2282,53 +2439,55 @@ pub const Effects = struct {
2282
2439
  try log.boost(ident, Boost.Attack, -1);
2283
2440
  if (move.effect == .Rage) return;
2284
2441
  }
2285
- return try log.fail(ident, .None);
2442
+ return log.fail(ident, .None);
2286
2443
  }
2287
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2288
- const stat = unmodifiedStats(battle, player).atk;
2444
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2445
+ const stat = unmodifiedStats(battle, side).atk;
2289
2446
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2290
2447
  try log.boost(ident, reason, n);
2448
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2449
+ if (showdown and move.effect == .Rage) return;
2291
2450
  },
2292
2451
  .DefenseUp1, .DefenseUp2 => {
2293
2452
  assert(boosts.def >= -6 and boosts.def <= 6);
2294
- if (boosts.def == 6) return try log.fail(ident, .None);
2453
+ if (boosts.def == 6) return log.fail(ident, .None);
2295
2454
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2296
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2455
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2297
2456
  if (stats.def == MAX_STAT_VALUE) {
2298
2457
  boosts.def -= 1;
2299
2458
  if (showdown) {
2300
2459
  try log.boost(ident, .Defense, n);
2301
2460
  try log.boost(ident, .Defense, -1);
2302
2461
  }
2303
- return try log.fail(ident, .None);
2462
+ return log.fail(ident, .None);
2304
2463
  }
2305
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2306
- const stat = unmodifiedStats(battle, player).def;
2464
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2465
+ const stat = unmodifiedStats(battle, side).def;
2307
2466
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2308
2467
  try log.boost(ident, .Defense, n);
2309
2468
  },
2310
2469
  .SpeedUp2 => {
2311
2470
  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));
2471
+ if (boosts.spe == 6) return log.fail(ident, .None);
2472
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2314
2473
  if (stats.spe == MAX_STAT_VALUE) {
2315
2474
  boosts.spe -= 1;
2316
2475
  if (showdown) {
2317
2476
  try log.boost(ident, .Speed, 2);
2318
2477
  try log.boost(ident, .Speed, -1);
2319
2478
  }
2320
- return try log.fail(ident, .None);
2479
+ return log.fail(ident, .None);
2321
2480
  }
2322
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2323
- const stat = unmodifiedStats(battle, player).spe;
2481
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2482
+ const stat = unmodifiedStats(battle, side).spe;
2324
2483
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2325
2484
  try log.boost(ident, .Speed, 2);
2326
2485
  },
2327
2486
  .SpecialUp1, .SpecialUp2 => {
2328
2487
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2329
- if (boosts.spc == 6) return try log.fail(ident, .None);
2488
+ if (boosts.spc == 6) return log.fail(ident, .None);
2330
2489
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2331
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2490
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2332
2491
  if (stats.spc == MAX_STAT_VALUE) {
2333
2492
  boosts.spc -= 1;
2334
2493
  if (showdown) {
@@ -2337,18 +2496,18 @@ pub const Effects = struct {
2337
2496
  try log.boost(ident, .SpecialDefense, n);
2338
2497
  try log.boost(ident, .SpecialDefense, -1);
2339
2498
  }
2340
- return try log.fail(ident, .None);
2499
+ return log.fail(ident, .None);
2341
2500
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2343
- const stat = unmodifiedStats(battle, player).spc;
2501
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2502
+ const stat = unmodifiedStats(battle, side).spc;
2344
2503
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
2504
  try log.boost(ident, .SpecialAttack, n);
2346
2505
  try log.boost(ident, .SpecialDefense, n);
2347
2506
  },
2348
2507
  .EvasionUp1 => {
2349
2508
  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));
2509
+ if (boosts.evasion == 6) return log.fail(ident, .None);
2510
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2352
2511
  try log.boost(ident, .Evasion, 1);
2353
2512
  },
2354
2513
  else => unreachable,
@@ -2358,85 +2517,85 @@ pub const Effects = struct {
2358
2517
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2359
2518
  }
2360
2519
 
2361
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2520
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2521
+ var log = options.log;
2362
2522
  var foe = battle.foe(player);
2363
2523
  const foe_ident = battle.active(player.foe());
2524
+ const secondary = move.effect.isStatDownChance();
2364
2525
 
2365
- if (foe.active.volatiles.Substitute) {
2366
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2367
- }
2526
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2368
2527
 
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
2528
+ if (secondary) {
2529
+ const proc = try Rolls.unboost(battle, player, options);
2530
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2531
+ } else {
2532
+ // checkHit already checks for Invulnerable
2533
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2534
+ try options.chance.commit(player, .hit);
2377
2535
  }
2378
2536
 
2379
2537
  var stats = &foe.active.stats;
2380
2538
  var boosts = &foe.active.boosts;
2539
+ const fail = showdown or !secondary;
2381
2540
 
2382
2541
  switch (move.effect) {
2383
2542
  .AttackDown1, .AttackDownChance => {
2384
2543
  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));
2544
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2545
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2387
2546
  if (stats.atk == 1) {
2388
2547
  boosts.atk += 1;
2389
2548
  if (showdown) {
2390
2549
  try log.boost(foe_ident, .Attack, -1);
2391
2550
  try log.boost(foe_ident, .Attack, 1);
2392
2551
  }
2393
- return try log.fail(foe_ident, .None);
2552
+ return log.fail(foe_ident, .None);
2394
2553
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2396
- const stat = unmodifiedStats(battle, player.foe()).atk;
2554
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2555
+ const stat = unmodifiedStats(battle, foe).atk;
2397
2556
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2398
2557
  try log.boost(foe_ident, .Attack, -1);
2399
2558
  },
2400
2559
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2401
2560
  assert(boosts.def >= -6 and boosts.def <= 6);
2402
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2561
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2403
2562
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2404
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2563
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2405
2564
  if (stats.def == 1) {
2406
2565
  boosts.def += 1;
2407
2566
  if (showdown) {
2408
2567
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2409
2568
  try log.boost(foe_ident, .Defense, 1);
2410
2569
  }
2411
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(foe_ident, .None);
2412
2571
  }
2413
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2414
- const stat = unmodifiedStats(battle, player.foe()).def;
2572
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2573
+ const stat = unmodifiedStats(battle, foe).def;
2415
2574
  stats.def = @max(1, stat * mod[0] / mod[1]);
2416
2575
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2417
2576
  },
2418
2577
  .SpeedDown1, .SpeedDownChance => {
2419
2578
  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));
2579
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2580
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2422
2581
  if (stats.spe == 1) {
2423
2582
  boosts.spe += 1;
2424
2583
  if (showdown) {
2425
2584
  try log.boost(foe_ident, .Speed, -1);
2426
2585
  try log.boost(foe_ident, .Speed, 1);
2427
2586
  }
2428
- return try log.fail(foe_ident, .None);
2587
+ return log.fail(foe_ident, .None);
2429
2588
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2431
- const stat = unmodifiedStats(battle, player.foe()).spe;
2589
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2590
+ const stat = unmodifiedStats(battle, foe).spe;
2432
2591
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2433
2592
  try log.boost(foe_ident, .Speed, -1);
2434
2593
  assert(boosts.spe >= -6);
2435
2594
  },
2436
2595
  .SpecialDownChance => {
2437
2596
  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));
2597
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2598
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2440
2599
  if (stats.spc == 1) {
2441
2600
  boosts.spc += 1;
2442
2601
  if (showdown) {
@@ -2445,18 +2604,18 @@ pub const Effects = struct {
2445
2604
  try log.boost(foe_ident, .SpecialDefense, -1);
2446
2605
  try log.boost(foe_ident, .SpecialDefense, 1);
2447
2606
  }
2448
- return try log.fail(foe_ident, .None);
2607
+ return log.fail(foe_ident, .None);
2449
2608
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).spc;
2609
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2610
+ const stat = unmodifiedStats(battle, foe).spc;
2452
2611
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2453
2612
  try log.boost(foe_ident, .SpecialAttack, -1);
2454
2613
  try log.boost(foe_ident, .SpecialDefense, -1);
2455
2614
  },
2456
2615
  .AccuracyDown1 => {
2457
2616
  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));
2617
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2618
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2460
2619
  try log.boost(foe_ident, .Accuracy, -1);
2461
2620
  },
2462
2621
  else => unreachable,
@@ -2467,8 +2626,7 @@ pub const Effects = struct {
2467
2626
  }
2468
2627
  };
2469
2628
 
2470
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2471
- const side = battle.side(who);
2629
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2472
2630
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2473
2631
  const id = ID.from(side.active.volatiles.transform);
2474
2632
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2482,19 +2640,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2482
2640
  }
2483
2641
  }
2484
2642
 
2485
- fn isForced(active: ActivePokemon) bool {
2643
+ fn isForced(active: anytype) bool {
2486
2644
  return active.volatiles.Recharging or active.volatiles.Rage or
2487
2645
  active.volatiles.Thrashing or active.volatiles.Charging;
2488
2646
  }
2489
2647
 
2490
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2648
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2649
+ var log = options.log;
2491
2650
  var side = battle.side(who);
2492
2651
  var volatiles = &side.active.volatiles;
2493
2652
  const ident = battle.active(who);
2494
2653
 
2495
- if (volatiles.disabled_move != 0) {
2496
- volatiles.disabled_move = 0;
2497
- volatiles.disabled_duration = 0;
2654
+ options.chance.clearDurations(who, clear);
2655
+
2656
+ if (volatiles.disable_move != 0) {
2657
+ volatiles.disable_move = 0;
2658
+ volatiles.disable_duration = 0;
2498
2659
  try log.end(ident, .DisableSilent);
2499
2660
  }
2500
2661
  if (volatiles.Confusion) {
@@ -2504,109 +2665,344 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2504
2665
  }
2505
2666
  if (volatiles.Mist) {
2506
2667
  volatiles.Mist = false;
2507
- try log.end(ident, .Mist);
2668
+ try log.end(ident, .MistSilent);
2508
2669
  }
2509
2670
  if (volatiles.FocusEnergy) {
2510
2671
  volatiles.FocusEnergy = false;
2511
- try log.end(ident, .FocusEnergy);
2672
+ try log.end(ident, .FocusEnergySilent);
2512
2673
  }
2513
2674
  if (volatiles.LeechSeed) {
2514
2675
  volatiles.LeechSeed = false;
2515
- try log.end(ident, .LeechSeed);
2676
+ try log.end(ident, .LeechSeedSilent);
2516
2677
  }
2517
- if (volatiles.Toxic) {
2678
+ if (!showdown and volatiles.Toxic) {
2518
2679
  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
- }
2680
+ // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it (below)
2524
2681
  }
2525
2682
  if (volatiles.LightScreen) {
2526
2683
  volatiles.LightScreen = false;
2527
- try log.end(ident, .LightScreen);
2684
+ try log.end(ident, .LightScreenSilent);
2528
2685
  }
2529
2686
  if (volatiles.Reflect) {
2530
2687
  volatiles.Reflect = false;
2531
- try log.end(ident, .Reflect);
2688
+ try log.end(ident, .ReflectSilent);
2689
+ }
2690
+ if (showdown and volatiles.Toxic) {
2691
+ volatiles.Toxic = false;
2692
+ // Pokémon Showdown erroneously clears the toxic counter
2693
+ volatiles.toxic = 0;
2694
+ try log.end(ident, .ToxicSilent);
2532
2695
  }
2533
2696
  }
2534
2697
 
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
- }
2698
+ pub const Rolls = struct {
2699
+ fn speedTie(battle: anytype, options: anytype) !bool {
2700
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2701
+ player == .P1
2702
+ else if (showdown)
2703
+ battle.rng.range(u8, 0, 2) == 0
2704
+ else
2705
+ battle.rng.next() < Gen12.percent(50) + 1;
2706
+
2707
+ try options.chance.speedTie(p1);
2708
+ return p1;
2544
2709
  }
2545
- return false;
2546
- }
2547
2710
 
2548
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2549
- var volatiles = &active.volatiles;
2550
- assert(volatiles.Thrashing);
2551
- if (volatiles.attacks > 0) return false;
2711
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2712
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2713
+ val == .true
2714
+ else if (showdown)
2715
+ battle.rng.chance(u8, rate, 256)
2716
+ else
2717
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2552
2718
 
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);
2719
+ try options.chance.criticalHit(player, crit, rate);
2720
+ return crit;
2721
+ }
2559
2722
 
2560
- return true;
2561
- }
2723
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2724
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2725
+ val
2726
+ else roll: {
2727
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2728
+ while (true) {
2729
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2730
+ if (r >= 217) break :roll r;
2731
+ }
2732
+ };
2562
2733
 
2563
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2734
+ assert(roll >= 217 and roll <= 255);
2735
+ try options.chance.damage(player, roll);
2736
+ return roll;
2737
+ }
2564
2738
 
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
- }
2739
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2740
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2741
+ val == .true
2742
+ else if (showdown)
2743
+ battle.rng.chance(u8, accuracy, 256)
2744
+ else
2745
+ battle.rng.next() < accuracy;
2570
2746
 
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;
2747
+ options.chance.hit(ok, accuracy);
2748
+ return ok;
2749
+ }
2750
+
2751
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2752
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2761
+ }
2762
+
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (showdown)
2767
+ battle.rng.chance(u8, 63, 256)
2768
+ else
2769
+ battle.rng.next() < Gen12.percent(25);
2770
+
2771
+ try options.chance.paralyzed(player, par);
2772
+ return par;
2773
+ }
2774
+
2775
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2776
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, 25, 256)
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(10);
2782
+
2783
+ try options.chance.secondaryChance(player, proc, 25);
2784
+ return proc;
2785
+ }
2786
+
2787
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2788
+ const rate: u8 = if (low) 26 else 77;
2789
+
2790
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2791
+ val == .true
2792
+ else if (showdown)
2793
+ battle.rng.chance(u8, rate, 256)
2794
+ else
2795
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2796
+
2797
+ try options.chance.secondaryChance(player, proc, rate);
2798
+ return proc;
2799
+ }
2800
+
2801
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2802
+ const rate: u8 = if (low) 52 else 103;
2803
+
2804
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2805
+ val == .true
2806
+ else if (showdown)
2807
+ battle.rng.chance(u8, rate, 256)
2808
+ else
2809
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2810
+
2811
+ try options.chance.secondaryChance(player, proc, rate);
2812
+ return proc;
2813
+ }
2814
+
2815
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2816
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2817
+ val == .true
2818
+ else if (showdown)
2819
+ battle.rng.chance(u8, 85, 256)
2820
+ else
2821
+ battle.rng.next() < Gen12.percent(33) + 1;
2822
+
2823
+ try options.chance.secondaryChance(player, proc, 85);
2824
+ return proc;
2825
+ }
2826
+
2827
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2828
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2829
+ val
2830
+ else if (showdown)
2831
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2832
+ else move: {
2833
+ while (true) {
2834
+ const r = battle.rng.next();
2835
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2836
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2837
+ break :move @enumFromInt(r);
2838
+ }
2839
+ };
2840
+
2841
+ try options.chance.metronome(player, move);
2842
+ return move;
2843
+ }
2844
+
2845
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2846
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2847
+ val - 1
2848
+ else if (showdown)
2849
+ battle.rng.range(u8, 0, max)
2850
+ else power: {
2851
+ while (true) {
2852
+ const r = battle.rng.next();
2853
+ if (r < max) break :power r;
2578
2854
  }
2855
+ };
2856
+
2857
+ assert(power < max);
2858
+ try options.chance.psywave(player, power, max);
2859
+ return power;
2860
+ }
2861
+
2862
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2863
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2864
+ @intCast(val)
2865
+ else if (showdown)
2866
+ battle.rng.range(u3, 1, 8)
2867
+ else duration: {
2868
+ while (true) {
2869
+ const r = battle.rng.next() & 7;
2870
+ if (r != 0) break :duration @intCast(r);
2871
+ }
2872
+ };
2873
+
2874
+ assert(duration >= 1 and duration <= 7);
2875
+ options.chance.duration(.sleep, player, player.foe(), duration);
2876
+ return duration;
2877
+ }
2878
+
2879
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2880
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2881
+ val
2882
+ else if (showdown)
2883
+ battle.rng.range(u4, 1, 9)
2884
+ else
2885
+ @intCast((battle.rng.next() & 7) + 1);
2886
+
2887
+ assert(duration >= 1 and duration <= 8);
2888
+ options.chance.duration(.disable, player, player.foe(), duration);
2889
+ return duration;
2890
+ }
2891
+
2892
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2893
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2894
+ @intCast(val)
2895
+ else if (showdown)
2896
+ battle.rng.range(u3, 2, 6)
2897
+ else
2898
+ @intCast((battle.rng.next() & 3) + 2);
2899
+
2900
+ assert(duration >= 2 and duration <= 5);
2901
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2902
+ return duration;
2903
+ }
2904
+
2905
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2906
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2907
+ @intCast(val)
2908
+ else if (showdown)
2909
+ battle.rng.range(u3, 2, 4)
2910
+ else
2911
+ @intCast((battle.rng.next() & 1) + 2);
2912
+
2913
+ assert(duration >= 2 and duration <= 3);
2914
+ options.chance.duration(.attacking, player, player, duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2919
+
2920
+ fn distribution(
2921
+ battle: anytype,
2922
+ comptime effect: Move.Effect,
2923
+ player: Player,
2924
+ options: anytype,
2925
+ ) !u3 {
2926
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2927
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2928
+ @intCast(val)
2929
+ else if (showdown)
2930
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2931
+ else n: {
2932
+ const r = (battle.rng.next() & 3);
2933
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2934
+ };
2935
+
2936
+ assert(n >= 2 and n <= 5);
2937
+ if (effect == .Binding) {
2938
+ options.chance.duration(.binding, player, player, n);
2579
2939
  } 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;
2940
+ try options.chance.multiHit(player, n);
2941
+ }
2942
+ return n;
2943
+ }
2944
+
2945
+ fn moveSlot(
2946
+ battle: anytype,
2947
+ player: Player,
2948
+ moves: []MoveSlot,
2949
+ check_pp: u4,
2950
+ options: anytype,
2951
+ ) !u4 {
2952
+ // TODO: consider throwing error instead of rerolling?
2953
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2954
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2955
+ val
2956
+ else
2957
+ null
2958
+ else
2959
+ null;
2960
+
2961
+ const slot: u4 = overridden orelse slot: {
2962
+ if (showdown) {
2963
+ if (check_pp == 0) {
2964
+ var i: usize = moves.len;
2965
+ while (i > 0) {
2966
+ i -= 1;
2967
+ if (moves[i].id != .None) {
2968
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2969
+ }
2970
+ }
2971
+ } else {
2972
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2973
+ var i: usize = 0;
2974
+ while (i < moves.len and r > 0) : (i += 1) {
2975
+ if (moves[i].pp > 0) {
2976
+ r -= 1;
2977
+ if (r == 0) break :slot @intCast(i + 1);
2978
+ }
2979
+ }
2586
2980
  }
2587
2981
  }
2588
- return @intCast(u4, i + 1);
2589
- }
2590
- }
2591
2982
 
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;
2983
+ while (true) {
2984
+ const r: u4 = @intCast(battle.rng.next() & 3);
2985
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2986
+ }
2987
+ };
2988
+
2989
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2990
+ return slot;
2595
2991
  }
2596
- }
2992
+ };
2597
2993
 
2598
2994
  test "RNG agreement" {
2599
2995
  if (!showdown) return;
2600
2996
  var expected: [256]u32 = undefined;
2601
2997
  for (0..expected.len) |i| {
2602
- expected[i] = @intCast(u32, i * 0x1000000);
2998
+ expected[i] = @intCast(i * 0x1000000);
2603
2999
  }
2604
3000
 
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 };
3001
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3005
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2610
3006
 
2611
3007
  for (0..expected.len) |i| {
2612
3008
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2642,7 +3038,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2642
3038
  const side = battle.side(player);
2643
3039
  const foe = battle.foe(player);
2644
3040
 
2645
- var active = side.active;
3041
+ var active = &side.active;
2646
3042
  const stored = side.stored();
2647
3043
 
2648
3044
  // While players are not given any input options on the cartridge in these cases,
@@ -2656,7 +3052,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2656
3052
  // strictly correct as the player would not have been presented the option to move or
2657
3053
  // switch at all.
2658
3054
  if (isForced(active)) {
2659
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3055
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2660
3056
  n += 1;
2661
3057
  return n;
2662
3058
  }
@@ -2693,9 +3089,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2693
3089
  while (slot <= 4) : (slot += 1) {
2694
3090
  const m = active.moves[slot - 1];
2695
3091
  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;
3092
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3093
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3094
+ const struggle =
3095
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3096
+ const s = if (struggle) 0 else slot;
2699
3097
  out[n] = .{ .type = .Move, .data = s };
2700
3098
  n += 1;
2701
3099
  return n;
@@ -2709,7 +3107,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2709
3107
  const m = active.moves[slot - 1];
2710
3108
  if (m.id == .None) break;
2711
3109
  if (m.pp == 0) continue;
2712
- if (active.volatiles.disabled_move == slot) continue;
3110
+ if (active.volatiles.disable_move == slot) continue;
2713
3111
  out[n] = .{ .type = .Move, .data = slot };
2714
3112
  n += 1;
2715
3113
  }