@pkmn/engine 0.1.0-dev.2ec67dba → 0.1.0-dev.305a932f

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (57) hide show
  1. package/README.md +98 -59
  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 +25 -3
  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 +47 -31
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +15 -12
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +60 -39
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +400 -0
  20. package/build/test/display.js.map +1 -0
  21. package/build/tools/debug.js +133 -0
  22. package/build/tools/debug.js.map +1 -0
  23. package/build.zig +104 -90
  24. package/package.json +65 -36
  25. package/src/bin/install-pkmn-engine +68 -36
  26. package/src/bin/pkmn-debug +62 -0
  27. package/src/lib/binding/node.zig +47 -142
  28. package/src/lib/binding/wasm.zig +6 -4
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +15 -27
  31. package/src/lib/common/debug.zig +21 -11
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +60 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +752 -237
  36. package/src/lib/common/rational.zig +353 -0
  37. package/src/lib/common/rng.zig +15 -15
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +282 -166
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1058 -0
  42. package/src/lib/gen1/data/moves.zig +178 -180
  43. package/src/lib/gen1/data/species.zig +2 -2
  44. package/src/lib/gen1/data/types.zig +5 -5
  45. package/src/lib/gen1/data.zig +78 -64
  46. package/src/lib/gen1/helpers.zig +592 -36
  47. package/src/lib/gen1/mechanics.zig +1059 -654
  48. package/src/lib/gen2/README.md +106 -85
  49. package/src/lib/gen2/data/items.zig +12 -18
  50. package/src/lib/gen2/data/moves.zig +640 -563
  51. package/src/lib/gen2/data/species.zig +1 -1
  52. package/src/lib/gen2/data/types.zig +84 -28
  53. package/src/lib/gen2/data.zig +113 -87
  54. package/src/lib/gen2/helpers.zig +16 -22
  55. package/src/lib/gen2/mechanics.zig +1242 -11
  56. package/src/lib/pkmn.zig +68 -9
  57. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,11 +1,14 @@
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
 
10
+ const Action = @import("chance.zig").Action;
11
+
9
12
  const data = @import("data.zig");
10
13
 
11
14
  const assert = std.debug.assert;
@@ -17,7 +20,7 @@ const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
23
+ const showdown = pkmn.options.showdown;
21
24
 
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
@@ -56,35 +59,39 @@ const BOOSTS = &[_][2]u8{
56
59
 
57
60
  const MAX_STAT_VALUE = 999;
58
61
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
62
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
63
+
64
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
65
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
66
+ if (battle.turn == 0) return start(battle, options);
62
67
 
68
+ var s1 = false;
69
+ var s2 = false;
63
70
  var f1: ?Move = null;
64
71
  var f2: ?Move = null;
65
72
 
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
- }
73
+ if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
74
+ if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
74
75
 
75
76
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
77
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
78
+
79
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
80
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
81
+
82
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
83
+ if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, options)) |r| return r;
84
+ } else {
85
+ if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, options)) |r| return r;
82
86
  }
83
87
 
84
- return endTurn(battle, log);
88
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
89
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
90
+
91
+ return endTurn(battle, options);
85
92
  }
86
93
 
87
- fn start(battle: anytype, log: anytype) !Result {
94
+ fn start(battle: anytype, options: anytype) !Result {
88
95
  const p1 = battle.side(.P1);
89
96
  const p2 = battle.side(.P2);
90
97
 
@@ -96,10 +103,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
103
  assert(!showdown or p2_slot == 1);
97
104
  if (p2_slot == 0) return Result.Win;
98
105
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
106
+ try switchIn(battle, .P1, p1_slot, true, options);
107
+ try switchIn(battle, .P2, p2_slot, true, options);
101
108
 
102
- return endTurn(battle, log);
109
+ return endTurn(battle, options);
103
110
  }
104
111
 
105
112
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,6 +119,7 @@ fn selectMove(
112
119
  player: Player,
113
120
  choice: Choice,
114
121
  foe_choice: Choice,
122
+ skip_turn: *bool,
115
123
  from: *?Move,
116
124
  ) ?Result {
117
125
  if (choice.type == .Pass) return null;
@@ -121,20 +129,29 @@ fn selectMove(
121
129
  const stored = side.stored();
122
130
 
123
131
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
132
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
133
 
126
134
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
135
+ if (volatiles.Recharging) {
136
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ return null;
138
+ }
128
139
  if (volatiles.Rage) {
129
140
  from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
141
+ if (showdown) {
142
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
143
+ saveMove(battle, player, null);
144
+ }
131
145
  return null;
132
146
  }
133
147
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
148
  if (!showdown) volatiles.Flinch = false;
135
149
  if (volatiles.Thrashing or volatiles.Charging) {
136
150
  from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
151
+ if (showdown) {
152
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
153
+ saveMove(battle, player, null);
154
+ }
138
155
  return null;
139
156
  }
140
157
 
@@ -144,7 +161,10 @@ fn selectMove(
144
161
  // pre-move select
145
162
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
163
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
164
+ if (showdown) {
165
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
166
+ saveMove(battle, player, choice);
167
+ }
148
168
  return null;
149
169
  }
150
170
  if (volatiles.Binding) {
@@ -162,11 +182,7 @@ fn selectMove(
162
182
  assert(choice.data == 0);
163
183
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
184
  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));
185
+ const last = side.active.move(battle.lastMove(player).index);
170
186
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
187
  if (last.id == .MirrorMove) return Result.Error;
172
188
  }
@@ -175,6 +191,7 @@ fn selectMove(
175
191
  }
176
192
 
177
193
  if (battle.foe(player).active.volatiles.Binding) {
194
+ skip_turn.* = true;
178
195
  if (showdown) {
179
196
  saveMove(battle, player, choice);
180
197
  } else {
@@ -185,6 +202,7 @@ fn selectMove(
185
202
  }
186
203
 
187
204
  // move select
205
+ volatiles.state = 0;
188
206
  if (choice.data == 0) {
189
207
  const struggle = ok: {
190
208
  for (side.active.moves, 0..) |move, i| {
@@ -192,12 +210,9 @@ fn selectMove(
192
210
  }
193
211
  break :ok true;
194
212
  };
195
-
196
213
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
214
  }
215
+ saveMove(battle, player, choice);
201
216
 
202
217
  return null;
203
218
  }
@@ -217,16 +232,12 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
217
232
  assert(showdown or move.pp != 0);
218
233
 
219
234
  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
- }
235
+ battle.lastMove(player).index = @intCast(c.data);
225
236
  }
226
237
  }
227
238
  }
228
239
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
240
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
241
  var side = battle.side(player);
231
242
  var foe = battle.foe(player);
232
243
  var active = &side.active;
@@ -239,11 +250,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
250
  side.order[0] = side.order[slot - 1];
240
251
  side.order[slot - 1] = out;
241
252
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
253
+ battle.lastMove(player).index = 1;
247
254
 
248
255
  side.last_used_move = .None;
249
256
  foe.last_used_move = .None;
@@ -259,17 +266,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
266
 
260
267
  foe.active.volatiles.Binding = false;
261
268
 
262
- try log.switched(battle.active(player), incoming);
269
+ try options.log.switched(battle.active(player), incoming);
270
+ options.chance.switched(player, side.order[0], out);
263
271
 
264
272
  if (showdown and incoming.status == Status.TOX) {
265
273
  incoming.status = Status.init(.PSN);
266
274
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
275
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
276
+ try options.log.status(battle.active(player), incoming.status, .Silent);
269
277
  }
270
278
  }
271
279
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
280
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
281
  assert(c1.type != .Pass or c2.type != .Pass);
274
282
 
275
283
  if (c1.type == .Pass) return .P2;
@@ -299,13 +307,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
307
  const spe2 = battle.side(.P2).active.stats.spe;
300
308
  if (spe1 == spe2) {
301
309
  // 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;
310
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
311
+ battle.rng.advance(1);
312
+ }
308
313
 
314
+ const p1 = try Rolls.speedTie(battle, options);
309
315
  if (!showdown) return if (p1) .P1 else .P2;
310
316
 
311
317
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +321,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
321
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
322
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
323
  // 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
324
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
325
  // won the original coin flip
320
326
  if (t1 and t2) return .P1;
321
327
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +334,59 @@ fn doTurn(
328
334
  battle: anytype,
329
335
  player: Player,
330
336
  player_choice: Choice,
337
+ player_rewrap: bool,
338
+ player_skip: bool,
331
339
  player_from: ?Move,
332
340
  foe_player: Player,
333
341
  foe_choice: Choice,
342
+ foe_rewrap: bool,
343
+ foe_skip: bool,
334
344
  foe_from: ?Move,
335
- log: anytype,
345
+ options: anytype,
336
346
  ) !?Result {
337
347
  assert(player_choice.type != .Pass);
338
348
 
339
349
  var residual = true;
340
350
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
351
+ if (try executeMove(
352
+ battle,
353
+ player,
354
+ player_choice,
355
+ player_rewrap,
356
+ player_skip,
357
+ player_from,
358
+ &residual,
359
+ options,
360
+ )) |r| return r;
342
361
  if (!replace) {
343
362
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
363
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
364
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
365
+ if (residual) try handleResidual(battle, player, options);
366
+ if (try checkFaint(battle, player, options)) |r| return r;
348
367
  } else if (foe_choice.type == .Pass) return null;
349
368
 
369
+ options.chance.clearPending();
370
+
371
+ residual = true;
350
372
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
373
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
374
+ if (if (calc) null else try executeMove(
375
+ battle,
376
+ foe_player,
377
+ foe_choice,
378
+ foe_rewrap,
379
+ foe_skip,
380
+ foe_from,
381
+ &residual,
382
+ options,
383
+ )) |r| return r;
352
384
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
385
+ if (!calc and foe_choice.type != .Switch) {
386
+ if (try checkFaint(battle, player, options)) |r| return r;
355
387
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
388
+ if (residual) try handleResidual(battle, foe_player, options);
389
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
390
  }
359
391
 
360
392
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +403,32 @@ fn executeMove(
371
403
  battle: anytype,
372
404
  player: Player,
373
405
  choice: Choice,
406
+ rewrap: bool,
407
+ skip: bool,
374
408
  from: ?Move,
375
409
  residual: *bool,
376
- log: anytype,
410
+ options: anytype,
377
411
  ) !?Result {
378
412
  var side = battle.side(player);
379
413
 
380
414
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
415
+ try switchIn(battle, player, choice.data, false, options);
382
416
  return null;
383
417
  }
384
418
 
419
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
420
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
421
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
422
  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
423
  assert(!showdown);
389
424
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
425
+ try options.log.cant(battle.active(player), .Bound);
391
426
  }
392
427
  return null;
393
428
  }
394
429
 
395
430
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
431
+ var mslot: u4 = @intCast(choice.data);
397
432
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
433
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
434
  var auto = showdown and side.last_selected_move != .None;
@@ -402,10 +437,7 @@ fn executeMove(
402
437
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
438
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
439
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
440
+ mslot = @intCast(battle.lastMove(player).index);
409
441
  const stored = side.stored();
410
442
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
443
  auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
@@ -426,15 +458,12 @@ fn executeMove(
426
458
  } else if (showdown and side.active.volatiles.Charging) {
427
459
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
460
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
461
+ mslot = @intCast(battle.lastMove(player).index);
433
462
  }
434
463
 
435
464
  var skip_can = false;
436
465
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
466
+ switch (try beforeMove(battle, player, skip, from, residual, options)) {
438
467
  .done => return null,
439
468
  .skip_can => skip_can = true,
440
469
  .skip_pp => skip_pp = true,
@@ -442,16 +471,24 @@ fn executeMove(
442
471
  .err => return @as(?Result, Result.Error),
443
472
  }
444
473
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
474
+ if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, options)) {
446
475
  return null;
447
476
  }
448
477
 
449
- return doMove(battle, player, mslot, auto, residual, log);
478
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
479
  }
451
480
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
481
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
482
 
454
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
483
+ fn beforeMove(
484
+ battle: anytype,
485
+ player: Player,
486
+ skip: bool,
487
+ from: ?Move,
488
+ residual: *bool,
489
+ options: anytype,
490
+ ) !BeforeMove {
491
+ var log = options.log;
455
492
  var side = battle.side(player);
456
493
  const foe = battle.foe(player);
457
494
  var active = &side.active;
@@ -460,11 +497,21 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
460
497
  var volatiles = &active.volatiles;
461
498
 
462
499
  if (Status.is(stored.status, .SLP)) {
463
- const status = stored.status;
500
+ const before = stored.status;
464
501
  // Even if the EXT bit is set this will still correctly modify the sleep duration
465
- stored.status -= 1;
466
- if (Status.duration(stored.status) == 0) {
467
- try log.curestatus(ident, status, .Message);
502
+ if (options.calc.modify(player, .sleep)) |extend| {
503
+ if (!extend) stored.status = 0;
504
+ } else {
505
+ stored.status -= 1;
506
+ }
507
+
508
+ const duration = Status.duration(stored.status);
509
+ if (!Status.is(stored.status, .EXT)) {
510
+ try options.chance.sleep(player, duration);
511
+ }
512
+
513
+ if (duration == 0) {
514
+ try log.curestatus(ident, before, .Message);
468
515
  stored.status = 0; // clears EXT if present
469
516
  } else {
470
517
  try log.cant(ident, .Sleep);
@@ -479,13 +526,15 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
479
526
  return .done;
480
527
  }
481
528
 
482
- if (foe.active.volatiles.Binding) {
529
+ if (skip or foe.active.volatiles.Binding) {
483
530
  try log.cant(ident, .Bound);
484
531
  return .done;
485
532
  }
486
533
 
487
- if (!showdown and volatiles.Flinch) {
488
- volatiles.Flinch = false;
534
+ if (volatiles.Flinch) {
535
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
536
+ // Pokémon can sometimes flinch multiple times from the same original hit
537
+ if (!showdown) volatiles.Flinch = false;
489
538
  try log.cant(ident, .Flinch);
490
539
  return .done;
491
540
  }
@@ -497,21 +546,20 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
497
546
  }
498
547
 
499
548
  if (volatiles.disabled_duration > 0) {
500
- volatiles.disabled_duration -= 1;
549
+ if (options.calc.modify(player, .disable)) |extend| {
550
+ if (!extend) volatiles.disabled_duration = 0;
551
+ } else {
552
+ volatiles.disabled_duration -= 1;
553
+ }
554
+ try options.chance.disable(player, volatiles.disabled_duration);
555
+
501
556
  if (volatiles.disabled_duration == 0) {
502
557
  volatiles.disabled_move = 0;
503
558
  try log.end(ident, .Disable);
504
559
  }
505
560
  }
506
561
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
507
- if (showdown and try disabled(side, ident, log)) return .done;
508
-
509
- // Pokémon Showdown checks for Flinch *after* instead of before
510
- if (showdown and volatiles.Flinch) {
511
- volatiles.Flinch = false;
512
- try log.cant(ident, .Flinch);
513
- return .done;
514
- }
562
+ if (showdown and try disabled(side, ident, options)) return .done;
515
563
 
516
564
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
517
565
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -523,21 +571,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
523
571
  if (volatiles.Confusion) {
524
572
  assert(volatiles.confusion > 0);
525
573
 
526
- volatiles.confusion -= 1;
574
+ if (options.calc.modify(player, .confusion)) |extend| {
575
+ if (!extend) volatiles.confusion = 0;
576
+ } else {
577
+ volatiles.confusion -= 1;
578
+ }
579
+ try options.chance.confusion(player, volatiles.confusion);
580
+
527
581
  if (volatiles.confusion == 0) {
528
582
  volatiles.Confusion = false;
529
583
  try log.end(ident, .Confusion);
530
584
  } else {
531
585
  try log.activate(ident, .Confusion);
532
586
 
533
- const confused = if (showdown)
534
- !battle.rng.chance(u8, 128, 256)
535
- else
536
- battle.rng.next() >= Gen12.percent(50) + 1;
537
-
538
- if (confused) {
587
+ if (try Rolls.confused(battle, player, options)) {
539
588
  assert(!volatiles.MultiHit);
540
- volatiles.state = 0;
589
+ if (!volatiles.Rage) volatiles.state = 0;
541
590
  volatiles.Bide = false;
542
591
  volatiles.Thrashing = false;
543
592
  volatiles.MultiHit = false;
@@ -545,6 +594,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
545
594
  volatiles.Charging = false;
546
595
  volatiles.Binding = false;
547
596
  volatiles.Invulnerable = false;
597
+ options.chance.clearDurations(player, null);
548
598
  {
549
599
  // This feels (and is) disgusting but the cartridge literally just overwrites
550
600
  // the opponent's defense with the user's defense and resets it after. As a
@@ -561,42 +611,53 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
561
611
  player
562
612
  else
563
613
  player.foe();
614
+
615
+ const uncapped = battle.last_damage;
564
616
  // Skipping adjustDamage / randomizeDamage / checkHit
565
- _ = try applyDamage(battle, player, target, .Confusion, log);
617
+ _ = try applyDamage(battle, player, target, .Confusion, options);
618
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
619
+ if (showdown) battle.last_damage = uncapped;
566
620
 
567
621
  return .done;
568
622
  }
569
623
  }
570
624
  }
571
625
 
572
- if (!showdown and try disabled(side, ident, log)) return .done;
626
+ if (!showdown and try disabled(side, ident, options)) return .done;
573
627
 
574
- if (Status.is(stored.status, .PAR)) {
575
- const paralyzed = if (showdown)
576
- battle.rng.chance(u8, 63, 256)
577
- else
578
- battle.rng.next() < Gen12.percent(25);
579
-
580
- if (paralyzed) {
581
- volatiles.state = 0;
582
- volatiles.Bide = false;
583
- volatiles.Thrashing = false;
584
- volatiles.Charging = false;
585
- volatiles.Binding = false;
586
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
587
- try log.cant(ident, .Paralysis);
588
- return .done;
589
- }
628
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
629
+ if (!volatiles.Rage) volatiles.state = 0;
630
+ volatiles.Bide = false;
631
+ volatiles.Thrashing = false;
632
+ volatiles.Charging = false;
633
+ volatiles.Binding = false;
634
+ options.chance.clearDurations(player, null);
635
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
636
+ try log.cant(ident, .Paralysis);
637
+ return .done;
590
638
  }
591
639
 
592
640
  if (volatiles.Bide) {
593
641
  assert(!volatiles.Thrashing and !volatiles.Rage);
594
642
 
595
- volatiles.state +%= battle.last_damage;
643
+ if (showdown) {
644
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
645
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
646
+ // addition because 65535 is sufficient to faint any Pokémon anyway
647
+ volatiles.state +|= battle.last_damage;
648
+ } else {
649
+ volatiles.state +%= battle.last_damage;
650
+ }
596
651
 
597
652
  assert(volatiles.attacks > 0);
598
653
 
599
- volatiles.attacks -= 1;
654
+ if (options.calc.modify(player, .attacking)) |extend| {
655
+ if (!extend) volatiles.attacks = 0;
656
+ } else {
657
+ volatiles.attacks -= 1;
658
+ }
659
+ try options.chance.attacking(player, volatiles.attacks);
660
+
600
661
  if (volatiles.attacks != 0) {
601
662
  try log.activate(ident, .Bide);
602
663
  return .done;
@@ -613,27 +674,57 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
613
674
  return .done;
614
675
  }
615
676
 
616
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
677
+ const sub = showdown and foe.active.volatiles.Substitute;
678
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
679
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
680
+
681
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
682
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
683
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
684
+ if (showdown) {
685
+ residual.* = false;
686
+ try handleResidual(battle, player, options);
687
+ }
688
+
617
689
  return .done;
618
690
  }
619
691
 
620
692
  if (volatiles.Thrashing) {
621
693
  assert(volatiles.attacks > 0);
622
694
  assert(from != null);
623
- volatiles.attacks -= 1;
624
- if (!showdown and handleThrashing(battle, active)) {
695
+
696
+ if (options.calc.modify(player, .attacking)) |extend| {
697
+ if (!extend) volatiles.attacks = 0;
698
+ } else {
699
+ volatiles.attacks -= 1;
700
+ }
701
+ try options.chance.attacking(player, volatiles.attacks);
702
+
703
+ if (!showdown and handleThrashing(battle, active, player, options)) {
625
704
  try log.start(battle.active(player), .ConfusionSilent);
626
705
  }
627
706
  try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
628
- if (showdown and handleThrashing(battle, active)) {
629
- try log.start(battle.active(player), .ConfusionSilent);
707
+ if (showdown) {
708
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
709
+ // used in useMove and doesn't have the notion of skipping canMove semantics
710
+ side.last_used_move = side.last_selected_move;
711
+ if (handleThrashing(battle, active, player, options)) {
712
+ try log.start(battle.active(player), .ConfusionSilent);
713
+ }
630
714
  }
631
715
  return .skip_can;
632
716
  }
633
717
 
634
718
  if (volatiles.Binding) {
635
719
  assert(volatiles.attacks > 0);
636
- volatiles.attacks -= 1;
720
+
721
+ if (options.calc.modify(player, .binding)) |extend| {
722
+ if (!extend) volatiles.attacks = 0;
723
+ } else {
724
+ volatiles.attacks -= 1;
725
+ }
726
+ try options.chance.binding(player, volatiles.attacks);
727
+
637
728
  try log.move(
638
729
  battle.active(player),
639
730
  side.last_selected_move,
@@ -641,7 +732,11 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
641
732
  side.last_selected_move,
642
733
  );
643
734
  if (showdown or battle.last_damage != 0) {
644
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
735
+ const sub = showdown and foe.active.volatiles.Substitute;
736
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
737
+ if (battle.foe(player).stored().hp > 0 and !sub) {
738
+ try buildRage(battle, player.foe(), options);
739
+ }
645
740
  }
646
741
  return .done;
647
742
  }
@@ -657,7 +752,7 @@ fn canMove(
657
752
  skip_pp: bool,
658
753
  from: ?Move,
659
754
  residual: *bool,
660
- log: anytype,
755
+ options: anytype,
661
756
  ) !bool {
662
757
  var side = battle.side(player);
663
758
  const player_ident = battle.active(player);
@@ -672,8 +767,9 @@ fn canMove(
672
767
  side.active.volatiles.Charging = false;
673
768
  side.active.volatiles.Invulnerable = false;
674
769
  } else if (move.effect == .Charge) {
675
- try log.move(player_ident, side.last_selected_move, .{}, from);
676
- try Effects.charge(battle, player, log);
770
+ try options.log.move(player_ident, side.last_selected_move, .{}, from);
771
+ setCounterable(battle, player, side, move);
772
+ try Effects.charge(battle, player, options);
677
773
  return false;
678
774
  }
679
775
 
@@ -688,23 +784,35 @@ fn canMove(
688
784
  // relevant for control flow, but we don't have anything useful to put in the log. This is
689
785
  // regrettable, but this information is more "nice to have" than required
690
786
  const f = if (from != null and from.? == .None) null else from;
691
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
787
+ try options.log.move(player_ident, side.last_selected_move, battle.active(target), f);
788
+ setCounterable(battle, player, side, move);
692
789
 
693
790
  if (move.effect.onBegin()) {
694
- try onBegin(battle, player, move, mslot, residual, log);
791
+ try onBegin(battle, player, move, mslot, residual, options);
695
792
  return false;
696
793
  }
697
794
 
698
795
  if (move.effect == .Thrashing) {
699
- Effects.thrashing(battle, player);
796
+ Effects.thrashing(battle, player, options);
700
797
  } else if (!showdown and move.effect == .Binding) {
701
798
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
702
- Effects.binding(battle, player);
799
+ try Effects.binding(battle, player, false, options);
703
800
  }
704
801
 
705
802
  return true;
706
803
  }
707
804
 
805
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
806
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
807
+ // in cases where an early return happens the data for a players last selected move does not get
808
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
809
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
810
+ // as the desync results from actually having two separate battle states that subtly disagree
811
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
812
+ (move.type == .Normal or move.type == .Fighting);
813
+ battle.lastMove(player).counterable = @intFromBool(counterable);
814
+ }
815
+
708
816
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
709
817
  if (side.last_selected_move == .Struggle) return;
710
818
 
@@ -715,11 +823,11 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
715
823
  if (volatiles.Bide) return;
716
824
 
717
825
  assert(active.move(mslot).pp > 0 or auto);
718
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
826
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
719
827
  if (volatiles.Transform) return;
720
828
 
721
829
  assert(side.stored().move(mslot).pp > 0 or auto);
722
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
830
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
723
831
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
724
832
  }
725
833
 
@@ -727,12 +835,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
727
835
  var active = &side.active;
728
836
  const volatiles = &active.volatiles;
729
837
 
730
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
838
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
731
839
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
732
840
  if (showdown and volatiles.Transform) return;
733
841
 
734
842
  assert(mslot > 0 and mslot <= 4);
735
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
843
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
736
844
  }
737
845
 
738
846
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -740,10 +848,12 @@ fn doMove(
740
848
  battle: anytype,
741
849
  player: Player,
742
850
  mslot: u4,
851
+ rewrap: bool,
743
852
  auto: bool,
744
853
  residual: *bool,
745
- log: anytype,
854
+ options: anytype,
746
855
  ) !?Result {
856
+ var log = options.log;
747
857
  var side = battle.side(player);
748
858
  const foe = battle.foe(player);
749
859
 
@@ -758,35 +868,44 @@ fn doMove(
758
868
  var hits: u4 = 1;
759
869
  var effectiveness = Effectiveness.neutral;
760
870
 
871
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
872
+ if (showdown and !counter) battle.last_damage = 0;
873
+
761
874
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
762
875
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
763
- return specialDamage(battle, player, move, log);
876
+ return specialDamage(battle, player, move, options);
764
877
  }
765
878
 
766
879
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
767
880
  // calling moveHit early covers most of that but we also need to check type immunity first
768
881
  var miss = showdown and miss: {
769
882
  immune = move.target != .Self and !status and !counter and
770
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
771
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
883
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
884
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
772
885
  if (immune and move.effect != .Binding) break :miss true;
773
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
774
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
886
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
887
+ battle.last_damage = 0;
888
+ break :miss true;
889
+ }
890
+ break :miss (move.target != .Self and
891
+ !moveHit(battle, player, move, &immune, &mist, options));
775
892
  };
776
893
  assert(!immune or miss or (showdown and move.effect == .Binding));
777
894
 
895
+ var late = showdown and move.effect != .Explode;
778
896
  const skip = status or immune;
779
897
  if ((!showdown or (!skip or counter)) and !miss) blk: {
780
898
  if (showdown and move.effect.isMulti()) {
781
- Effects.multiHit(battle, player, move);
899
+ try Effects.multiHit(battle, player, move, options);
782
900
  hits = side.active.volatiles.attacks;
901
+ late = false;
783
902
  }
784
903
 
785
904
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
786
905
  const check = !showdown or (!counter and move.effect != .OHKO);
787
- if (check) crit = checkCriticalHit(battle, player, move);
906
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
788
907
 
789
- if (counter) return counterDamage(battle, player, move, log);
908
+ if (counter) return counterDamage(battle, player, move, options);
790
909
 
791
910
  battle.last_damage = 0;
792
911
 
@@ -808,17 +927,15 @@ fn doMove(
808
927
  effectiveness = adjustDamage(battle, player);
809
928
  immune = effectiveness == 0;
810
929
  }
811
- randomizeDamage(battle);
930
+ try randomizeDamage(battle, player, options);
812
931
  }
813
932
  }
814
933
 
815
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
816
- if (showdown and skip and move.effect != .Bide) battle.last_damage = 0;
817
-
934
+ var zero = battle.last_damage == 0;
818
935
  miss = if (showdown or skip)
819
936
  miss
820
937
  else
821
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
938
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
822
939
 
823
940
  assert(showdown or miss or battle.last_damage > 0 or skip);
824
941
  assert((!showdown and miss) or !(ohko and immune));
@@ -826,11 +943,11 @@ fn doMove(
826
943
 
827
944
  if (!showdown or !miss) {
828
945
  if (move.effect == .MirrorMove) {
829
- return mirrorMove(battle, player, mslot, auto, residual, log);
946
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
830
947
  } else if (move.effect == .Metronome) {
831
- return metronome(battle, player, mslot, auto, residual, log);
948
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
832
949
  } else if (move.effect.onEnd()) {
833
- try onEnd(battle, player, move, log);
950
+ try onEnd(battle, player, move, options);
834
951
  return null;
835
952
  }
836
953
  }
@@ -843,44 +960,46 @@ fn doMove(
843
960
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
844
961
  if (ohko) {
845
962
  try log.immune(foe_ident, .OHKO);
846
- } else if (immune and !invulnerable) {
963
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
847
964
  try log.immune(foe_ident, .None);
848
965
  } else if (mist) {
849
966
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
850
967
  try log.fail(foe_ident, .None);
851
968
  } else {
969
+ if (showdown or !zero) try options.chance.commit(player, .miss);
852
970
  try log.lastmiss();
853
971
  try log.miss(battle.active(player));
854
972
  }
855
973
  if (move.effect == .JumpKick) {
856
974
  // Recoil is supposed to be damage/8 but damage will always be 0 here
857
- assert(battle.last_damage == 0);
975
+ assert(showdown or battle.last_damage == 0);
858
976
  battle.last_damage = 1;
859
- _ = try applyDamage(battle, player, player.foe(), .None, log);
977
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
860
978
  if (showdown and side.stored().hp == 0) residual.* = false;
861
979
  } else if (move.effect == .Explode) {
862
980
  try Effects.explode(battle, player);
863
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
864
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
865
- }
866
- } else if (showdown) {
867
- if (move.effect == .Disable) {
868
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
869
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
870
- }
871
- }
981
+ try buildRage(battle, player.foe(), options);
982
+ } else if (showdown and move.effect == .Disable) {
983
+ try buildRage(battle, player.foe(), options);
984
+ } else if (!showdown and immune and move.effect == .Binding) {
985
+ try options.chance.commit(player, .binding);
872
986
  }
873
987
  return null;
988
+ } else {
989
+ try options.chance.commit(player, .hit);
874
990
  }
875
991
 
876
992
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
877
993
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
878
994
  // it up above before damage calculation).
879
995
  if (!showdown and move.effect.isMulti()) {
880
- Effects.multiHit(battle, player, move);
996
+ try Effects.multiHit(battle, player, move, options);
881
997
  hits = side.active.volatiles.attacks;
882
998
  }
883
999
 
1000
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1001
+ const sub = showdown and foe.active.volatiles.Substitute;
1002
+
884
1003
  var nullified = false;
885
1004
  var hit: u4 = 0;
886
1005
  while (hit < hits) {
@@ -892,12 +1011,12 @@ fn doMove(
892
1011
  try log.resisted(battle.active(player.foe()));
893
1012
  }
894
1013
  }
895
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1014
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
896
1015
  if (hit == 0 and ohko) try log.ohko();
897
1016
  hit += 1;
898
1017
  if (foe.stored().hp == 0) break;
899
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
900
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
1018
+ if (!late and (!sub or move.effect == .Explode)) {
1019
+ try buildRage(battle, player.foe(), options);
901
1020
  }
902
1021
  // If the substitute breaks during a multi-hit attack, the attack ends
903
1022
  if (nullified) break;
@@ -908,17 +1027,23 @@ fn doMove(
908
1027
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
909
1028
  side.active.volatiles.attacks = 0;
910
1029
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
911
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1030
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
912
1031
  }
913
1032
  try log.hitcount(battle.active(player.foe()), hit);
914
1033
  } else if (showdown) {
915
1034
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
916
1035
  if (move.effect == .Binding) {
917
- Effects.binding(battle, player);
1036
+ try Effects.binding(battle, player, rewrap, options);
918
1037
  if (immune) {
919
1038
  battle.last_damage = 0;
1039
+ assert(foe.stored().hp > 0);
920
1040
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
921
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1041
+ if (sub) {
1042
+ try log.activate(battle.active(player.foe()), .Substitute);
1043
+ } else {
1044
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1045
+ try buildRage(battle, player.foe(), options);
1046
+ }
922
1047
  return null;
923
1048
  }
924
1049
  }
@@ -931,10 +1056,13 @@ fn doMove(
931
1056
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
932
1057
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
933
1058
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
934
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1059
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
935
1060
 
936
1061
  if (foe.stored().hp == 0) return null;
937
1062
 
1063
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1064
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1065
+
938
1066
  if (!move.effect.isSpecial()) {
939
1067
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
940
1068
  // second time here (after being executed in the "always happens" block above) but that
@@ -944,28 +1072,29 @@ fn doMove(
944
1072
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
945
1073
  // puts the |-status| message before |-hitcount| instead of after.
946
1074
  if (move.effect == .Twineedle) {
947
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1075
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
948
1076
  } else if (move.effect == .Disable) {
949
- return Effects.disable(battle, player, move, log);
1077
+ const result = try Effects.disable(battle, player, move, options);
1078
+ if (showdown) try buildRage(battle, player.foe(), options);
1079
+ return result;
950
1080
  } else {
951
- try moveEffect(battle, player, move, log);
1081
+ try moveEffect(battle, player, move, options);
952
1082
  }
953
1083
  }
954
1084
 
955
1085
  return null;
956
1086
  }
957
1087
 
958
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1088
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
959
1089
  const side = battle.side(player);
960
1090
 
961
1091
  // Base speed is used for the critical hit calculation, even when Transform-ed
962
- var chance = @as(u16, Species.chance(side.stored().species));
963
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
964
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
965
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1092
+ var rate = @as(u16, Species.chance(side.stored().species));
1093
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1094
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1095
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
966
1096
 
967
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
968
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1097
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
969
1098
  }
970
1099
 
971
1100
  fn calcDamage(
@@ -1031,7 +1160,7 @@ fn calcDamage(
1031
1160
  d = @min(997, d);
1032
1161
  d += 2;
1033
1162
 
1034
- battle.last_damage = @intCast(u16, d);
1163
+ battle.last_damage = @intCast(d);
1035
1164
 
1036
1165
  return true;
1037
1166
  }
@@ -1045,9 +1174,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1045
1174
  var d = battle.last_damage;
1046
1175
  if (side.active.types.includes(move.type)) d +%= d / 2;
1047
1176
 
1048
- const neutral = @enumToInt(Effectiveness.Neutral);
1049
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1050
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1177
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1178
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1179
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1051
1180
 
1052
1181
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1053
1182
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1067,99 +1196,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1067
1196
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1068
1197
  }
1069
1198
 
1070
- fn randomizeDamage(battle: anytype) void {
1199
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1071
1200
  if (battle.last_damage <= 1) return;
1072
-
1073
- const random = if (showdown)
1074
- battle.rng.range(u8, 217, 256)
1075
- else loop: {
1076
- while (true) {
1077
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1078
- if (r >= 217) break :loop r;
1079
- }
1080
- };
1081
-
1082
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1201
+ const random = try Rolls.damage(battle, player, options);
1202
+ options.calc.base(player.foe(), battle.last_damage);
1203
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1204
+ options.calc.final(player.foe(), battle.last_damage);
1083
1205
  }
1084
1206
 
1085
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1207
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1086
1208
  const side = battle.side(player);
1209
+ const foe = battle.foe(player);
1087
1210
 
1088
- if (!try checkHit(battle, player, move, log)) return null;
1211
+ if (!try checkHit(battle, player, move, options)) return null;
1212
+ try options.chance.commit(player, .hit);
1089
1213
 
1090
1214
  battle.last_damage = switch (side.last_selected_move) {
1091
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1215
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1092
1216
  .SeismicToss, .NightShade => side.stored().level,
1093
1217
  .SonicBoom => 20,
1094
1218
  .DragonRage => 40,
1095
1219
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1096
1220
  .Psywave => power: {
1097
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1098
- if (showdown) {
1099
- break :power battle.rng.range(u8, 0, max);
1100
- } else {
1101
- // GLITCH: Psywave infinite glitch loop
1102
- if (max <= 1) return Result.Error;
1103
- while (true) {
1104
- const r = battle.rng.next();
1105
- if (r < max) break :power r;
1106
- }
1107
- }
1221
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1222
+ // GLITCH: Psywave infinite glitch loop
1223
+ if (!showdown and max <= 1) return Result.Error;
1224
+ break :power try Rolls.psywave(battle, player, max, options);
1108
1225
  },
1109
1226
  else => unreachable,
1110
1227
  };
1111
1228
 
1112
1229
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1113
1230
 
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1231
+ const sub = showdown and foe.active.volatiles.Substitute;
1232
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1233
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1234
+
1115
1235
  return null;
1116
1236
  }
1117
1237
 
1118
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1238
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1119
1239
  const foe = battle.foe(player);
1120
1240
 
1121
1241
  if (battle.last_damage == 0) {
1122
- try log.fail(battle.active(player), .None);
1242
+ try options.log.fail(battle.active(player), .None);
1123
1243
  return null;
1124
1244
  }
1125
1245
 
1126
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1127
- const foe_last_used_move =
1128
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1246
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1129
1247
  const foe_last_selected_move =
1130
1248
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1131
- .Counter
1249
+ .Splash
1132
1250
  else
1133
1251
  foe.last_selected_move);
1134
1252
 
1135
- const used = foe_last_used_move.bp > 0 and
1136
- foe.last_used_move != .Counter and
1137
- (foe_last_used_move.type == .Normal or
1138
- foe_last_used_move.type == .Fighting);
1139
-
1253
+ const used = battle.lastMove(player.foe()).counterable != 0;
1140
1254
  const selected = foe_last_selected_move.bp > 0 and
1141
1255
  foe.last_selected_move != .Counter and
1142
1256
  (foe_last_selected_move.type == .Normal or
1143
1257
  foe_last_selected_move.type == .Fighting);
1144
1258
 
1145
1259
  if (!used and !selected) {
1146
- try log.fail(battle.active(player), .None);
1260
+ try options.log.fail(battle.active(player), .None);
1147
1261
  return null;
1148
1262
  }
1149
1263
 
1150
1264
  if (!used or !selected) {
1151
1265
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1152
1266
  if (!showdown) return Result.Error;
1153
- try log.fail(battle.active(player), .None);
1267
+ try options.log.fail(battle.active(player), .None);
1154
1268
  return null;
1155
1269
  }
1156
1270
 
1157
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1271
+ battle.last_damage *|= 2;
1158
1272
 
1159
1273
  // Pokémon Showdown calls checkHit before Counter
1160
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1274
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1275
+ try options.chance.commit(player, .hit);
1161
1276
 
1162
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1277
+ const sub = showdown and foe.active.volatiles.Substitute;
1278
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1279
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1163
1280
  return null;
1164
1281
  }
1165
1282
 
@@ -1168,7 +1285,7 @@ fn applyDamage(
1168
1285
  target_player: Player,
1169
1286
  sub_player: Player,
1170
1287
  reason: Damage,
1171
- log: anytype,
1288
+ options: anytype,
1172
1289
  ) !bool {
1173
1290
  assert(showdown or battle.last_damage != 0);
1174
1291
 
@@ -1183,19 +1300,20 @@ fn applyDamage(
1183
1300
  subbed.active.volatiles.substitute = 0;
1184
1301
  subbed.active.volatiles.Substitute = false;
1185
1302
  // battle.last_damage is not updated with the amount of HP the Substitute had
1186
- try log.end(battle.active(sub_player), .Substitute);
1303
+ try options.log.end(battle.active(sub_player), .Substitute);
1304
+ options.calc.capped(target_player);
1187
1305
  return true;
1188
1306
  } else {
1189
1307
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1190
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1191
- try log.activate(battle.active(sub_player), .Substitute);
1308
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1309
+ try options.log.activate(battle.active(sub_player), .Substitute);
1192
1310
  return false;
1193
1311
  }
1194
1312
  }
1195
1313
 
1196
1314
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1197
1315
  target.stored().hp -= battle.last_damage;
1198
- try log.damage(battle.active(target_player), target.stored(), reason);
1316
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1199
1317
  return false;
1200
1318
  }
1201
1319
 
@@ -1203,73 +1321,78 @@ fn mirrorMove(
1203
1321
  battle: anytype,
1204
1322
  player: Player,
1205
1323
  mslot: u4,
1324
+ rewrap: bool,
1206
1325
  auto: bool,
1207
1326
  residual: *bool,
1208
- log: anytype,
1209
- ) !?Result {
1327
+ options: anytype,
1328
+ ) anyerror!?Result {
1210
1329
  var side = battle.side(player);
1211
1330
  const foe = battle.foe(player);
1212
1331
 
1213
1332
  side.last_selected_move = foe.last_used_move;
1214
1333
 
1215
1334
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1216
- try log.fail(battle.active(player), .None);
1335
+ try options.log.fail(battle.active(player), .None);
1217
1336
  return null;
1337
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1338
+ incrementPP(side, mslot);
1218
1339
  }
1219
1340
 
1220
- incrementPP(side, mslot);
1221
-
1222
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1223
- return doMove(battle, player, mslot, auto, residual, log);
1341
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1342
+ return null;
1343
+ }
1344
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1224
1345
  }
1225
1346
 
1226
1347
  fn metronome(
1227
1348
  battle: anytype,
1228
1349
  player: Player,
1229
1350
  mslot: u4,
1351
+ rewrap: bool,
1230
1352
  auto: bool,
1231
1353
  residual: *bool,
1232
- log: anytype,
1233
- ) !?Result {
1354
+ options: anytype,
1355
+ ) anyerror!?Result {
1234
1356
  var side = battle.side(player);
1235
1357
 
1236
- side.last_selected_move = if (showdown) blk: {
1237
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1238
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1239
- break :blk @intToEnum(Move, r + mod);
1240
- } else loop: {
1241
- while (true) {
1242
- const r = battle.rng.next();
1243
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1244
- if (r >= @enumToInt(Move.Struggle)) continue;
1245
- break :loop @intToEnum(Move, r);
1246
- }
1247
- };
1248
-
1358
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1249
1359
  incrementPP(side, mslot);
1250
1360
 
1251
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1252
- return doMove(battle, player, mslot, auto, residual, log);
1361
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1362
+ return null;
1363
+ }
1364
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1253
1365
  }
1254
1366
 
1255
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1367
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1256
1368
  var immune = false;
1257
1369
  var mist = false;
1258
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1370
+
1371
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1372
+
1259
1373
  assert(!immune);
1260
1374
  if (mist) {
1261
1375
  assert(!showdown);
1262
1376
  const foe_ident = battle.active(player.foe());
1263
- try log.activate(foe_ident, .Mist);
1264
- try log.fail(foe_ident, .None);
1377
+ try options.log.activate(foe_ident, .Mist);
1378
+ try options.log.fail(foe_ident, .None);
1265
1379
  } else {
1266
- try log.lastmiss();
1267
- try log.miss(battle.active(player));
1380
+ try options.chance.commit(player, .miss);
1381
+ try options.log.lastmiss();
1382
+ try options.log.miss(battle.active(player));
1268
1383
  }
1384
+
1269
1385
  return false;
1270
1386
  }
1271
1387
 
1272
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1388
+ fn moveHit(
1389
+ battle: anytype,
1390
+ player: Player,
1391
+ move: Move.Data,
1392
+ immune: *bool,
1393
+ mist: *bool,
1394
+ options: anytype,
1395
+ ) bool {
1273
1396
  var side = battle.side(player);
1274
1397
  const foe = battle.foe(player);
1275
1398
 
@@ -1303,23 +1426,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1303
1426
  }
1304
1427
 
1305
1428
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1306
- var state = &side.active.volatiles.state;
1307
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1308
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1309
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1310
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1429
+ const state = side.active.volatiles.state;
1430
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1431
+ const overwritten = overwrite and state > 0;
1432
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1433
+
1434
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1435
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1311
1436
  accuracy = accuracy * boost[0] / boost[1];
1312
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1437
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1313
1438
  accuracy = accuracy * boost[0] / boost[1];
1314
1439
  accuracy = @min(255, @max(1, accuracy));
1315
1440
 
1316
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1441
+ // Pokémon Showdown only overwrites if the volatile is present
1442
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1443
+ if (overwrite) side.active.volatiles.state = accuracy;
1317
1444
 
1318
1445
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1319
- break :miss if (showdown)
1320
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1321
- else
1322
- battle.rng.next() >= accuracy;
1446
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1323
1447
  };
1324
1448
 
1325
1449
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1329,7 +1453,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1329
1453
  }
1330
1454
 
1331
1455
  if (!miss) return true;
1332
- battle.last_damage = 0;
1456
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1333
1457
  side.active.volatiles.Binding = false;
1334
1458
  return false;
1335
1459
  }
@@ -1337,8 +1461,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1337
1461
  fn checkFaint(
1338
1462
  battle: anytype,
1339
1463
  player: Player,
1340
- log: anytype,
1341
- ) @TypeOf(log).Error!?Result {
1464
+ options: anytype,
1465
+ ) @TypeOf(options.log).Error!?Result {
1342
1466
  const side = battle.side(player);
1343
1467
  if (side.stored().hp > 0) return null;
1344
1468
 
@@ -1350,29 +1474,29 @@ fn checkFaint(
1350
1474
  const tie = player_out and foe_out;
1351
1475
  const more = tie or player_out or foe_out;
1352
1476
 
1353
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1354
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1477
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1478
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1355
1479
 
1356
1480
  assert(!side.active.volatiles.MultiHit);
1357
1481
  assert(!foe.active.volatiles.MultiHit);
1358
1482
 
1359
1483
  if (tie) {
1360
- try log.tie();
1484
+ try options.log.tie();
1361
1485
  return Result.Tie;
1362
1486
  } else if (player_out) {
1363
- try log.win(player.foe());
1487
+ try options.log.win(player.foe());
1364
1488
  return if (player == .P1) Result.Lose else Result.Win;
1365
1489
  } else if (foe_out) {
1366
- try log.win(player);
1490
+ try options.log.win(player);
1367
1491
  return if (player == .P1) Result.Win else Result.Lose;
1368
1492
  }
1369
1493
 
1370
1494
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1371
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1372
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1495
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1496
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1373
1497
  }
1374
1498
 
1375
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1499
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1376
1500
  var side = battle.side(player);
1377
1501
  var foe = battle.foe(player);
1378
1502
  assert(side.stored().hp == 0);
@@ -1405,35 +1529,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1405
1529
  side.stored().stats.spe;
1406
1530
  }
1407
1531
 
1408
- try log.faint(battle.active(player), done);
1532
+ try options.log.faint(battle.active(player), done);
1533
+ options.calc.capped(player);
1409
1534
  return null;
1410
1535
  }
1411
1536
 
1412
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1537
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1413
1538
  var side = battle.side(player);
1414
1539
  var stored = side.stored();
1415
1540
  const ident = battle.active(player);
1416
1541
  var volatiles = &side.active.volatiles;
1417
1542
 
1418
1543
  const brn = Status.is(stored.status, .BRN);
1419
- if (brn or Status.is(stored.status, .PSN)) blk: {
1544
+ if (brn or Status.is(stored.status, .PSN)) {
1420
1545
  var damage = @max(stored.stats.hp / 16, 1);
1421
-
1422
1546
  if (volatiles.Toxic) {
1423
1547
  volatiles.toxic += 1;
1424
1548
  damage *= volatiles.toxic;
1425
1549
  }
1550
+ damage = @min(damage, stored.hp);
1426
1551
 
1427
- const amount = @min(damage, stored.hp);
1428
- if (showdown and amount == 0) break :blk;
1429
-
1430
- stored.hp -= amount;
1431
-
1432
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1433
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1552
+ if (!showdown or damage > 0) {
1553
+ stored.hp -= damage;
1554
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1555
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1556
+ }
1434
1557
  }
1435
1558
 
1436
1559
  if (volatiles.LeechSeed) {
1560
+ var foe = battle.foe(player);
1561
+ var foe_stored = foe.stored();
1562
+ const foe_ident = battle.active(player.foe());
1563
+
1564
+ if (foe_stored.hp == 0) {
1565
+ assert(showdown);
1566
+ return;
1567
+ }
1568
+
1437
1569
  var damage = @max(stored.stats.hp / 16, 1);
1438
1570
 
1439
1571
  // GLITCH: Leech Seed + Toxic glitch
@@ -1445,47 +1577,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1577
  const amount = @min(damage, stored.hp);
1446
1578
  stored.hp -= amount;
1447
1579
 
1448
- var foe = battle.foe(player);
1449
- var foe_stored = foe.stored();
1450
- const foe_ident = battle.active(player.foe());
1451
-
1452
1580
  // As above, Pokémon Showdown uses damageOf but its not relevant
1453
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1581
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1454
1582
 
1455
1583
  const before = foe_stored.hp;
1456
1584
  // Uncapped damage is added back to the foe
1457
1585
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1586
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1459
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1587
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1460
1588
  }
1461
1589
  }
1462
1590
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1591
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1592
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1593
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1594
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1595
+ battle.turn += 1;
1596
+
1597
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1598
+ try options.log.tie();
1469
1599
  return Result.Tie;
1470
1600
  }
1471
1601
 
1472
- battle.turn += 1;
1473
-
1474
1602
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1603
+ try options.log.tie();
1476
1604
  return Result.Tie;
1477
1605
  } else if (battle.turn >= 65535) {
1478
1606
  return Result.Error;
1479
1607
  }
1480
1608
 
1481
- try log.turn(battle.turn);
1609
+ try options.log.turn(battle.turn);
1482
1610
 
1483
1611
  return Result.Default;
1484
1612
  }
1485
1613
 
1486
1614
  fn checkEBC(battle: anytype) bool {
1487
1615
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1616
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1617
 
1490
1618
  var foe_all_ghosts = true;
1491
1619
  var foe_all_transform = true;
@@ -1537,48 +1665,84 @@ fn checkEBC(battle: anytype) bool {
1537
1665
  return false;
1538
1666
  }
1539
1667
 
1668
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1669
+ if (side.active.volatiles.disabled_move != 0) {
1670
+ // A Pokémon that transforms after being disabled may end up with less move slots
1671
+ const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1672
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1673
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1674
+ m
1675
+ else
1676
+ side.last_selected_move;
1677
+ if (m != .None and m == last) {
1678
+ side.active.volatiles.Charging = false;
1679
+ try options.log.disabled(ident, last);
1680
+ return true;
1681
+ }
1682
+ }
1683
+ return false;
1684
+ }
1685
+
1686
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1687
+ const side = battle.side(who);
1688
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1689
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1690
+ }
1691
+ }
1692
+
1693
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1694
+ var volatiles = &active.volatiles;
1695
+ assert(volatiles.Thrashing);
1696
+ if (volatiles.attacks > 0) return false;
1697
+
1698
+ volatiles.Thrashing = false;
1699
+ volatiles.Confusion = true;
1700
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1701
+ return true;
1702
+ }
1703
+
1540
1704
  inline fn onBegin(
1541
1705
  battle: anytype,
1542
1706
  player: Player,
1543
1707
  move: Move.Data,
1544
1708
  mslot: u8,
1545
1709
  residual: *bool,
1546
- log: anytype,
1710
+ options: anytype,
1547
1711
  ) !void {
1548
1712
  assert(move.effect.onBegin());
1549
1713
  return switch (move.effect) {
1550
- .Confusion => Effects.confusion(battle, player, move, log),
1551
- .Conversion => Effects.conversion(battle, player, log),
1552
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1553
- .Haze => Effects.haze(battle, player, log),
1554
- .Heal => Effects.heal(battle, player, log),
1555
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1556
- .LightScreen => Effects.lightScreen(battle, player, log),
1557
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1558
- .Mist => Effects.mist(battle, player, log),
1559
- .Paralyze => Effects.paralyze(battle, player, move, log),
1560
- .Poison => Effects.poison(battle, player, move, log),
1561
- .Reflect => Effects.reflect(battle, player, log),
1562
- .Splash => Effects.splash(battle, player, log),
1563
- .Substitute => Effects.substitute(battle, player, residual, log),
1564
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1565
- .Transform => Effects.transform(battle, player, log),
1714
+ .Confusion => Effects.confusion(battle, player, move, options),
1715
+ .Conversion => Effects.conversion(battle, player, options),
1716
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1717
+ .Haze => Effects.haze(battle, player, options),
1718
+ .Heal => Effects.heal(battle, player, options),
1719
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1720
+ .LightScreen => Effects.lightScreen(battle, player, options),
1721
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1722
+ .Mist => Effects.mist(battle, player, options),
1723
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1724
+ .Poison => Effects.poison(battle, player, move, options),
1725
+ .Reflect => Effects.reflect(battle, player, options),
1726
+ .Splash => Effects.splash(battle, player, options),
1727
+ .Substitute => Effects.substitute(battle, player, residual, options),
1728
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1729
+ .Transform => Effects.transform(battle, player, options),
1566
1730
  else => unreachable,
1567
1731
  };
1568
1732
  }
1569
1733
 
1570
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1734
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1571
1735
  assert(move.effect.onEnd());
1572
1736
  return switch (move.effect) {
1573
- .Bide => Effects.bide(battle, player, log),
1737
+ .Bide => Effects.bide(battle, player, options),
1574
1738
  // zig fmt: off
1575
1739
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1576
1740
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1577
- Effects.boost(battle, player, move, log),
1741
+ Effects.boost(battle, player, move, options),
1578
1742
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1579
- Effects.unboost(battle, player, move, log),
1743
+ Effects.unboost(battle, player, move, options),
1580
1744
  // zig fmt: on
1581
- .Sleep => Effects.sleep(battle, player, move, log),
1745
+ .Sleep => Effects.sleep(battle, player, move, options),
1582
1746
  else => unreachable,
1583
1747
  };
1584
1748
  }
@@ -1588,54 +1752,51 @@ inline fn alwaysHappens(
1588
1752
  player: Player,
1589
1753
  move: Move.Data,
1590
1754
  residual: *bool,
1591
- log: anytype,
1755
+ options: anytype,
1592
1756
  ) !void {
1593
1757
  assert(move.effect.alwaysHappens());
1594
1758
  return switch (move.effect) {
1595
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1759
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1596
1760
  .Explode => Effects.explode(battle, player),
1597
- .PayDay => Effects.payDay(battle, player, log),
1761
+ .PayDay => Effects.payDay(battle, player, options),
1598
1762
  .Rage => Effects.rage(battle, player),
1599
- .Recoil => Effects.recoil(battle, player, residual, log),
1763
+ .Recoil => Effects.recoil(battle, player, residual, options),
1600
1764
  .JumpKick, .Binding => {},
1601
1765
  else => unreachable,
1602
1766
  };
1603
1767
  }
1604
1768
 
1605
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1770
  return switch (move.effect) {
1607
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1608
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1609
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1610
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1611
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1771
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1772
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1773
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1774
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1775
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1612
1776
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1613
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1614
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1777
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1778
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1615
1779
  // zig fmt: off
1616
1780
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1617
- Effects.unboost(battle, player, move, log),
1781
+ Effects.unboost(battle, player, move, options),
1618
1782
  // zig fmt: on
1619
1783
  else => {},
1620
1784
  };
1621
1785
  }
1622
1786
 
1623
1787
  pub const Effects = struct {
1624
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1788
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1625
1789
  var side = battle.side(player);
1626
1790
 
1627
1791
  side.active.volatiles.Bide = true;
1628
1792
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1629
1793
  side.active.volatiles.state = 0;
1630
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1631
- battle.rng.range(u4, 2, 4)
1632
- else
1633
- (battle.rng.next() & 1) + 2);
1794
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1634
1795
 
1635
- try log.start(battle.active(player), .Bide);
1796
+ try options.log.start(battle.active(player), .Bide);
1636
1797
  }
1637
1798
 
1638
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1799
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1639
1800
  var foe = battle.foe(player);
1640
1801
  var foe_stored = foe.stored();
1641
1802
 
@@ -1646,96 +1807,97 @@ pub const Effects = struct {
1646
1807
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1647
1808
  if (Status.is(foe_stored.status, .FRZ)) {
1648
1809
  assert(move.type == .Fire);
1649
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1810
+ try options.log.curestatus(
1811
+ battle.active(player.foe()),
1812
+ foe_stored.status,
1813
+ .Message,
1814
+ );
1650
1815
  foe_stored.status = 0;
1651
1816
  }
1652
1817
  return;
1653
1818
  }
1654
1819
 
1655
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1656
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1657
- else
1658
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1659
- Gen12.percent(10)
1660
- else
1661
- Gen12.percent(30));
1662
- if (!chance) return;
1820
+ if (foe.active.types.includes(move.type)) return;
1821
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1822
+ return;
1823
+ }
1663
1824
 
1664
1825
  foe_stored.status = Status.init(.BRN);
1665
1826
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1666
1827
 
1667
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1828
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1668
1829
  }
1669
1830
 
1670
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1831
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1671
1832
  var side = battle.side(player);
1672
1833
  var volatiles = &side.active.volatiles;
1673
1834
 
1674
1835
  volatiles.Charging = true;
1675
1836
  const move = side.last_selected_move;
1676
1837
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1677
- try log.laststill();
1678
- try log.prepare(battle.active(player), move);
1838
+ try options.log.laststill();
1839
+ try options.log.prepare(battle.active(player), move);
1679
1840
  }
1680
1841
 
1681
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1842
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1682
1843
  var foe = battle.foe(player);
1683
1844
  const sub = foe.active.volatiles.Substitute;
1684
1845
 
1685
1846
  if (move.effect == .ConfusionChance) {
1686
- const chance = if (showdown)
1687
- battle.rng.chance(u8, 25, 256)
1688
- else
1689
- battle.rng.next() < Gen12.percent(10);
1690
- if (!chance) return;
1847
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1691
1848
  } else {
1692
1849
  if (showdown) {
1693
- if (!try checkHit(battle, player, move, log)) {
1850
+ if (!try checkHit(battle, player, move, options)) {
1694
1851
  return;
1695
1852
  } else if (sub) {
1696
- return log.fail(battle.active(player.foe()), .None);
1853
+ return options.log.fail(battle.active(player.foe()), .None);
1697
1854
  }
1698
1855
  } else {
1699
1856
  if (sub) {
1700
- return log.fail(battle.active(player.foe()), .None);
1701
- } else if (!try checkHit(battle, player, move, log)) {
1857
+ return options.log.fail(battle.active(player.foe()), .None);
1858
+ } else if (!try checkHit(battle, player, move, options)) {
1702
1859
  return;
1703
1860
  }
1704
1861
  }
1862
+ try options.chance.commit(player, .hit);
1705
1863
  }
1706
1864
 
1707
1865
  if (foe.active.volatiles.Confusion) return;
1708
1866
  foe.active.volatiles.Confusion = true;
1709
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1710
- battle.rng.range(u8, 2, 6)
1711
- else
1712
- (battle.rng.next() & 3) + 2);
1867
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1713
1868
 
1714
- try log.start(battle.active(player.foe()), .Confusion);
1869
+ try options.log.start(battle.active(player.foe()), .Confusion);
1715
1870
  }
1716
1871
 
1717
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1872
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1718
1873
  const foe = battle.foe(player);
1719
1874
 
1720
1875
  if (foe.active.volatiles.Invulnerable) {
1721
- try log.lastmiss();
1722
- return log.miss(battle.active(player));
1876
+ try options.log.lastmiss();
1877
+ return options.log.miss(battle.active(player));
1723
1878
  }
1724
1879
 
1725
1880
  battle.side(player).active.types = foe.active.types;
1726
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1881
+ return options.log.typechange(
1882
+ battle.active(player),
1883
+ foe.active.types,
1884
+ battle.active(player.foe()),
1885
+ );
1727
1886
  }
1728
1887
 
1729
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1888
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1730
1889
  var foe = battle.foe(player);
1731
1890
  var volatiles = &foe.active.volatiles;
1732
1891
  const foe_ident = battle.active(player.foe());
1733
1892
 
1734
1893
  // Pokémon Showdown handles hit/miss earlier in doMove
1735
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1894
+ if (!showdown) {
1895
+ if (!try checkHit(battle, player, move, options)) return null;
1896
+ try options.chance.commit(player, .hit);
1897
+ }
1736
1898
 
1737
1899
  if (volatiles.disabled_move != 0) {
1738
- try log.fail(foe_ident, .None);
1900
+ try options.log.fail(foe_ident, .None);
1739
1901
  return null;
1740
1902
  }
1741
1903
 
@@ -1751,7 +1913,7 @@ pub const Effects = struct {
1751
1913
  // Technically this is still considered simply a "miss" on the cartridge,
1752
1914
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1753
1915
  if (n == 0) {
1754
- try log.fail(foe_ident, .None);
1916
+ try options.log.fail(foe_ident, .None);
1755
1917
  return null;
1756
1918
  } else if (err) {
1757
1919
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1759,23 +1921,22 @@ pub const Effects = struct {
1759
1921
  return Result.Error;
1760
1922
  }
1761
1923
 
1762
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1763
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1764
- battle.rng.range(u8, 1, 9)
1765
- else
1766
- (battle.rng.next() & 7) + 1);
1924
+ volatiles.disabled_move =
1925
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1926
+ volatiles.disabled_duration = Rolls.disableDuration(battle, player, options);
1767
1927
 
1768
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1928
+ const id = foe.active.move(volatiles.disabled_move).id;
1929
+ try options.log.startEffect(foe_ident, .Disable, id);
1769
1930
  return null;
1770
1931
  }
1771
1932
 
1772
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1933
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1773
1934
  var side = battle.side(player);
1774
1935
  var stored = side.stored();
1775
1936
 
1776
1937
  if (battle.last_damage == 0) {
1777
1938
  assert(showdown);
1778
- return;
1939
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1779
1940
  }
1780
1941
 
1781
1942
  const drain = @max(battle.last_damage / 2, 1);
@@ -1784,7 +1945,7 @@ pub const Effects = struct {
1784
1945
  if (stored.hp == stored.stats.hp) return;
1785
1946
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1786
1947
 
1787
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1948
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1788
1949
  }
1789
1950
 
1790
1951
  fn explode(battle: anytype, player: Player) !void {
@@ -1798,34 +1959,28 @@ pub const Effects = struct {
1798
1959
  side.active.volatiles.LeechSeed = false;
1799
1960
  }
1800
1961
 
1801
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1962
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1802
1963
  var volatiles = &battle.foe(player).active.volatiles;
1803
1964
 
1804
1965
  if (volatiles.Substitute) return;
1805
-
1806
- const chance = if (showdown)
1807
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1808
- else
1809
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1810
- Gen12.percent(10)
1811
- else
1812
- Gen12.percent(30));
1813
- if (!chance) return;
1966
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1967
+ return;
1968
+ }
1814
1969
 
1815
1970
  volatiles.Flinch = true;
1816
1971
  volatiles.Recharging = false;
1817
1972
  }
1818
1973
 
1819
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1974
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1820
1975
  var side = battle.side(player);
1821
1976
 
1822
1977
  if (side.active.volatiles.FocusEnergy) return;
1823
1978
  side.active.volatiles.FocusEnergy = true;
1824
1979
 
1825
- try log.start(battle.active(player), .FocusEnergy);
1980
+ try options.log.start(battle.active(player), .FocusEnergy);
1826
1981
  }
1827
1982
 
1828
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1983
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1829
1984
  var foe = battle.foe(player);
1830
1985
  var foe_stored = foe.stored();
1831
1986
  const foe_ident = battle.active(player.foe());
@@ -1836,22 +1991,19 @@ pub const Effects = struct {
1836
1991
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1837
1992
  }
1838
1993
 
1839
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1840
- battle.rng.chance(u8, 26, 256)
1841
- else
1842
- battle.rng.next() < 1 + Gen12.percent(10);
1843
- if (!chance) return;
1844
-
1994
+ if (foe.active.types.includes(move.type)) return;
1995
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1845
1996
  // Freeze Clause Mod
1846
1997
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1847
1998
 
1848
1999
  foe_stored.status = Status.init(.FRZ);
1849
2000
  // GLITCH: Hyper Beam recharging status is not cleared
1850
2001
 
1851
- try log.status(foe_ident, foe_stored.status, .None);
2002
+ try options.log.status(foe_ident, foe_stored.status, .None);
1852
2003
  }
1853
2004
 
1854
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2005
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2006
+ var log = options.log;
1855
2007
  var side = battle.side(player);
1856
2008
  var foe = battle.foe(player);
1857
2009
 
@@ -1873,7 +2025,7 @@ pub const Effects = struct {
1873
2025
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1874
2026
  if (showdown) {
1875
2027
  for (&battle.sides, 0..) |*s, i| {
1876
- const p = @intToEnum(Player, i);
2028
+ const p: Player = @enumFromInt(i);
1877
2029
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1878
2030
  if (p != player and Status.any(s.stored().status)) {
1879
2031
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1882,7 +2034,7 @@ pub const Effects = struct {
1882
2034
  s.stored().status = Status.init(.PSN);
1883
2035
  try log.status(battle.active(p), s.stored().status, .None);
1884
2036
  }
1885
- try clearVolatiles(battle, p, log);
2037
+ try clearVolatiles(battle, p, p != player, options);
1886
2038
  }
1887
2039
  } else {
1888
2040
  if (Status.any(foe_stored.status)) {
@@ -1892,71 +2044,76 @@ pub const Effects = struct {
1892
2044
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1893
2045
  foe_stored.status = 0;
1894
2046
  }
1895
- try clearVolatiles(battle, player, log);
1896
- try clearVolatiles(battle, player.foe(), log);
2047
+ try clearVolatiles(battle, player, false, options);
2048
+ try clearVolatiles(battle, player.foe(), true, options);
1897
2049
  }
1898
2050
  }
1899
2051
 
1900
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2052
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1901
2053
  var side = battle.side(player);
1902
2054
  var stored = side.stored();
1903
2055
  const ident = battle.active(player);
1904
2056
 
1905
2057
  // GLITCH: HP recovery move failure glitches
1906
2058
  const delta = stored.stats.hp - stored.hp;
1907
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2059
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2060
+ return try options.log.fail(ident, .None);
2061
+ }
1908
2062
 
1909
2063
  const rest = side.last_selected_move == .Rest;
1910
2064
  if (rest) {
1911
2065
  // Adding the sleep status runs the sleep condition handler to roll duration
1912
2066
  if (showdown) battle.rng.advance(1);
1913
2067
  stored.status = Status.slf(2);
1914
- try log.statusFrom(ident, stored.status, Move.Rest);
2068
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1915
2069
  stored.hp = stored.stats.hp;
1916
2070
  } else {
1917
2071
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1918
2072
  }
1919
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2073
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1920
2074
  }
1921
2075
 
1922
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2076
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1923
2077
  battle.side(player).active.volatiles.Recharging = true;
1924
- try log.mustrecharge(battle.active(player));
2078
+ try options.log.mustrecharge(battle.active(player));
1925
2079
  }
1926
2080
 
1927
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2081
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1928
2082
  var foe = battle.foe(player);
1929
2083
 
1930
2084
  if (showdown) {
1931
2085
  // Invulnerability trumps type immunity on Pokémon Showdown
1932
2086
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1933
- return log.immune(battle.active(player.foe()), .None);
2087
+ return options.log.immune(battle.active(player.foe()), .None);
1934
2088
  }
1935
- if (!try checkHit(battle, player, move, log)) return;
2089
+ if (!try checkHit(battle, player, move, options)) return;
1936
2090
  if (foe.active.volatiles.LeechSeed) return;
1937
2091
  } else {
1938
- if (!try checkHit(battle, player, move, log)) return;
2092
+ if (!try checkHit(battle, player, move, options)) return;
1939
2093
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1940
- try log.lastmiss();
1941
- return log.miss(battle.active(player));
2094
+ try options.log.lastmiss();
2095
+ return options.log.miss(battle.active(player));
1942
2096
  }
1943
2097
  }
1944
2098
 
2099
+ try options.chance.commit(player, .hit);
1945
2100
  foe.active.volatiles.LeechSeed = true;
1946
2101
 
1947
- try log.start(battle.active(player.foe()), .LeechSeed);
2102
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1948
2103
  }
1949
2104
 
1950
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2105
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1951
2106
  var side = battle.side(player);
1952
2107
 
1953
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2108
+ if (side.active.volatiles.LightScreen) {
2109
+ return options.log.fail(battle.active(player), .None);
2110
+ }
1954
2111
  side.active.volatiles.LightScreen = true;
1955
2112
 
1956
- try log.start(battle.active(player), .LightScreen);
2113
+ try options.log.start(battle.active(player), .LightScreen);
1957
2114
  }
1958
2115
 
1959
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2116
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1960
2117
  var side = battle.side(player);
1961
2118
  var foe = battle.foe(player);
1962
2119
 
@@ -1972,45 +2129,51 @@ pub const Effects = struct {
1972
2129
  const has_mimic = has_mimic: {
1973
2130
  for (side.active.moves, 0..) |m, i| {
1974
2131
  if (m.id == .Mimic) {
1975
- oslot = @intCast(u8, i + 1);
2132
+ oslot = @intCast(i + 1);
1976
2133
  break :has_mimic true;
1977
2134
  }
1978
2135
  }
1979
2136
  break :has_mimic false;
1980
2137
  };
1981
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1982
- // trigger |-miss| instead of |-fail|
1983
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1984
- return try log.fail(battle.active(player.foe()), .None);
2138
+ if (!has_mimic) {
2139
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2140
+ if (!try checkHit(battle, player, move, options)) return;
2141
+ try options.chance.commit(player, .hit);
2142
+ return try options.log.fail(battle.active(player.foe()), .None);
1985
2143
  }
1986
2144
  }
1987
- if (!try checkHit(battle, player, move, log)) return;
2145
+ if (!try checkHit(battle, player, move, options)) return;
2146
+ try options.chance.commit(player, .hit);
1988
2147
 
1989
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2148
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1990
2149
  side.active.move(oslot).id = foe.active.move(rslot).id;
1991
2150
 
1992
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2151
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1993
2152
  }
1994
2153
 
1995
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2154
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1996
2155
  var side = battle.side(player);
1997
2156
 
1998
2157
  if (side.active.volatiles.Mist) return;
1999
2158
  side.active.volatiles.Mist = true;
2000
2159
 
2001
- try log.start(battle.active(player), .Mist);
2160
+ try options.log.start(battle.active(player), .Mist);
2002
2161
  }
2003
2162
 
2004
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2163
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2005
2164
  var side = battle.side(player);
2006
2165
 
2007
2166
  assert(!side.active.volatiles.MultiHit);
2008
2167
  side.active.volatiles.MultiHit = true;
2009
2168
 
2010
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2169
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2170
+ try Rolls.distribution(battle, .MultiHit, player, options)
2171
+ else
2172
+ 2;
2011
2173
  }
2012
2174
 
2013
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2175
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2176
+ var log = options.log;
2014
2177
  var foe = battle.foe(player);
2015
2178
  var foe_stored = foe.stored();
2016
2179
  const foe_ident = battle.active(player.foe());
@@ -2021,7 +2184,7 @@ pub const Effects = struct {
2021
2184
  if (showdown) {
2022
2185
  // Invulnerability trumps type immunity on Pokémon Showdown
2023
2186
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2187
+ if (!try checkHit(battle, player, move, options)) return;
2025
2188
  }
2026
2189
  if (Status.any(foe_stored.status)) {
2027
2190
  return log.fail(
@@ -2031,8 +2194,9 @@ pub const Effects = struct {
2031
2194
  }
2032
2195
  if (!showdown) {
2033
2196
  if (immune) return log.immune(foe_ident, .None);
2034
- if (!try checkHit(battle, player, move, log)) return;
2197
+ if (!try checkHit(battle, player, move, options)) return;
2035
2198
  }
2199
+ try options.chance.commit(player, .hit);
2036
2200
 
2037
2201
  foe_stored.status = Status.init(.PAR);
2038
2202
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2040,7 +2204,7 @@ pub const Effects = struct {
2040
2204
  try log.status(foe_ident, foe_stored.status, .None);
2041
2205
  }
2042
2206
 
2043
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2207
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2044
2208
  var foe = battle.foe(player);
2045
2209
  var foe_stored = foe.stored();
2046
2210
 
@@ -2051,32 +2215,31 @@ pub const Effects = struct {
2051
2215
  }
2052
2216
 
2053
2217
  // Body Slam can't paralyze a Normal type Pokémon
2054
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2055
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2056
- else
2057
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2058
- Gen12.percent(10)
2059
- else
2060
- Gen12.percent(30));
2061
- if (!chance) return;
2218
+ if (foe.active.types.includes(move.type)) return;
2219
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2220
+ return;
2221
+ }
2062
2222
 
2063
2223
  foe_stored.status = Status.init(.PAR);
2064
2224
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2225
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2226
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2067
2227
  }
2068
2228
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2229
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2230
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2231
+ try options.log.fieldactivate();
2232
+ }
2071
2233
  }
2072
2234
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2235
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2236
+ var log = options.log;
2074
2237
  var foe = battle.foe(player);
2075
2238
  var foe_stored = foe.stored();
2076
2239
  const foe_ident = battle.active(player.foe());
2077
2240
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2241
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2242
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2243
  return;
2081
2244
  } else if (foe.active.volatiles.Substitute) {
2082
2245
  if (move.effect != .Poison) return;
@@ -2100,16 +2263,12 @@ pub const Effects = struct {
2100
2263
  }
2101
2264
 
2102
2265
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2266
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2267
+ try options.chance.commit(player, .hit);
2104
2268
  } else {
2105
- const chance = if (showdown)
2106
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2107
- else
2108
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2109
- Gen12.percent(20)
2110
- else
2111
- Gen12.percent(40));
2112
- if (!chance) return;
2269
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2270
+ return;
2271
+ }
2113
2272
  }
2114
2273
 
2115
2274
  foe_stored.status = Status.init(.PSN);
@@ -2124,34 +2283,40 @@ pub const Effects = struct {
2124
2283
 
2125
2284
  fn rage(battle: anytype, player: Player) !void {
2126
2285
  var volatiles = &battle.side(player).active.volatiles;
2127
- if (volatiles.Rage) return;
2128
- volatiles.Rage = true;
2129
2286
  assert(!volatiles.Bide);
2130
- volatiles.state = 0;
2287
+ volatiles.Rage = true;
2131
2288
  }
2132
2289
 
2133
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2290
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2134
2291
  var side = battle.side(player);
2135
2292
  var stored = side.stored();
2136
2293
 
2137
- const damage = @intCast(i16, @max(battle.last_damage /
2294
+ assert(showdown or battle.last_damage > 0);
2295
+ if (showdown and battle.last_damage == 0) return;
2296
+
2297
+ const damage: i16 = @intCast(@max(battle.last_damage /
2138
2298
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2139
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2299
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2140
2300
 
2141
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2301
+ try options.log.damageOf(
2302
+ battle.active(player),
2303
+ stored,
2304
+ .RecoilOf,
2305
+ battle.active(player.foe()),
2306
+ );
2142
2307
  if (showdown and stored.hp == 0) residual.* = false;
2143
2308
  }
2144
2309
 
2145
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2310
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2146
2311
  var side = battle.side(player);
2147
2312
 
2148
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2313
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2149
2314
  side.active.volatiles.Reflect = true;
2150
2315
 
2151
- try log.start(battle.active(player), .Reflect);
2316
+ try options.log.start(battle.active(player), .Reflect);
2152
2317
  }
2153
2318
 
2154
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2319
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2155
2320
  var foe = battle.foe(player);
2156
2321
  var foe_stored = foe.stored();
2157
2322
  const foe_ident = battle.active(player.foe());
@@ -2162,13 +2327,14 @@ pub const Effects = struct {
2162
2327
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2163
2328
  } else {
2164
2329
  if (Status.any(foe_stored.status)) {
2165
- return log.fail(
2330
+ return options.log.fail(
2166
2331
  foe_ident,
2167
2332
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2168
2333
  );
2169
2334
  }
2170
2335
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2171
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2336
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2337
+ try options.chance.commit(player, .hit);
2172
2338
  }
2173
2339
 
2174
2340
  // Sleep Clause Mod
@@ -2179,40 +2345,32 @@ pub const Effects = struct {
2179
2345
  }
2180
2346
  foe.active.volatiles.Recharging = false;
2181
2347
 
2182
- const duration = @intCast(u3, if (showdown)
2183
- battle.rng.range(u8, 1, 8)
2184
- else loop: {
2185
- while (true) {
2186
- const r = battle.rng.next() & 7;
2187
- if (r != 0) break :loop r;
2188
- }
2189
- });
2190
-
2191
- foe_stored.status = Status.slp(duration);
2192
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2348
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2349
+ const last = battle.side(player).last_selected_move;
2350
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2193
2351
  }
2194
2352
 
2195
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2196
- try log.activate(battle.active(player), .Splash);
2353
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2354
+ try options.log.activate(battle.active(player), .Splash);
2197
2355
  }
2198
2356
 
2199
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2357
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2200
2358
  var side = battle.side(player);
2201
2359
  if (side.active.volatiles.Substitute) {
2202
- try log.fail(battle.active(player), .Substitute);
2360
+ try options.log.fail(battle.active(player), .Substitute);
2203
2361
  return;
2204
2362
  }
2205
2363
 
2206
2364
  assert(side.stored().stats.hp <= 1023);
2207
2365
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2208
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2366
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2209
2367
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2210
2368
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2211
2369
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2212
2370
  // avoid having to convert to floating point)
2213
2371
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2214
2372
  if (side.stored().hp < required_hp) {
2215
- try log.fail(battle.active(player), .Weak);
2373
+ try options.log.fail(battle.active(player), .Weak);
2216
2374
  return;
2217
2375
  }
2218
2376
 
@@ -2220,34 +2378,37 @@ pub const Effects = struct {
2220
2378
  side.stored().hp -= hp;
2221
2379
  side.active.volatiles.substitute = hp + 1;
2222
2380
  side.active.volatiles.Substitute = true;
2223
- try log.start(battle.active(player), .Substitute);
2381
+ try options.log.start(battle.active(player), .Substitute);
2224
2382
  if (hp > 0) {
2225
- try log.damage(battle.active(player), side.stored(), .None);
2383
+ try options.log.damage(battle.active(player), side.stored(), .None);
2226
2384
  if (showdown and side.stored().hp == 0) residual.* = false;
2227
2385
  }
2228
2386
  }
2229
2387
 
2230
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2231
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2232
-
2233
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2234
- _ = try checkHit(battle, player, move, log);
2388
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2389
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2390
+ if (showdown) {
2391
+ if (battle.side(player).last_selected_move == .Teleport) return;
2392
+ if (try checkHit(battle, player, move, options)) {
2393
+ try options.chance.commit(player, .hit);
2394
+ }
2395
+ battle.last_damage = 0;
2396
+ } else {
2397
+ try options.log.fail(battle.active(player), .None);
2398
+ try options.log.laststill();
2399
+ }
2235
2400
  }
2236
2401
 
2237
- fn thrashing(battle: anytype, player: Player) void {
2402
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2238
2403
  var volatiles = &battle.side(player).active.volatiles;
2239
2404
  assert(!volatiles.Thrashing);
2240
2405
  assert(!volatiles.Bide);
2241
2406
 
2242
2407
  volatiles.Thrashing = true;
2243
- volatiles.state = 0;
2244
- volatiles.attacks = @intCast(u3, if (showdown)
2245
- battle.rng.range(u8, 2, 4)
2246
- else
2247
- (battle.rng.next() & 1) + 2);
2408
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2248
2409
  }
2249
2410
 
2250
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2411
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2251
2412
  var side = battle.side(player);
2252
2413
  const foe = battle.foe(player);
2253
2414
  const foe_ident = battle.active(player.foe());
@@ -2273,10 +2434,10 @@ pub const Effects = struct {
2273
2434
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2274
2435
  }
2275
2436
 
2276
- try log.transform(battle.active(player), foe_ident);
2437
+ try options.log.transform(battle.active(player), foe_ident);
2277
2438
  }
2278
2439
 
2279
- fn binding(battle: anytype, player: Player) void {
2440
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2280
2441
  var side = battle.side(player);
2281
2442
  var foe = battle.foe(player);
2282
2443
 
@@ -2284,12 +2445,16 @@ pub const Effects = struct {
2284
2445
  side.active.volatiles.Binding = true;
2285
2446
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2286
2447
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2287
- if (!showdown) foe.active.volatiles.Recharging = false;
2448
+ if (!showdown) {
2449
+ foe.active.volatiles.Recharging = false;
2450
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2288
2451
 
2289
- side.active.volatiles.attacks = distribution(battle) - 1;
2452
+ side.active.volatiles.attacks =
2453
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2290
2454
  }
2291
2455
 
2292
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2456
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2457
+ var log = options.log;
2293
2458
  var side = battle.side(player);
2294
2459
  const ident = battle.active(player);
2295
2460
 
@@ -2301,7 +2466,7 @@ pub const Effects = struct {
2301
2466
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2302
2467
  if (boosts.atk == 6) return try log.fail(ident, .None);
2303
2468
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2304
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2469
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2305
2470
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2306
2471
  if (stats.atk == MAX_STAT_VALUE) {
2307
2472
  boosts.atk -= 1;
@@ -2312,16 +2477,18 @@ pub const Effects = struct {
2312
2477
  }
2313
2478
  return try log.fail(ident, .None);
2314
2479
  }
2315
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2316
- const stat = unmodifiedStats(battle, player).atk;
2480
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2481
+ const stat = unmodifiedStats(battle, side).atk;
2317
2482
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2318
2483
  try log.boost(ident, reason, n);
2484
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2485
+ if (showdown and move.effect == .Rage) return;
2319
2486
  },
2320
2487
  .DefenseUp1, .DefenseUp2 => {
2321
2488
  assert(boosts.def >= -6 and boosts.def <= 6);
2322
2489
  if (boosts.def == 6) return try log.fail(ident, .None);
2323
2490
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2324
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2491
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2325
2492
  if (stats.def == MAX_STAT_VALUE) {
2326
2493
  boosts.def -= 1;
2327
2494
  if (showdown) {
@@ -2330,15 +2497,15 @@ pub const Effects = struct {
2330
2497
  }
2331
2498
  return try log.fail(ident, .None);
2332
2499
  }
2333
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2334
- const stat = unmodifiedStats(battle, player).def;
2500
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2501
+ const stat = unmodifiedStats(battle, side).def;
2335
2502
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2336
2503
  try log.boost(ident, .Defense, n);
2337
2504
  },
2338
2505
  .SpeedUp2 => {
2339
2506
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2340
2507
  if (boosts.spe == 6) return try log.fail(ident, .None);
2341
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2508
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2342
2509
  if (stats.spe == MAX_STAT_VALUE) {
2343
2510
  boosts.spe -= 1;
2344
2511
  if (showdown) {
@@ -2347,8 +2514,8 @@ pub const Effects = struct {
2347
2514
  }
2348
2515
  return try log.fail(ident, .None);
2349
2516
  }
2350
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2351
- const stat = unmodifiedStats(battle, player).spe;
2517
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2518
+ const stat = unmodifiedStats(battle, side).spe;
2352
2519
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2353
2520
  try log.boost(ident, .Speed, 2);
2354
2521
  },
@@ -2356,7 +2523,7 @@ pub const Effects = struct {
2356
2523
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2357
2524
  if (boosts.spc == 6) return try log.fail(ident, .None);
2358
2525
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2359
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2526
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2360
2527
  if (stats.spc == MAX_STAT_VALUE) {
2361
2528
  boosts.spc -= 1;
2362
2529
  if (showdown) {
@@ -2367,8 +2534,8 @@ pub const Effects = struct {
2367
2534
  }
2368
2535
  return try log.fail(ident, .None);
2369
2536
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2371
- const stat = unmodifiedStats(battle, player).spc;
2537
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2538
+ const stat = unmodifiedStats(battle, side).spc;
2372
2539
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
2540
  try log.boost(ident, .SpecialAttack, n);
2374
2541
  try log.boost(ident, .SpecialDefense, n);
@@ -2376,7 +2543,7 @@ pub const Effects = struct {
2376
2543
  .EvasionUp1 => {
2377
2544
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2378
2545
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2379
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2546
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2380
2547
  try log.boost(ident, .Evasion, 1);
2381
2548
  },
2382
2549
  else => unreachable,
@@ -2386,32 +2553,32 @@ pub const Effects = struct {
2386
2553
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2387
2554
  }
2388
2555
 
2389
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2556
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2557
+ var log = options.log;
2390
2558
  var foe = battle.foe(player);
2391
2559
  const foe_ident = battle.active(player.foe());
2560
+ const secondary = move.effect.isStatDownChance();
2392
2561
 
2393
- if (foe.active.volatiles.Substitute) {
2394
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2395
- }
2562
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2396
2563
 
2397
- if (move.effect.isStatDownChance()) {
2398
- const chance = if (showdown)
2399
- battle.rng.chance(u8, 85, 256)
2400
- else
2401
- battle.rng.next() < Gen12.percent(33) + 1;
2402
- if (!chance or foe.active.volatiles.Invulnerable) return;
2403
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2404
- return; // checkHit already checks for Invulnerable
2564
+ if (secondary) {
2565
+ const proc = try Rolls.unboost(battle, player, options);
2566
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2567
+ } else {
2568
+ // checkHit already checks for Invulnerable
2569
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2570
+ try options.chance.commit(player, .hit);
2405
2571
  }
2406
2572
 
2407
2573
  var stats = &foe.active.stats;
2408
2574
  var boosts = &foe.active.boosts;
2575
+ const fail = showdown or !secondary;
2409
2576
 
2410
2577
  switch (move.effect) {
2411
2578
  .AttackDown1, .AttackDownChance => {
2412
2579
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2413
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2414
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2580
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2581
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2415
2582
  if (stats.atk == 1) {
2416
2583
  boosts.atk += 1;
2417
2584
  if (showdown) {
@@ -2420,16 +2587,16 @@ pub const Effects = struct {
2420
2587
  }
2421
2588
  return try log.fail(foe_ident, .None);
2422
2589
  }
2423
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2424
- const stat = unmodifiedStats(battle, player.foe()).atk;
2590
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2591
+ const stat = unmodifiedStats(battle, foe).atk;
2425
2592
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2426
2593
  try log.boost(foe_ident, .Attack, -1);
2427
2594
  },
2428
2595
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2429
2596
  assert(boosts.def >= -6 and boosts.def <= 6);
2430
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2597
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2431
2598
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2432
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2599
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2433
2600
  if (stats.def == 1) {
2434
2601
  boosts.def += 1;
2435
2602
  if (showdown) {
@@ -2438,15 +2605,15 @@ pub const Effects = struct {
2438
2605
  }
2439
2606
  return try log.fail(foe_ident, .None);
2440
2607
  }
2441
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2442
- const stat = unmodifiedStats(battle, player.foe()).def;
2608
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2609
+ const stat = unmodifiedStats(battle, foe).def;
2443
2610
  stats.def = @max(1, stat * mod[0] / mod[1]);
2444
2611
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2445
2612
  },
2446
2613
  .SpeedDown1, .SpeedDownChance => {
2447
2614
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2448
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2449
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2615
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2616
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2450
2617
  if (stats.spe == 1) {
2451
2618
  boosts.spe += 1;
2452
2619
  if (showdown) {
@@ -2455,16 +2622,16 @@ pub const Effects = struct {
2455
2622
  }
2456
2623
  return try log.fail(foe_ident, .None);
2457
2624
  }
2458
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2459
- const stat = unmodifiedStats(battle, player.foe()).spe;
2625
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2626
+ const stat = unmodifiedStats(battle, foe).spe;
2460
2627
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2461
2628
  try log.boost(foe_ident, .Speed, -1);
2462
2629
  assert(boosts.spe >= -6);
2463
2630
  },
2464
2631
  .SpecialDownChance => {
2465
2632
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2466
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2467
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2633
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2634
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2468
2635
  if (stats.spc == 1) {
2469
2636
  boosts.spc += 1;
2470
2637
  if (showdown) {
@@ -2475,16 +2642,16 @@ pub const Effects = struct {
2475
2642
  }
2476
2643
  return try log.fail(foe_ident, .None);
2477
2644
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2479
- const stat = unmodifiedStats(battle, player.foe()).spc;
2645
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2646
+ const stat = unmodifiedStats(battle, foe).spc;
2480
2647
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2481
2648
  try log.boost(foe_ident, .SpecialAttack, -1);
2482
2649
  try log.boost(foe_ident, .SpecialDefense, -1);
2483
2650
  },
2484
2651
  .AccuracyDown1 => {
2485
2652
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2486
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2487
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2653
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2654
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2488
2655
  try log.boost(foe_ident, .Accuracy, -1);
2489
2656
  },
2490
2657
  else => unreachable,
@@ -2495,8 +2662,7 @@ pub const Effects = struct {
2495
2662
  }
2496
2663
  };
2497
2664
 
2498
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2499
- const side = battle.side(who);
2665
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2500
2666
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2501
2667
  const id = ID.from(side.active.volatiles.transform);
2502
2668
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2510,16 +2676,19 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2510
2676
  }
2511
2677
  }
2512
2678
 
2513
- fn isForced(active: ActivePokemon) bool {
2679
+ inline fn isForced(active: anytype) bool {
2514
2680
  return active.volatiles.Recharging or active.volatiles.Rage or
2515
2681
  active.volatiles.Thrashing or active.volatiles.Charging;
2516
2682
  }
2517
2683
 
2518
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2684
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2685
+ var log = options.log;
2519
2686
  var side = battle.side(who);
2520
2687
  var volatiles = &side.active.volatiles;
2521
2688
  const ident = battle.active(who);
2522
2689
 
2690
+ options.chance.clearDurations(who, clear);
2691
+
2523
2692
  if (volatiles.disabled_move != 0) {
2524
2693
  volatiles.disabled_move = 0;
2525
2694
  volatiles.disabled_duration = 0;
@@ -2532,15 +2701,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2532
2701
  }
2533
2702
  if (volatiles.Mist) {
2534
2703
  volatiles.Mist = false;
2535
- try log.end(ident, .Mist);
2704
+ try log.end(ident, .MistSilent);
2536
2705
  }
2537
2706
  if (volatiles.FocusEnergy) {
2538
2707
  volatiles.FocusEnergy = false;
2539
- try log.end(ident, .FocusEnergy);
2708
+ try log.end(ident, .FocusEnergySilent);
2540
2709
  }
2541
2710
  if (volatiles.LeechSeed) {
2542
2711
  volatiles.LeechSeed = false;
2543
- try log.end(ident, .LeechSeed);
2712
+ try log.end(ident, .LeechSeedSilent);
2544
2713
  }
2545
2714
  if (!showdown and volatiles.Toxic) {
2546
2715
  volatiles.Toxic = false;
@@ -2548,95 +2717,329 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2548
2717
  }
2549
2718
  if (volatiles.LightScreen) {
2550
2719
  volatiles.LightScreen = false;
2551
- try log.end(ident, .LightScreen);
2720
+ try log.end(ident, .LightScreenSilent);
2552
2721
  }
2553
2722
  if (volatiles.Reflect) {
2554
2723
  volatiles.Reflect = false;
2555
- try log.end(ident, .Reflect);
2724
+ try log.end(ident, .ReflectSilent);
2556
2725
  }
2557
2726
  if (showdown and volatiles.Toxic) {
2558
2727
  volatiles.Toxic = false;
2559
2728
  // Pokémon Showdown erroneously clears the toxic counter
2560
2729
  volatiles.toxic = 0;
2561
- try log.end(ident, .Toxic);
2730
+ try log.end(ident, .ToxicSilent);
2562
2731
  }
2563
2732
  }
2564
2733
 
2565
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2566
- if (side.active.volatiles.disabled_move != 0) {
2567
- // A Pokémon that transforms after being disabled may end up with less move slots
2568
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2569
- if (m != .None and m == side.last_selected_move) {
2570
- side.active.volatiles.Charging = false;
2571
- try log.disabled(ident, side.last_selected_move);
2572
- return true;
2573
- }
2734
+ pub const Rolls = struct {
2735
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2736
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2737
+ player == .P1
2738
+ else if (showdown)
2739
+ battle.rng.range(u8, 0, 2) == 0
2740
+ else
2741
+ battle.rng.next() < Gen12.percent(50) + 1;
2742
+
2743
+ try options.chance.speedTie(p1);
2744
+ return p1;
2574
2745
  }
2575
- return false;
2576
- }
2577
2746
 
2578
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2579
- var volatiles = &active.volatiles;
2580
- assert(volatiles.Thrashing);
2581
- if (volatiles.attacks > 0) return false;
2747
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2748
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2749
+ val == .true
2750
+ else if (showdown)
2751
+ battle.rng.chance(u8, rate, 256)
2752
+ else
2753
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2582
2754
 
2583
- volatiles.Thrashing = false;
2584
- volatiles.Confusion = true;
2585
- volatiles.confusion = @intCast(u3, if (showdown)
2586
- battle.rng.range(u8, 2, 6)
2587
- else
2588
- (battle.rng.next() & 3) + 2);
2755
+ try options.chance.criticalHit(player, crit, rate);
2756
+ return crit;
2757
+ }
2589
2758
 
2590
- return true;
2591
- }
2759
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2760
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2761
+ val
2762
+ else roll: {
2763
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2764
+ while (true) {
2765
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2766
+ if (r >= 217) break :roll r;
2767
+ }
2768
+ };
2592
2769
 
2593
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2770
+ assert(roll >= 217 and roll <= 255);
2771
+ try options.chance.damage(player, roll);
2772
+ return roll;
2773
+ }
2594
2774
 
2595
- fn distribution(battle: anytype) u3 {
2596
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2597
- const r = (battle.rng.next() & 3);
2598
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2599
- }
2775
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2776
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, accuracy, 256)
2780
+ else
2781
+ battle.rng.next() < accuracy;
2600
2782
 
2601
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2602
- if (showdown) {
2603
- if (check_pp == 0) {
2604
- var i: usize = moves.len;
2605
- while (i > 0) {
2606
- i -= 1;
2607
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2783
+ options.chance.hit(ok, accuracy);
2784
+ return ok;
2785
+ }
2786
+
2787
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2788
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2789
+ val == .true
2790
+ else if (showdown)
2791
+ !battle.rng.chance(u8, 128, 256)
2792
+ else
2793
+ battle.rng.next() >= Gen12.percent(50) + 1;
2794
+
2795
+ try options.chance.confused(player, cfz);
2796
+ return cfz;
2797
+ }
2798
+
2799
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2800
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2801
+ val == .true
2802
+ else if (showdown)
2803
+ battle.rng.chance(u8, 63, 256)
2804
+ else
2805
+ battle.rng.next() < Gen12.percent(25);
2806
+
2807
+ try options.chance.paralyzed(player, par);
2808
+ return par;
2809
+ }
2810
+
2811
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2812
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2813
+ val == .true
2814
+ else if (showdown)
2815
+ battle.rng.chance(u8, 25, 256)
2816
+ else
2817
+ battle.rng.next() < Gen12.percent(10);
2818
+
2819
+ try options.chance.secondaryChance(player, proc, 25);
2820
+ return proc;
2821
+ }
2822
+
2823
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2824
+ const rate: u8 = if (low) 26 else 77;
2825
+
2826
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2827
+ val == .true
2828
+ else if (showdown)
2829
+ battle.rng.chance(u8, rate, 256)
2830
+ else
2831
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2832
+
2833
+ try options.chance.secondaryChance(player, proc, rate);
2834
+ return proc;
2835
+ }
2836
+
2837
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2838
+ const rate: u8 = if (low) 52 else 103;
2839
+
2840
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2841
+ val == .true
2842
+ else if (showdown)
2843
+ battle.rng.chance(u8, rate, 256)
2844
+ else
2845
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2846
+
2847
+ try options.chance.secondaryChance(player, proc, rate);
2848
+ return proc;
2849
+ }
2850
+
2851
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2852
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2853
+ val == .true
2854
+ else if (showdown)
2855
+ battle.rng.chance(u8, 85, 256)
2856
+ else
2857
+ battle.rng.next() < Gen12.percent(33) + 1;
2858
+
2859
+ try options.chance.secondaryChance(player, proc, 85);
2860
+ return proc;
2861
+ }
2862
+
2863
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2864
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2865
+ val
2866
+ else if (showdown) move: {
2867
+ const r = battle.rng.range(u8, 0, @intFromEnum(Move.Struggle) - 2);
2868
+ const mod = @as(u2, (if (r < @intFromEnum(Move.Metronome) - 1) 1 else 2));
2869
+ break :move @enumFromInt(r + mod);
2870
+ } else move: {
2871
+ while (true) {
2872
+ const r = battle.rng.next();
2873
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2874
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2875
+ break :move @enumFromInt(r);
2876
+ }
2877
+ };
2878
+
2879
+ try options.chance.metronome(player, move);
2880
+ return move;
2881
+ }
2882
+
2883
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2884
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2885
+ val - 1
2886
+ else if (showdown)
2887
+ battle.rng.range(u8, 0, max)
2888
+ else power: {
2889
+ while (true) {
2890
+ const r = battle.rng.next();
2891
+ if (r < max) break :power r;
2892
+ }
2893
+ };
2894
+
2895
+ assert(power < max);
2896
+ try options.chance.psywave(player, power, max);
2897
+ return power;
2898
+ }
2899
+
2900
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2901
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2902
+ @intCast(val)
2903
+ else if (showdown)
2904
+ @intCast(battle.rng.range(u8, 1, 8))
2905
+ else duration: {
2906
+ while (true) {
2907
+ const r = battle.rng.next() & 7;
2908
+ if (r != 0) break :duration @intCast(r);
2608
2909
  }
2910
+ };
2911
+
2912
+ assert(duration >= 1 and duration <= 7);
2913
+ options.chance.duration(.sleep, player, player.foe(), duration);
2914
+ return duration;
2915
+ }
2916
+
2917
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2918
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2919
+ val
2920
+ else if (showdown)
2921
+ @intCast(battle.rng.range(u8, 1, 9))
2922
+ else
2923
+ @intCast((battle.rng.next() & 7) + 1);
2924
+
2925
+ assert(duration >= 1 and duration <= 8);
2926
+ options.chance.duration(.disable, player, player.foe(), duration);
2927
+ return duration;
2928
+ }
2929
+
2930
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2931
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ @intCast(battle.rng.range(u8, 2, 6))
2935
+ else
2936
+ @intCast((battle.rng.next() & 3) + 2);
2937
+
2938
+ assert(duration >= 2 and duration <= 5);
2939
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2940
+ return duration;
2941
+ }
2942
+
2943
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2944
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2945
+ @intCast(val)
2946
+ else if (showdown)
2947
+ @intCast(battle.rng.range(u4, 2, 4))
2948
+ else
2949
+ @intCast((battle.rng.next() & 1) + 2);
2950
+
2951
+ assert(duration >= 2 and duration <= 3);
2952
+ options.chance.duration(.attacking, player, player, duration);
2953
+ return duration;
2954
+ }
2955
+
2956
+ inline fn distribution(
2957
+ battle: anytype,
2958
+ comptime effect: Move.Effect,
2959
+ player: Player,
2960
+ options: anytype,
2961
+ ) !u3 {
2962
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2963
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2964
+ @intCast(val)
2965
+ else if (showdown)
2966
+ DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)]
2967
+ else n: {
2968
+ const r = (battle.rng.next() & 3);
2969
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2970
+ };
2971
+
2972
+ assert(n >= 2 and n <= 5);
2973
+ if (effect == .Binding) {
2974
+ options.chance.duration(.binding, player, player, n);
2609
2975
  } else {
2610
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2611
- var i: usize = 0;
2612
- while (i < moves.len and r > 0) : (i += 1) {
2613
- if (moves[i].pp > 0) {
2614
- r -= 1;
2615
- if (r == 0) break;
2976
+ try options.chance.multiHit(player, n);
2977
+ }
2978
+ return n;
2979
+ }
2980
+
2981
+ fn moveSlot(
2982
+ battle: anytype,
2983
+ player: Player,
2984
+ moves: []MoveSlot,
2985
+ check_pp: u4,
2986
+ options: anytype,
2987
+ ) !u4 {
2988
+ // TODO: consider throwing error instead of rerolling?
2989
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2990
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2991
+ val
2992
+ else
2993
+ null
2994
+ else
2995
+ null;
2996
+
2997
+ const slot: u4 = overridden orelse slot: {
2998
+ if (showdown) {
2999
+ if (check_pp == 0) {
3000
+ var i: usize = moves.len;
3001
+ while (i > 0) {
3002
+ i -= 1;
3003
+ if (moves[i].id != .None) {
3004
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3005
+ }
3006
+ }
3007
+ } else {
3008
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3009
+ var i: usize = 0;
3010
+ while (i < moves.len and r > 0) : (i += 1) {
3011
+ if (moves[i].pp > 0) {
3012
+ r -= 1;
3013
+ if (r == 0) break;
3014
+ }
3015
+ }
3016
+ break :slot @intCast(i + 1);
2616
3017
  }
2617
3018
  }
2618
- return @intCast(u4, i + 1);
2619
- }
2620
- }
2621
3019
 
2622
- while (true) {
2623
- const r = @intCast(u4, rand.next() & 3);
2624
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3020
+ while (true) {
3021
+ const r: u4 = @intCast(battle.rng.next() & 3);
3022
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3023
+ }
3024
+ };
3025
+
3026
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3027
+ return slot;
2625
3028
  }
2626
- }
3029
+ };
2627
3030
 
2628
3031
  test "RNG agreement" {
2629
3032
  if (!showdown) return;
2630
3033
  var expected: [256]u32 = undefined;
2631
3034
  for (0..expected.len) |i| {
2632
- expected[i] = @intCast(u32, i * 0x1000000);
3035
+ expected[i] = @intCast(i * 0x1000000);
2633
3036
  }
2634
3037
 
2635
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2636
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2637
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2638
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2639
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3038
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3039
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3040
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3041
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3042
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2640
3043
 
2641
3044
  for (0..expected.len) |i| {
2642
3045
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2672,7 +3075,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2672
3075
  const side = battle.side(player);
2673
3076
  const foe = battle.foe(player);
2674
3077
 
2675
- var active = side.active;
3078
+ var active = &side.active;
2676
3079
  const stored = side.stored();
2677
3080
 
2678
3081
  // While players are not given any input options on the cartridge in these cases,
@@ -2686,7 +3089,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3089
  // strictly correct as the player would not have been presented the option to move or
2687
3090
  // switch at all.
2688
3091
  if (isForced(active)) {
2689
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3092
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2690
3093
  n += 1;
2691
3094
  return n;
2692
3095
  }
@@ -2723,9 +3126,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2723
3126
  while (slot <= 4) : (slot += 1) {
2724
3127
  const m = active.moves[slot - 1];
2725
3128
  if (m.id == .None) break;
2726
- if (m.id == side.last_selected_move) {
2727
- // Pokémon Showdown displays Struggle if limited to Bide when out of PP
2728
- const s = if (m.pp == 0 and m.id == .Bide) 0 else slot;
3129
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3130
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3131
+ const struggle =
3132
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3133
+ const s = if (struggle) 0 else slot;
2729
3134
  out[n] = .{ .type = .Move, .data = s };
2730
3135
  n += 1;
2731
3136
  return n;