@pkmn/engine 0.1.0-dev.2ec67dba → 0.1.0-dev.30895c5a

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 (63) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +135 -71
  3. package/build/pkg/addon.d.ts +7 -0
  4. package/build/pkg/addon.js +111 -0
  5. package/build/pkg/addon.js.map +1 -0
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +5 -6
  10. package/build/pkg/data.js +3 -5
  11. package/build/pkg/data.js.map +1 -1
  12. package/build/pkg/gen1.d.ts +5 -4
  13. package/build/pkg/gen1.js +49 -33
  14. package/build/pkg/gen1.js.map +1 -1
  15. package/build/pkg/index.d.ts +18 -14
  16. package/build/pkg/index.js.map +1 -1
  17. package/build/pkg/protocol.d.ts +4 -2
  18. package/build/pkg/protocol.js +65 -44
  19. package/build/pkg/protocol.js.map +1 -1
  20. package/build/test/display.js +405 -0
  21. package/build/test/display.js.map +1 -0
  22. package/build/tools/debug.js +134 -0
  23. package/build/tools/debug.js.map +1 -0
  24. package/build.zig +161 -149
  25. package/package.json +86 -46
  26. package/src/bin/install-pkmn-engine +79 -39
  27. package/src/bin/pkmn-debug +62 -0
  28. package/src/lib/common/battle.zig +17 -0
  29. package/src/lib/common/data.zig +19 -31
  30. package/src/lib/common/debug.zig +23 -13
  31. package/src/lib/common/js.zig +118 -0
  32. package/src/lib/common/optional.zig +67 -0
  33. package/src/lib/common/options.zig +14 -3
  34. package/src/lib/common/protocol.zig +942 -403
  35. package/src/lib/common/rational.zig +454 -0
  36. package/src/lib/common/rng.zig +35 -26
  37. package/src/lib/common/util.zig +12 -0
  38. package/src/lib/gen1/calc.zig +802 -0
  39. package/src/lib/gen1/chance.zig +1154 -0
  40. package/src/lib/gen1/data/moves.zig +202 -190
  41. package/src/lib/gen1/data/species.zig +5 -5
  42. package/src/lib/gen1/data/types.zig +10 -10
  43. package/src/lib/gen1/data.zig +108 -94
  44. package/src/lib/gen1/helpers.zig +137 -40
  45. package/src/lib/gen1/mechanics.zig +1329 -865
  46. package/src/lib/gen2/calc.zig +135 -0
  47. package/src/lib/gen2/chance.zig +882 -0
  48. package/src/lib/gen2/data/items.zig +14 -20
  49. package/src/lib/gen2/data/moves.zig +664 -570
  50. package/src/lib/gen2/data/species.zig +2 -2
  51. package/src/lib/gen2/data/types.zig +137 -34
  52. package/src/lib/gen2/data.zig +134 -96
  53. package/src/lib/gen2/generated.zig +806 -0
  54. package/src/lib/gen2/helpers.zig +50 -26
  55. package/src/lib/gen2/mechanics.zig +3564 -12
  56. package/src/lib/node.zig +131 -0
  57. package/src/lib/pkmn.zig +83 -12
  58. package/src/lib/wasm.zig +13 -0
  59. package/src/test/display/pkmn.html.tmpl +368 -0
  60. package/src/lib/binding/node.zig +0 -229
  61. package/src/lib/binding/wasm.zig +0 -10
  62. package/src/lib/gen1/README.md +0 -778
  63. package/src/lib/gen2/README.md +0 -309
@@ -1,26 +1,30 @@
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");
7
+ const optional = @import("../common/optional.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
10
 
9
11
  const data = @import("data.zig");
12
+ const chance = @import("chance.zig");
10
13
 
11
14
  const assert = std.debug.assert;
12
15
 
13
16
  const expectEqual = std.testing.expectEqual;
14
17
 
18
+ const showdown = pkmn.options.showdown;
19
+
15
20
  const Choice = common.Choice;
16
21
  const ID = common.ID;
17
22
  const Player = common.Player;
18
23
  const Result = common.Result;
19
24
 
20
- const showdown = options.showdown;
21
-
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
27
+ const Fail = protocol.Fail;
24
28
  const Heal = protocol.Heal;
25
29
 
26
30
  const Gen12 = rng.Gen12;
@@ -56,50 +60,50 @@ const BOOSTS = &[_][2]u8{
56
60
 
57
61
  const MAX_STAT_VALUE = 999;
58
62
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
63
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
64
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
65
+ if (battle.turn == 0) return start(battle, options);
62
66
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
67
+ var s1 = false;
68
+ var s2 = false;
65
69
 
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
- }
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
72
 
75
73
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
74
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
75
+
76
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
+
79
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
80
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
+ } else {
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
83
  }
83
84
 
84
- return endTurn(battle, log);
85
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
+
88
+ return endTurn(battle, options);
85
89
  }
86
90
 
87
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
88
92
  const p1 = battle.side(.P1);
89
93
  const p2 = battle.side(.P2);
90
94
 
91
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
92
96
  assert(!showdown or p1_slot == 1);
93
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
98
 
95
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
96
100
  assert(!showdown or p2_slot == 1);
97
101
  if (p2_slot == 0) return Result.Win;
98
102
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
103
+ try switchIn(battle, .P1, p1_slot, true, options);
104
+ try switchIn(battle, .P2, p2_slot, true, options);
101
105
 
102
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
103
107
  }
104
108
 
105
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +116,7 @@ fn selectMove(
112
116
  player: Player,
113
117
  choice: Choice,
114
118
  foe_choice: Choice,
115
- from: *?Move,
119
+ skip_turn: *bool,
116
120
  ) ?Result {
117
121
  if (choice.type == .Pass) return null;
118
122
 
@@ -121,20 +125,27 @@ fn selectMove(
121
125
  const stored = side.stored();
122
126
 
123
127
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
129
 
126
130
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
131
+ if (volatiles.Recharging) {
132
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
133
+ return null;
134
+ }
128
135
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
136
+ if (showdown) {
137
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
138
+ saveMove(battle, player, null);
139
+ }
131
140
  return null;
132
141
  }
133
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
143
  if (!showdown) volatiles.Flinch = false;
135
144
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
145
+ if (showdown) {
146
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
+ saveMove(battle, player, null);
148
+ }
138
149
  return null;
139
150
  }
140
151
 
@@ -144,29 +155,26 @@ fn selectMove(
144
155
  // pre-move select
145
156
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
157
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
158
+ if (showdown) {
159
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
160
+ saveMove(battle, player, choice);
161
+ }
148
162
  return null;
149
163
  }
150
164
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
165
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
169
  // set the selected move will not actually be used, it will just be reported as having
158
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
160
172
  saveMove(battle, player, choice);
161
173
  } else {
162
174
  assert(choice.data == 0);
163
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
176
  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));
177
+ const last = side.active.move(battle.lastMove(player).index);
170
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
179
  if (last.id == .MirrorMove) return Result.Error;
172
180
  }
@@ -175,6 +183,7 @@ fn selectMove(
175
183
  }
176
184
 
177
185
  if (battle.foe(player).active.volatiles.Binding) {
186
+ skip_turn.* = true;
178
187
  if (showdown) {
179
188
  saveMove(battle, player, choice);
180
189
  } else {
@@ -185,19 +194,17 @@ fn selectMove(
185
194
  }
186
195
 
187
196
  // move select
197
+ volatiles.state = 0;
188
198
  if (choice.data == 0) {
189
199
  const struggle = ok: {
190
200
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
201
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
202
  }
193
203
  break :ok true;
194
204
  };
195
-
196
205
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
206
  }
207
+ saveMove(battle, player, choice);
201
208
 
202
209
  return null;
203
210
  }
@@ -210,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
217
  if (c.data == 0) {
211
218
  side.last_selected_move = .Struggle;
212
219
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
221
  const move = side.active.move(c.data);
215
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
223
  // sometimes required...), but a 0 PP move can be used automatically
217
224
  assert(showdown or move.pp != 0);
218
225
 
219
226
  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
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
225
228
  }
226
229
  }
227
230
  }
228
231
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
232
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
233
  var side = battle.side(player);
231
234
  var foe = battle.foe(player);
232
235
  var active = &side.active;
@@ -239,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
242
  side.order[0] = side.order[slot - 1];
240
243
  side.order[slot - 1] = out;
241
244
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
245
+ battle.lastMove(player).index = 1;
247
246
 
248
247
  side.last_used_move = .None;
249
248
  foe.last_used_move = .None;
@@ -256,20 +255,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
255
  active.moves = incoming.moves;
257
256
 
258
257
  statusModify(incoming.status, &active.stats);
258
+ options.chance.switched(player, slot);
259
259
 
260
260
  foe.active.volatiles.Binding = false;
261
261
 
262
- try log.switched(battle.active(player), incoming);
262
+ try options.log.switched(.{ battle.active(player), incoming });
263
263
 
264
264
  if (showdown and incoming.status == Status.TOX) {
265
265
  incoming.status = Status.init(.PSN);
266
266
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
267
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
268
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
269
  }
270
270
  }
271
271
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
272
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
273
  assert(c1.type != .Pass or c2.type != .Pass);
274
274
 
275
275
  if (c1.type == .Pass) return .P2;
@@ -299,13 +299,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
299
  const spe2 = battle.side(.P2).active.stats.spe;
300
300
  if (spe1 == spe2) {
301
301
  // 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;
302
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
303
+ battle.rng.advance(1);
304
+ }
308
305
 
306
+ const p1 = try Rolls.speedTie(battle, options);
309
307
  if (!showdown) return if (p1) .P1 else .P2;
310
308
 
311
309
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +313,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
313
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
314
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
315
  // 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
316
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
317
  // won the original coin flip
320
318
  if (t1 and t2) return .P1;
321
319
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +326,55 @@ fn doTurn(
328
326
  battle: anytype,
329
327
  player: Player,
330
328
  player_choice: Choice,
331
- player_from: ?Move,
329
+ player_rewrap: bool,
330
+ player_skip: bool,
332
331
  foe_player: Player,
333
332
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
333
+ foe_rewrap: bool,
334
+ foe_skip: bool,
335
+ options: anytype,
336
336
  ) !?Result {
337
337
  assert(player_choice.type != .Pass);
338
338
 
339
339
  var residual = true;
340
340
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
341
+ if (try executeMove(
342
+ battle,
343
+ player,
344
+ player_choice,
345
+ player_rewrap,
346
+ player_skip,
347
+ &residual,
348
+ options,
349
+ )) |r| return r;
342
350
  if (!replace) {
343
351
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
352
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
353
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
354
+ if (residual) try handleResidual(battle, player, options);
355
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
356
  } else if (foe_choice.type == .Pass) return null;
349
357
 
358
+ if (!showdown) options.chance.clearPending();
359
+
360
+ residual = true;
350
361
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
362
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
363
+ if (if (calc) null else try executeMove(
364
+ battle,
365
+ foe_player,
366
+ foe_choice,
367
+ foe_rewrap,
368
+ foe_skip,
369
+ &residual,
370
+ options,
371
+ )) |r| return r;
352
372
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
373
+ if (!calc and foe_choice.type != .Switch) {
374
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
375
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
376
+ if (residual) try handleResidual(battle, foe_player, options);
377
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
378
  }
359
379
 
360
380
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +391,31 @@ fn executeMove(
371
391
  battle: anytype,
372
392
  player: Player,
373
393
  choice: Choice,
374
- from: ?Move,
394
+ rewrap: bool,
395
+ skip: bool,
375
396
  residual: *bool,
376
- log: anytype,
397
+ options: anytype,
377
398
  ) !?Result {
378
399
  var side = battle.side(player);
379
400
 
380
401
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
402
+ try switchIn(battle, player, choice.data, false, options);
382
403
  return null;
383
404
  }
384
405
 
406
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
407
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
408
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
409
  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
410
  assert(!showdown);
389
411
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
412
+ try options.log.cant(.{ battle.active(player), .Bound });
391
413
  }
392
414
  return null;
393
415
  }
394
416
 
395
417
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
418
+ var mslot: u4 = @intCast(choice.data);
397
419
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
420
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
421
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +424,16 @@ fn executeMove(
402
424
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
425
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
426
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
427
+ mslot = @intCast(battle.lastMove(player).index);
409
428
  const stored = side.stored();
410
429
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
430
+ auto = isForced(&side.active) or
431
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
432
+ side.last_selected_move == .HyperBeam or
433
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
434
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
435
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
- // index 1 and the current Pokémon has the same move in its first slot.
436
+ // index 1 and the current Pokémon has the same move in its first slot
416
437
  if (!auto) {
417
438
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
439
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +447,12 @@ fn executeMove(
426
447
  } else if (showdown and side.active.volatiles.Charging) {
427
448
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
449
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
450
+ mslot = @intCast(battle.lastMove(player).index);
433
451
  }
434
452
 
435
453
  var skip_can = false;
436
454
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
455
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
456
  .done => return null,
439
457
  .skip_can => skip_can = true,
440
458
  .skip_pp => skip_pp = true,
@@ -442,16 +460,23 @@ fn executeMove(
442
460
  .err => return @as(?Result, Result.Error),
443
461
  }
444
462
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
463
+ const can = skip_can or
464
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
465
+ if (!can) return null;
448
466
 
449
- return doMove(battle, player, mslot, auto, residual, log);
467
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
468
  }
451
469
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
470
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
471
 
454
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
472
+ fn beforeMove(
473
+ battle: anytype,
474
+ player: Player,
475
+ skip: bool,
476
+ residual: *bool,
477
+ options: anytype,
478
+ ) !BeforeMove {
479
+ var log = options.log;
455
480
  var side = battle.side(player);
456
481
  const foe = battle.foe(player);
457
482
  var active = &side.active;
@@ -460,58 +485,74 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
460
485
  var volatiles = &active.volatiles;
461
486
 
462
487
  if (Status.is(stored.status, .SLP)) {
463
- const status = stored.status;
488
+ const before = stored.status;
489
+ const slf = Status.is(stored.status, .EXT);
464
490
  // 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);
491
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
492
+ .started, .ended => stored.status = 0,
493
+ .continuing => if (Status.duration(stored.status) > 1) {
494
+ stored.status -= 1;
495
+ },
496
+ else => unreachable,
497
+ } else {
498
+ stored.status -= 1;
499
+ }
500
+
501
+ const duration = Status.duration(stored.status);
502
+ try options.chance.sleep(player, if (slf)
503
+ .None
504
+ else if (duration == 0) .ended else .continuing);
505
+
506
+ if (duration == 0) {
507
+ try log.curestatus(.{ ident, before, .Message });
468
508
  stored.status = 0; // clears EXT if present
469
509
  } else {
470
- try log.cant(ident, .Sleep);
510
+ try log.cant(.{ ident, .Sleep });
471
511
  }
472
512
  side.last_used_move = .None;
473
513
  return .done;
474
514
  }
475
515
 
476
516
  if (Status.is(stored.status, .FRZ)) {
477
- try log.cant(ident, .Freeze);
517
+ try log.cant(.{ ident, .Freeze });
478
518
  side.last_used_move = .None;
479
519
  return .done;
480
520
  }
481
521
 
482
- if (foe.active.volatiles.Binding) {
483
- try log.cant(ident, .Bound);
522
+ if (skip or foe.active.volatiles.Binding) {
523
+ try log.cant(.{ ident, .Bound });
484
524
  return .done;
485
525
  }
486
526
 
487
- if (!showdown and volatiles.Flinch) {
488
- volatiles.Flinch = false;
489
- try log.cant(ident, .Flinch);
527
+ if (volatiles.Flinch) {
528
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
529
+ // Pokémon can sometimes flinch multiple times from the same original hit
530
+ if (!showdown) volatiles.Flinch = false;
531
+ try log.cant(.{ ident, .Flinch });
490
532
  return .done;
491
533
  }
492
534
 
493
535
  if (volatiles.Recharging) {
494
536
  volatiles.Recharging = false;
495
- try log.cant(ident, .Recharge);
537
+ try log.cant(.{ ident, .Recharge });
496
538
  return .done;
497
539
  }
498
540
 
499
- if (volatiles.disabled_duration > 0) {
500
- volatiles.disabled_duration -= 1;
501
- if (volatiles.disabled_duration == 0) {
502
- volatiles.disabled_move = 0;
503
- try log.end(ident, .Disable);
541
+ if (volatiles.disable_duration > 0) {
542
+ volatiles.disable_duration =
543
+ decrement(.disable, player, options, volatiles.disable_duration);
544
+ try options.chance.disable(
545
+ player,
546
+ if (volatiles.disable_duration == 0) .ended else .continuing,
547
+ );
548
+
549
+ if (volatiles.disable_duration == 0) {
550
+ volatiles.disable_move = 0;
551
+ try log.end(.{ ident, .Disable });
504
552
  }
505
553
  }
506
554
  // 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
- }
555
+ if (showdown and try disabled(side, ident, options)) return .done;
515
556
 
516
557
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
517
558
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -522,22 +563,29 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
522
563
 
523
564
  if (volatiles.Confusion) {
524
565
  assert(volatiles.confusion > 0);
566
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
567
+ .started => volatiles.confusion -= 1,
568
+ .continuing => if (volatiles.confusion > 1) {
569
+ volatiles.confusion -= 1;
570
+ },
571
+ .ended => volatiles.confusion = 0,
572
+ .overwritten => {},
573
+ else => unreachable,
574
+ } else {
575
+ volatiles.confusion -= 1;
576
+ }
577
+
578
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
525
579
 
526
- volatiles.confusion -= 1;
527
580
  if (volatiles.confusion == 0) {
528
581
  volatiles.Confusion = false;
529
- try log.end(ident, .Confusion);
582
+ try log.end(.{ ident, .Confusion });
530
583
  } else {
531
- try log.activate(ident, .Confusion);
532
-
533
- const confused = if (showdown)
534
- !battle.rng.chance(u8, 128, 256)
535
- else
536
- battle.rng.next() >= Gen12.percent(50) + 1;
584
+ try log.activate(.{ ident, .Confusion });
537
585
 
538
- if (confused) {
586
+ if (try Rolls.confused(battle, player, options)) {
539
587
  assert(!volatiles.MultiHit);
540
- volatiles.state = 0;
588
+ if (!volatiles.Rage) volatiles.state = 0;
541
589
  volatiles.Bide = false;
542
590
  volatiles.Thrashing = false;
543
591
  volatiles.MultiHit = false;
@@ -545,6 +593,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
545
593
  volatiles.Charging = false;
546
594
  volatiles.Binding = false;
547
595
  volatiles.Invulnerable = false;
596
+
597
+ options.chance.observe(.attacking, player, .None);
598
+ options.chance.observe(.binding, player, .None);
548
599
  {
549
600
  // This feels (and is) disgusting but the cartridge literally just overwrites
550
601
  // the opponent's defense with the user's defense and resets it after. As a
@@ -552,7 +603,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
552
603
  const def = foe.active.stats.def;
553
604
  foe.active.stats.def = active.stats.def;
554
605
  defer foe.active.stats.def = def;
555
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
606
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
607
+ return .err;
608
+ }
556
609
  }
557
610
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
558
611
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -561,87 +614,120 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
561
614
  player
562
615
  else
563
616
  player.foe();
617
+
618
+ const uncapped = battle.last_damage;
564
619
  // Skipping adjustDamage / randomizeDamage / checkHit
565
- _ = try applyDamage(battle, player, target, .Confusion, log);
620
+ _ = try applyDamage(battle, player, target, .Confusion, options);
621
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
622
+ if (showdown) battle.last_damage = uncapped;
566
623
 
567
624
  return .done;
568
625
  }
569
626
  }
570
627
  }
571
628
 
572
- if (!showdown and try disabled(side, ident, log)) return .done;
629
+ if (!showdown and try disabled(side, ident, options)) return .done;
573
630
 
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);
631
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
632
+ if (!volatiles.Rage) volatiles.state = 0;
633
+ volatiles.Bide = false;
634
+ volatiles.Thrashing = false;
635
+ volatiles.Charging = false;
636
+ volatiles.Binding = false;
579
637
 
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
- }
638
+ options.chance.observe(.attacking, player, .None);
639
+ options.chance.observe(.binding, player, .None);
640
+
641
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
642
+ try log.cant(.{ ident, .Paralysis });
643
+ return .done;
590
644
  }
591
645
 
592
646
  if (volatiles.Bide) {
593
647
  assert(!volatiles.Thrashing and !volatiles.Rage);
594
648
 
595
- volatiles.state +%= battle.last_damage;
649
+ if (showdown) {
650
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
651
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
652
+ // addition because 65535 is sufficient to faint any Pokémon anyway
653
+ volatiles.state +|= battle.last_damage;
654
+ } else {
655
+ volatiles.state +%= battle.last_damage;
656
+ }
596
657
 
597
- assert(volatiles.attacks > 0);
658
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
659
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
598
660
 
599
- volatiles.attacks -= 1;
600
661
  if (volatiles.attacks != 0) {
601
- try log.activate(ident, .Bide);
662
+ try log.activate(.{ ident, .Bide });
602
663
  return .done;
603
664
  }
604
665
 
605
666
  volatiles.Bide = false;
606
- try log.end(ident, .Bide);
667
+ try log.end(.{ ident, .Bide });
607
668
 
608
669
  battle.last_damage = volatiles.state *% 2;
609
670
  volatiles.state = 0;
610
671
 
611
672
  if (battle.last_damage == 0) {
612
- try log.fail(ident, .None);
673
+ try log.fail(.{ ident, .None });
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
- assert(volatiles.attacks > 0);
622
- assert(from != null);
623
- volatiles.attacks -= 1;
624
- if (!showdown and handleThrashing(battle, active)) {
625
- try log.start(battle.active(player), .ConfusionSilent);
626
- }
627
- 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);
693
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
+
695
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
696
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
697
+
698
+ if (volatiles.attacks == 0) {
699
+ const overwritten = volatiles.Confusion;
700
+
701
+ volatiles.Thrashing = false;
702
+ volatiles.Confusion = true;
703
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
704
+
705
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
706
+ // ended (the engine's protocol is always from the omniscient perspective and clients
707
+ // can be expected to recognize this pattern and pass the information only to the
708
+ // correct player)
709
+ try log.start(.{ battle.active(player), .ConfusionSilent });
710
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
630
711
  }
712
+
713
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
714
+ // used in useMove and doesn't have the notion of skipping canMove semantics
715
+ if (showdown) side.last_used_move = side.last_selected_move;
716
+
631
717
  return .skip_can;
632
718
  }
633
719
 
634
720
  if (volatiles.Binding) {
635
- assert(volatiles.attacks > 0);
636
- volatiles.attacks -= 1;
637
- try log.move(
638
- battle.active(player),
639
- side.last_selected_move,
640
- battle.active(player.foe()),
641
- side.last_selected_move,
642
- );
721
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
722
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
723
+
724
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
643
725
  if (showdown or battle.last_damage != 0) {
644
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
726
+ const sub = showdown and foe.active.volatiles.Substitute;
727
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
728
+ if (battle.foe(player).stored().hp > 0 and !sub) {
729
+ try buildRage(battle, player.foe(), options);
730
+ }
645
731
  }
646
732
  return .done;
647
733
  }
@@ -655,56 +741,57 @@ fn canMove(
655
741
  mslot: u4,
656
742
  auto: bool,
657
743
  skip_pp: bool,
658
- from: ?Move,
744
+ from: Move,
659
745
  residual: *bool,
660
- log: anytype,
746
+ options: anytype,
661
747
  ) !bool {
662
748
  var side = battle.side(player);
663
749
  const player_ident = battle.active(player);
664
750
  const move = Move.get(side.last_selected_move);
665
751
 
666
- const foe_last = battle.foe(player).last_used_move;
667
- const special = from != null and (from.? == .Metronome and
668
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
669
-
670
- var skip = skip_pp;
671
752
  if (side.active.volatiles.Charging) {
672
753
  side.active.volatiles.Charging = false;
673
754
  side.active.volatiles.Invulnerable = false;
674
755
  } else if (move.effect == .Charge) {
675
- try log.move(player_ident, side.last_selected_move, .{}, from);
676
- try Effects.charge(battle, player, log);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
757
+ setCounterable(battle, player, side, move);
758
+ try Effects.charge(battle, player, options);
677
759
  return false;
678
760
  }
679
761
 
680
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
681
- if (!skip) decrementPP(side, mslot, auto);
762
+ side.last_used_move = side.last_selected_move;
763
+ if (!skip_pp) decrementPP(side, mslot, auto);
682
764
 
683
765
  const target = if (move.target == .Self) player else player.foe();
684
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
685
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
686
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
687
- // meaning sometimes we lose this information. from is still set because it not being null is
688
- // relevant for control flow, but we don't have anything useful to put in the log. This is
689
- // regrettable, but this information is more "nice to have" than required
690
- 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);
766
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
767
+ setCounterable(battle, player, side, move);
692
768
 
693
769
  if (move.effect.onBegin()) {
694
- try onBegin(battle, player, move, mslot, residual, log);
770
+ try onBegin(battle, player, move, mslot, residual, options);
695
771
  return false;
696
772
  }
697
773
 
698
774
  if (move.effect == .Thrashing) {
699
- Effects.thrashing(battle, player);
775
+ Effects.thrashing(battle, player, options);
700
776
  } else if (!showdown and move.effect == .Binding) {
701
777
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
702
- Effects.binding(battle, player);
778
+ try Effects.binding(battle, player, false, options);
703
779
  }
704
780
 
705
781
  return true;
706
782
  }
707
783
 
784
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
785
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
786
+ // in cases where an early return happens the data for a players last selected move does not get
787
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
788
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
789
+ // as the desync results from actually having two separate battle states that subtly disagree
790
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
791
+ (move.type == .Normal or move.type == .Fighting);
792
+ battle.lastMove(player).counterable = @intFromBool(counterable);
793
+ }
794
+
708
795
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
709
796
  if (side.last_selected_move == .Struggle) return;
710
797
 
@@ -714,25 +801,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
714
801
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
715
802
  if (volatiles.Bide) return;
716
803
 
717
- assert(active.move(mslot).pp > 0 or auto);
718
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
804
+ var move_slot = active.move(mslot);
805
+ assert(move_slot.pp > 0 or auto);
806
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
719
807
  if (volatiles.Transform) return;
720
808
 
721
- assert(side.stored().move(mslot).pp > 0 or auto);
722
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
809
+ move_slot = side.stored().move(mslot);
810
+ assert(move_slot.pp > 0 or auto);
811
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
723
812
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
724
813
  }
725
814
 
726
- fn incrementPP(side: *Side, mslot: u4) void {
815
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
727
816
  var active = &side.active;
728
817
  const volatiles = &active.volatiles;
729
818
 
730
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
819
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
731
820
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
732
821
  if (showdown and volatiles.Transform) return;
733
822
 
823
+ const n = options.calc.overridden(player, .pp) orelse 1;
824
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
825
+
734
826
  assert(mslot > 0 and mslot <= 4);
735
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
827
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
736
828
  }
737
829
 
738
830
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -740,10 +832,12 @@ fn doMove(
740
832
  battle: anytype,
741
833
  player: Player,
742
834
  mslot: u4,
835
+ rewrap: bool,
743
836
  auto: bool,
744
837
  residual: *bool,
745
- log: anytype,
838
+ options: anytype,
746
839
  ) !?Result {
840
+ var log = options.log;
747
841
  var side = battle.side(player);
748
842
  const foe = battle.foe(player);
749
843
 
@@ -758,35 +852,44 @@ fn doMove(
758
852
  var hits: u4 = 1;
759
853
  var effectiveness = Effectiveness.neutral;
760
854
 
855
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
856
+ if (showdown and !counter) battle.last_damage = 0;
857
+
761
858
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
762
859
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
763
- return specialDamage(battle, player, move, log);
860
+ return specialDamage(battle, player, move, options);
764
861
  }
765
862
 
766
863
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
767
864
  // calling moveHit early covers most of that but we also need to check type immunity first
768
865
  var miss = showdown and miss: {
769
866
  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);
867
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
868
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
772
869
  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);
870
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
871
+ battle.last_damage = 0;
872
+ break :miss true;
873
+ }
874
+ break :miss (move.target != .Self and
875
+ !try moveHit(battle, player, move, &immune, &mist, options));
775
876
  };
776
877
  assert(!immune or miss or (showdown and move.effect == .Binding));
777
878
 
879
+ var late = showdown and move.effect != .Explode;
778
880
  const skip = status or immune;
779
881
  if ((!showdown or (!skip or counter)) and !miss) blk: {
780
882
  if (showdown and move.effect.isMulti()) {
781
- Effects.multiHit(battle, player, move);
883
+ try Effects.multiHit(battle, player, move, options);
782
884
  hits = side.active.volatiles.attacks;
885
+ late = false;
783
886
  }
784
887
 
785
888
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
786
889
  const check = !showdown or (!counter and move.effect != .OHKO);
787
- if (check) crit = checkCriticalHit(battle, player, move);
890
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
788
891
 
789
- if (counter) return counterDamage(battle, player, move, log);
892
+ if (counter) return counterDamage(battle, player, move, options);
790
893
 
791
894
  battle.last_damage = 0;
792
895
 
@@ -798,7 +901,8 @@ fn doMove(
798
901
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
799
902
  battle.last_damage = if (ohko) 65535 else 0;
800
903
  if (showdown) break :blk; // skip adjustDamage / randomizeDamage
801
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
904
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
905
+ if (!showdown) try options.chance.commit(player, .err);
802
906
  return @as(?Result, Result.Error);
803
907
  }
804
908
  if (battle.last_damage == 0) {
@@ -808,17 +912,16 @@ fn doMove(
808
912
  effectiveness = adjustDamage(battle, player);
809
913
  immune = effectiveness == 0;
810
914
  }
811
- randomizeDamage(battle);
915
+ try randomizeDamage(battle, player, options);
812
916
  }
813
917
  }
814
918
 
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
-
818
- miss = if (showdown or skip)
819
- miss
820
- else
821
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
919
+ var missed: bool = undefined;
920
+ const zero = battle.last_damage == 0;
921
+ if (!showdown and !skip) {
922
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
923
+ miss = missed or zero;
924
+ }
822
925
 
823
926
  assert(showdown or miss or battle.last_damage > 0 or skip);
824
927
  assert((!showdown and miss) or !(ohko and immune));
@@ -826,11 +929,11 @@ fn doMove(
826
929
 
827
930
  if (!showdown or !miss) {
828
931
  if (move.effect == .MirrorMove) {
829
- return mirrorMove(battle, player, mslot, auto, residual, log);
932
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
830
933
  } else if (move.effect == .Metronome) {
831
- return metronome(battle, player, mslot, auto, residual, log);
934
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
832
935
  } else if (move.effect.onEnd()) {
833
- try onEnd(battle, player, move, log);
936
+ try onEnd(battle, player, move, options);
834
937
  return null;
835
938
  }
836
939
  }
@@ -842,62 +945,83 @@ fn doMove(
842
945
  ohko = (!showdown or (!immune and !invulnerable)) and
843
946
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
844
947
  if (ohko) {
845
- try log.immune(foe_ident, .OHKO);
846
- } else if (immune and !invulnerable) {
847
- try log.immune(foe_ident, .None);
948
+ try log.immune(.{ foe_ident, .OHKO });
949
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
950
+ try log.immune(.{ foe_ident, .None });
951
+ if (!showdown) {
952
+ if (move.effect == .Binding) {
953
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
954
+ // then simply clears it later on if the move happens to miss in moveHit.
955
+ // However, moveHit can return true and we'll still end up in the outer miss
956
+ // handling block because attacking into an immune Pokemon does zero damage
957
+ // (considered missing)
958
+ assert(zero);
959
+ // Thus we still need to actually save the hit result (but not the crit roll).
960
+ // Using .miss for this commit would accomplish what we want, but is somewhat
961
+ // misleading as its entirely possible the move actually did hit (and the target
962
+ // is now trapped) so we use the .binding value instead which is effectively
963
+ // identical, just doesn't claim to know about the actual results of the hit
964
+ // roll)
965
+ try options.chance.commit(player, .binding);
966
+ } else {
967
+ // The .glitch option allows for conditionally committing if we are in a
968
+ // division-by-zero freeze alternative timeline scenario
969
+ try options.chance.commit(player, .glitch);
970
+ }
971
+ }
848
972
  } else if (mist) {
849
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
850
- try log.fail(foe_ident, .None);
973
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
974
+ try log.fail(.{ foe_ident, .None });
851
975
  } else {
852
- try log.lastmiss();
853
- try log.miss(battle.active(player));
976
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
977
+ try log.lastmiss(.{});
978
+ try log.miss(.{battle.active(player)});
854
979
  }
855
980
  if (move.effect == .JumpKick) {
856
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
857
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
858
983
  battle.last_damage = 1;
859
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
860
985
  if (showdown and side.stored().hp == 0) residual.* = false;
861
986
  } else if (move.effect == .Explode) {
862
987
  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
- }
988
+ try buildRage(battle, player.foe(), options);
989
+ } else if (showdown and move.effect == .Disable) {
990
+ try buildRage(battle, player.foe(), options);
872
991
  }
873
992
  return null;
993
+ } else if (!showdown) {
994
+ try options.chance.commit(player, .hit);
874
995
  }
875
996
 
876
997
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
877
998
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
878
- // it up above before damage calculation).
999
+ // it up above before damage calculation)
879
1000
  if (!showdown and move.effect.isMulti()) {
880
- Effects.multiHit(battle, player, move);
1001
+ try Effects.multiHit(battle, player, move, options);
881
1002
  hits = side.active.volatiles.attacks;
882
1003
  }
883
1004
 
1005
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1006
+ const sub = showdown and foe.active.volatiles.Substitute;
1007
+
884
1008
  var nullified = false;
885
1009
  var hit: u4 = 0;
886
1010
  while (hit < hits) {
887
1011
  if (hit == 0) {
888
- if (crit) try log.crit(battle.active(player.foe()));
1012
+ if (crit) try log.crit(.{battle.active(player.foe())});
889
1013
  if (effectiveness > Effectiveness.neutral) {
890
- try log.supereffective(battle.active(player.foe()));
1014
+ try log.supereffective(.{battle.active(player.foe())});
891
1015
  } else if (effectiveness < Effectiveness.neutral) {
892
- try log.resisted(battle.active(player.foe()));
1016
+ try log.resisted(.{battle.active(player.foe())});
893
1017
  }
894
1018
  }
895
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
896
- if (hit == 0 and ohko) try log.ohko();
1019
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1020
+ if (hit == 0 and ohko) try log.ohko(.{});
897
1021
  hit += 1;
898
1022
  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);
1023
+ if (!late and (!sub or move.effect == .Explode)) {
1024
+ try buildRage(battle, player.foe(), options);
901
1025
  }
902
1026
  // If the substitute breaks during a multi-hit attack, the attack ends
903
1027
  if (nullified) break;
@@ -908,33 +1032,42 @@ fn doMove(
908
1032
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
909
1033
  side.active.volatiles.attacks = 0;
910
1034
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
911
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1035
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
912
1036
  }
913
- try log.hitcount(battle.active(player.foe()), hit);
1037
+ try log.hitcount(.{ battle.active(player.foe()), hit });
914
1038
  } else if (showdown) {
915
1039
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
916
1040
  if (move.effect == .Binding) {
917
- Effects.binding(battle, player);
1041
+ try Effects.binding(battle, player, rewrap, options);
918
1042
  if (immune) {
919
1043
  battle.last_damage = 0;
1044
+ assert(foe.stored().hp > 0);
920
1045
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
921
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1046
+ if (sub) {
1047
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1048
+ } else {
1049
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1050
+ try buildRage(battle, player.foe(), options);
1051
+ }
922
1052
  return null;
923
1053
  }
924
1054
  }
925
1055
  }
926
1056
 
927
1057
  // Substitute being broken nullifies the move's effect completely so even
928
- // if an effect was intended to "always happen" it will still get skipped.
1058
+ // if an effect was intended to "always happen" it will still get skipped
929
1059
  if (nullified) return null;
930
1060
 
931
1061
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
932
1062
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
933
- // 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);
1063
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1064
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
935
1065
 
936
1066
  if (foe.stored().hp == 0) return null;
937
1067
 
1068
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1069
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1070
+
938
1071
  if (!move.effect.isSpecial()) {
939
1072
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
940
1073
  // second time here (after being executed in the "always happens" block above) but that
@@ -942,30 +1075,33 @@ fn doMove(
942
1075
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
943
1076
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
944
1077
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
945
- // puts the |-status| message before |-hitcount| instead of after.
1078
+ // puts the |-status| message before |-hitcount| instead of after
946
1079
  if (move.effect == .Twineedle) {
947
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1080
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
948
1081
  } else if (move.effect == .Disable) {
949
- return Effects.disable(battle, player, move, log);
1082
+ const result = try Effects.disable(battle, player, move, options);
1083
+ if (showdown) try buildRage(battle, player.foe(), options);
1084
+ return result;
950
1085
  } else {
951
- try moveEffect(battle, player, move, log);
1086
+ try moveEffect(battle, player, move, options);
952
1087
  }
953
1088
  }
954
1089
 
955
1090
  return null;
956
1091
  }
957
1092
 
958
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1093
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
959
1094
  const side = battle.side(player);
960
1095
 
961
1096
  // 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;
966
-
967
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
968
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1097
+ var rate: u16 = Species.chance(side.stored().species);
1098
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1099
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1100
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1101
+
1102
+ const spurious =
1103
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
969
1105
  }
970
1106
 
971
1107
  fn calcDamage(
@@ -974,6 +1110,7 @@ fn calcDamage(
974
1110
  target_player: Player,
975
1111
  m: ?Move.Data,
976
1112
  crit: bool,
1113
+ options: anytype,
977
1114
  ) bool {
978
1115
  // Confusion (indicated when m == null) just needs a 40 BP physical move
979
1116
  const cfz = m == null;
@@ -985,28 +1122,8 @@ fn calcDamage(
985
1122
 
986
1123
  const special = move.type.special();
987
1124
 
988
- // zig fmt: off
989
- var atk: u32 =
990
- if (crit)
991
- if (special) side.stored().stats.spc
992
- else side.stored().stats.atk
993
- else
994
- if (special) side.active.stats.spc
995
- else side.active.stats.atk;
996
- var def: u32 =
997
- if (crit)
998
- if (special) target.stored().stats.spc
999
- else target.stored().stats.def
1000
- else
1001
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1002
- if (special)
1003
- target.active.stats.spc *
1004
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1005
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1006
- else
1007
- target.active.stats.def *
1008
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1009
- // zig fmt: on
1125
+ var atk = attack(side, crit, special);
1126
+ var def = defense(target, crit, special, cfz);
1010
1127
 
1011
1128
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1012
1129
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1017,9 +1134,9 @@ fn calcDamage(
1017
1134
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1018
1135
  }
1019
1136
 
1020
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1137
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1021
1138
 
1022
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1139
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1023
1140
 
1024
1141
  if (def == 0) return false;
1025
1142
 
@@ -1031,11 +1148,41 @@ fn calcDamage(
1031
1148
  d = @min(997, d);
1032
1149
  d += 2;
1033
1150
 
1034
- battle.last_damage = @intCast(u16, d);
1151
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1152
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1153
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1154
+ // that results in counter intuitive probabilities in the common case
1155
+ if (pkmn.options.chance and !showdown) {
1156
+ atk = attack(side, !crit, special);
1157
+ def = defense(target, !crit, special, false);
1158
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1159
+ }
1160
+
1161
+ battle.last_damage = @intCast(d);
1035
1162
 
1036
1163
  return true;
1037
1164
  }
1038
1165
 
1166
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1167
+ return if (crit)
1168
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1169
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1170
+ }
1171
+
1172
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1173
+ return if (crit)
1174
+ if (special) target.stored().stats.spc else target.stored().stats.def
1175
+ else
1176
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1177
+ if (special)
1178
+ target.active.stats.spc *
1179
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1180
+ else
1181
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1182
+ target.active.stats.def *
1183
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1184
+ }
1185
+
1039
1186
  fn adjustDamage(battle: anytype, player: Player) u16 {
1040
1187
  const side = battle.side(player);
1041
1188
  const foe = battle.foe(player);
@@ -1045,9 +1192,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1045
1192
  var d = battle.last_damage;
1046
1193
  if (side.active.types.includes(move.type)) d +%= d / 2;
1047
1194
 
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));
1195
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1196
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1197
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1051
1198
 
1052
1199
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1053
1200
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1067,99 +1214,85 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1067
1214
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1068
1215
  }
1069
1216
 
1070
- fn randomizeDamage(battle: anytype) void {
1217
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1071
1218
  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);
1219
+ const random = try Rolls.damage(battle, player, options);
1220
+ options.calc.base(player.foe(), battle.last_damage);
1221
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1222
+ options.calc.final(player.foe(), battle.last_damage);
1083
1223
  }
1084
1224
 
1085
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1225
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1086
1226
  const side = battle.side(player);
1227
+ const foe = battle.foe(player);
1087
1228
 
1088
- if (!try checkHit(battle, player, move, log)) return null;
1229
+ if (!try checkHit(battle, player, move, options)) return null;
1089
1230
 
1090
1231
  battle.last_damage = switch (side.last_selected_move) {
1091
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1232
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1092
1233
  .SeismicToss, .NightShade => side.stored().level,
1093
1234
  .SonicBoom => 20,
1094
1235
  .DragonRage => 40,
1095
1236
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1096
1237
  .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
- }
1238
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1239
+ // GLITCH: Psywave infinite glitch loop
1240
+ if (!showdown and max <= 1) return Result.Error;
1241
+ break :power try Rolls.psywave(battle, player, max, options);
1108
1242
  },
1109
1243
  else => unreachable,
1110
1244
  };
1111
1245
 
1112
1246
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1113
1247
 
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1248
+ const sub = showdown and foe.active.volatiles.Substitute;
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1251
+
1115
1252
  return null;
1116
1253
  }
1117
1254
 
1118
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1255
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1119
1256
  const foe = battle.foe(player);
1120
1257
 
1121
1258
  if (battle.last_damage == 0) {
1122
- try log.fail(battle.active(player), .None);
1259
+ try options.log.fail(.{ battle.active(player), .None });
1123
1260
  return null;
1124
1261
  }
1125
1262
 
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);
1263
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1129
1264
  const foe_last_selected_move =
1130
1265
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1131
- .Counter
1266
+ .Splash
1132
1267
  else
1133
1268
  foe.last_selected_move);
1134
1269
 
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
-
1270
+ const used = battle.lastMove(player.foe()).counterable != 0;
1140
1271
  const selected = foe_last_selected_move.bp > 0 and
1141
1272
  foe.last_selected_move != .Counter and
1142
1273
  (foe_last_selected_move.type == .Normal or
1143
1274
  foe_last_selected_move.type == .Fighting);
1144
1275
 
1145
1276
  if (!used and !selected) {
1146
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1147
1278
  return null;
1148
1279
  }
1149
1280
 
1150
1281
  if (!used or !selected) {
1151
1282
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1152
1283
  if (!showdown) return Result.Error;
1153
- try log.fail(battle.active(player), .None);
1284
+ try options.log.fail(.{ battle.active(player), .None });
1154
1285
  return null;
1155
1286
  }
1156
1287
 
1157
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1288
+ battle.last_damage *|= 2;
1158
1289
 
1159
- // Pokémon Showdown calls checkHit before Counter
1160
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1290
+ // Pokémon Showdown calls moveHit before Counter
1291
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1161
1292
 
1162
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1293
+ const sub = showdown and foe.active.volatiles.Substitute;
1294
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1295
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1163
1296
  return null;
1164
1297
  }
1165
1298
 
@@ -1168,7 +1301,7 @@ fn applyDamage(
1168
1301
  target_player: Player,
1169
1302
  sub_player: Player,
1170
1303
  reason: Damage,
1171
- log: anytype,
1304
+ options: anytype,
1172
1305
  ) !bool {
1173
1306
  assert(showdown or battle.last_damage != 0);
1174
1307
 
@@ -1183,19 +1316,20 @@ fn applyDamage(
1183
1316
  subbed.active.volatiles.substitute = 0;
1184
1317
  subbed.active.volatiles.Substitute = false;
1185
1318
  // battle.last_damage is not updated with the amount of HP the Substitute had
1186
- try log.end(battle.active(sub_player), .Substitute);
1319
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1320
+ options.calc.capped(sub_player);
1187
1321
  return true;
1188
1322
  } else {
1189
1323
  // 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);
1324
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1325
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1192
1326
  return false;
1193
1327
  }
1194
1328
  }
1195
1329
 
1196
1330
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1197
1331
  target.stored().hp -= battle.last_damage;
1198
- try log.damage(battle.active(target_player), target.stored(), reason);
1332
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1199
1333
  return false;
1200
1334
  }
1201
1335
 
@@ -1203,73 +1337,81 @@ fn mirrorMove(
1203
1337
  battle: anytype,
1204
1338
  player: Player,
1205
1339
  mslot: u4,
1340
+ rewrap: bool,
1206
1341
  auto: bool,
1207
1342
  residual: *bool,
1208
- log: anytype,
1209
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1210
1345
  var side = battle.side(player);
1211
1346
  const foe = battle.foe(player);
1212
1347
 
1213
1348
  side.last_selected_move = foe.last_used_move;
1214
1349
 
1215
1350
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1216
- try log.fail(battle.active(player), .None);
1351
+ try options.log.fail(.{ battle.active(player), .None });
1217
1352
  return null;
1353
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1354
+ incrementPP(side, player, mslot, options);
1218
1355
  }
1219
1356
 
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);
1357
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1358
+ return null;
1359
+ }
1360
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1224
1361
  }
1225
1362
 
1226
1363
  fn metronome(
1227
1364
  battle: anytype,
1228
1365
  player: Player,
1229
1366
  mslot: u4,
1367
+ rewrap: bool,
1230
1368
  auto: bool,
1231
1369
  residual: *bool,
1232
- log: anytype,
1233
- ) !?Result {
1370
+ options: anytype,
1371
+ ) anyerror!?Result {
1234
1372
  var side = battle.side(player);
1235
1373
 
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
- };
1374
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1375
+ incrementPP(side, player, mslot, options);
1248
1376
 
1249
- incrementPP(side, mslot);
1250
-
1251
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1252
- return doMove(battle, player, mslot, auto, residual, log);
1377
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1378
+ return null;
1379
+ }
1380
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1253
1381
  }
1254
1382
 
1255
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1383
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1256
1384
  var immune = false;
1257
1385
  var mist = false;
1258
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1386
+
1387
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1388
+ if (!showdown) try options.chance.commit(player, .hit);
1389
+ return true;
1390
+ }
1391
+
1259
1392
  assert(!immune);
1260
1393
  if (mist) {
1261
1394
  assert(!showdown);
1262
1395
  const foe_ident = battle.active(player.foe());
1263
- try log.activate(foe_ident, .Mist);
1264
- try log.fail(foe_ident, .None);
1396
+ try options.log.activate(.{ foe_ident, .Mist });
1397
+ try options.log.fail(.{ foe_ident, .None });
1265
1398
  } else {
1266
- try log.lastmiss();
1267
- try log.miss(battle.active(player));
1399
+ try options.log.lastmiss(.{});
1400
+ try options.log.miss(.{battle.active(player)});
1268
1401
  }
1402
+
1403
+ if (!showdown) try options.chance.commit(player, .miss);
1269
1404
  return false;
1270
1405
  }
1271
1406
 
1272
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1407
+ fn moveHit(
1408
+ battle: anytype,
1409
+ player: Player,
1410
+ move: Move.Data,
1411
+ immune: *bool,
1412
+ mist: *bool,
1413
+ options: anytype,
1414
+ ) !bool {
1273
1415
  var side = battle.side(player);
1274
1416
  const foe = battle.foe(player);
1275
1417
 
@@ -1303,23 +1445,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1303
1445
  }
1304
1446
 
1305
1447
  // 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)];
1448
+ const state = side.active.volatiles.state;
1449
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1450
+ const overwritten = overwrite and state > 0;
1451
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1452
+
1453
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1454
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1311
1455
  accuracy = accuracy * boost[0] / boost[1];
1312
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1456
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1313
1457
  accuracy = accuracy * boost[0] / boost[1];
1314
1458
  accuracy = @min(255, @max(1, accuracy));
1315
1459
 
1316
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1460
+ // Pokémon Showdown only overwrites if the volatile is present
1461
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1462
+ if (overwrite) side.active.volatiles.state = accuracy;
1317
1463
 
1318
1464
  // 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;
1465
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1323
1466
  };
1324
1467
 
1325
1468
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1329,16 +1472,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1329
1472
  }
1330
1473
 
1331
1474
  if (!miss) return true;
1332
- battle.last_damage = 0;
1475
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1476
+
1333
1477
  side.active.volatiles.Binding = false;
1478
+ options.chance.observe(.binding, player, .None);
1479
+
1334
1480
  return false;
1335
1481
  }
1336
1482
 
1337
1483
  fn checkFaint(
1338
1484
  battle: anytype,
1339
1485
  player: Player,
1340
- log: anytype,
1341
- ) @TypeOf(log).Error!?Result {
1486
+ cap: bool,
1487
+ options: anytype,
1488
+ ) @TypeOf(options.log).Error!?Result {
1342
1489
  const side = battle.side(player);
1343
1490
  if (side.stored().hp > 0) return null;
1344
1491
 
@@ -1346,33 +1493,32 @@ fn checkFaint(
1346
1493
  const foe_fainted = foe.stored().hp == 0;
1347
1494
 
1348
1495
  const player_out = findFirstAlive(side) == 0;
1349
- const foe_out = findFirstAlive(foe) == 0;
1350
- const tie = player_out and foe_out;
1351
- const more = tie or player_out or foe_out;
1496
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1497
+ const more = player_out or foe_out;
1352
1498
 
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;
1499
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1500
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1355
1501
 
1356
1502
  assert(!side.active.volatiles.MultiHit);
1357
1503
  assert(!foe.active.volatiles.MultiHit);
1358
1504
 
1359
- if (tie) {
1360
- try log.tie();
1505
+ if (player_out and foe_out) {
1506
+ try options.log.tie(.{});
1361
1507
  return Result.Tie;
1362
1508
  } else if (player_out) {
1363
- try log.win(player.foe());
1509
+ try options.log.win(.{player.foe()});
1364
1510
  return if (player == .P1) Result.Lose else Result.Win;
1365
1511
  } else if (foe_out) {
1366
- try log.win(player);
1512
+ try options.log.win(.{player});
1367
1513
  return if (player == .P1) Result.Win else Result.Lose;
1368
1514
  }
1369
1515
 
1370
1516
  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 };
1517
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1518
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1373
1519
  }
1374
1520
 
1375
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1521
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1376
1522
  var side = battle.side(player);
1377
1523
  var foe = battle.foe(player);
1378
1524
  assert(side.stored().hp == 0);
@@ -1405,35 +1551,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1405
1551
  side.stored().stats.spe;
1406
1552
  }
1407
1553
 
1408
- try log.faint(battle.active(player), done);
1554
+ try options.log.faint(.{ battle.active(player), done });
1555
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1556
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1557
+ if (cap) options.calc.capped(player);
1409
1558
  return null;
1410
1559
  }
1411
1560
 
1412
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1561
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1413
1562
  var side = battle.side(player);
1414
1563
  var stored = side.stored();
1415
1564
  const ident = battle.active(player);
1416
1565
  var volatiles = &side.active.volatiles;
1417
1566
 
1418
1567
  const brn = Status.is(stored.status, .BRN);
1419
- if (brn or Status.is(stored.status, .PSN)) blk: {
1568
+ if (brn or Status.is(stored.status, .PSN)) {
1420
1569
  var damage = @max(stored.stats.hp / 16, 1);
1421
-
1422
1570
  if (volatiles.Toxic) {
1423
1571
  volatiles.toxic += 1;
1424
1572
  damage *= volatiles.toxic;
1425
1573
  }
1574
+ damage = @min(damage, stored.hp);
1426
1575
 
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);
1576
+ if (!showdown or damage > 0) {
1577
+ stored.hp -= damage;
1578
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1579
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1580
+ }
1434
1581
  }
1435
1582
 
1436
1583
  if (volatiles.LeechSeed) {
1584
+ var foe = battle.foe(player);
1585
+ var foe_stored = foe.stored();
1586
+ const foe_ident = battle.active(player.foe());
1587
+
1588
+ if (foe_stored.hp == 0) {
1589
+ assert(showdown);
1590
+ return;
1591
+ }
1592
+
1437
1593
  var damage = @max(stored.stats.hp / 16, 1);
1438
1594
 
1439
1595
  // GLITCH: Leech Seed + Toxic glitch
@@ -1445,47 +1601,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1601
  const amount = @min(damage, stored.hp);
1446
1602
  stored.hp -= amount;
1447
1603
 
1448
- var foe = battle.foe(player);
1449
- var foe_stored = foe.stored();
1450
- const foe_ident = battle.active(player.foe());
1451
-
1452
- // As above, Pokémon Showdown uses damageOf but its not relevant
1453
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1604
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1605
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1454
1606
 
1455
1607
  const before = foe_stored.hp;
1456
1608
  // Uncapped damage is added back to the foe
1457
1609
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1610
  // 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);
1611
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1460
1612
  }
1461
1613
  }
1462
1614
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1615
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1616
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1617
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1618
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1619
+ battle.turn += 1;
1620
+
1621
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1622
+ try options.log.tie(.{});
1469
1623
  return Result.Tie;
1470
1624
  }
1471
1625
 
1472
- battle.turn += 1;
1473
-
1474
1626
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1627
+ try options.log.tie(.{});
1476
1628
  return Result.Tie;
1477
1629
  } else if (battle.turn >= 65535) {
1478
1630
  return Result.Error;
1479
1631
  }
1480
1632
 
1481
- try log.turn(battle.turn);
1633
+ try options.log.turn(.{battle.turn});
1482
1634
 
1483
1635
  return Result.Default;
1484
1636
  }
1485
1637
 
1486
1638
  fn checkEBC(battle: anytype) bool {
1487
1639
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1640
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1641
 
1490
1642
  var foe_all_ghosts = true;
1491
1643
  var foe_all_transform = true;
@@ -1537,105 +1689,126 @@ fn checkEBC(battle: anytype) bool {
1537
1689
  return false;
1538
1690
  }
1539
1691
 
1540
- inline fn onBegin(
1692
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1693
+ if (side.active.volatiles.disable_move != 0) {
1694
+ // A Pokémon that transforms after being disabled may end up with less move slots
1695
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1696
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1697
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1698
+ m
1699
+ else
1700
+ side.last_selected_move;
1701
+ if (m != .None and m == last) {
1702
+ side.active.volatiles.Charging = false;
1703
+ try options.log.cant(.{ ident, .Disable, last });
1704
+ return true;
1705
+ }
1706
+ }
1707
+ return false;
1708
+ }
1709
+
1710
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1711
+ const side = battle.side(who);
1712
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1713
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1714
+ }
1715
+ }
1716
+
1717
+ fn onBegin(
1541
1718
  battle: anytype,
1542
1719
  player: Player,
1543
1720
  move: Move.Data,
1544
1721
  mslot: u8,
1545
1722
  residual: *bool,
1546
- log: anytype,
1723
+ options: anytype,
1547
1724
  ) !void {
1548
- assert(move.effect.onBegin());
1549
1725
  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),
1726
+ .Confusion => Effects.confusion(battle, player, move, options),
1727
+ .Conversion => Effects.conversion(battle, player, options),
1728
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1729
+ .Haze => Effects.haze(battle, player, options),
1730
+ .Heal => Effects.heal(battle, player, options),
1731
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1732
+ .LightScreen => Effects.lightScreen(battle, player, options),
1733
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1734
+ .Mist => Effects.mist(battle, player, options),
1735
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1736
+ .Poison => Effects.poison(battle, player, move, options),
1737
+ .Reflect => Effects.reflect(battle, player, options),
1738
+ .Splash => Effects.splash(battle, player, options),
1739
+ .Substitute => Effects.substitute(battle, player, residual, options),
1740
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1741
+ .Transform => Effects.transform(battle, player, options),
1566
1742
  else => unreachable,
1567
1743
  };
1568
1744
  }
1569
1745
 
1570
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1571
- assert(move.effect.onEnd());
1746
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1572
1747
  return switch (move.effect) {
1573
- .Bide => Effects.bide(battle, player, log),
1748
+ .Bide => Effects.bide(battle, player, options),
1574
1749
  // zig fmt: off
1575
1750
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1576
1751
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1577
- Effects.boost(battle, player, move, log),
1752
+ Effects.boost(battle, player, move, options),
1578
1753
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1579
- Effects.unboost(battle, player, move, log),
1754
+ Effects.unboost(battle, player, move, options),
1580
1755
  // zig fmt: on
1581
- .Sleep => Effects.sleep(battle, player, move, log),
1756
+ .Sleep => Effects.sleep(battle, player, move, options),
1582
1757
  else => unreachable,
1583
1758
  };
1584
1759
  }
1585
1760
 
1586
- inline fn alwaysHappens(
1761
+ fn alwaysHappens(
1587
1762
  battle: anytype,
1588
1763
  player: Player,
1589
1764
  move: Move.Data,
1590
1765
  residual: *bool,
1591
- log: anytype,
1766
+ options: anytype,
1592
1767
  ) !void {
1593
- assert(move.effect.alwaysHappens());
1594
1768
  return switch (move.effect) {
1595
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1769
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1596
1770
  .Explode => Effects.explode(battle, player),
1597
- .PayDay => Effects.payDay(battle, player, log),
1771
+ .PayDay => Effects.payDay(battle, player, options),
1598
1772
  .Rage => Effects.rage(battle, player),
1599
- .Recoil => Effects.recoil(battle, player, residual, log),
1773
+ .Recoil => Effects.recoil(battle, player, residual, options),
1600
1774
  .JumpKick, .Binding => {},
1601
1775
  else => unreachable,
1602
1776
  };
1603
1777
  }
1604
1778
 
1605
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1779
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1780
  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),
1781
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1782
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1783
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1784
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1785
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1612
1786
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1613
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1614
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1787
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1788
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1615
1789
  // zig fmt: off
1616
1790
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1617
- Effects.unboost(battle, player, move, log),
1791
+ Effects.unboost(battle, player, move, options),
1618
1792
  // zig fmt: on
1619
1793
  else => {},
1620
1794
  };
1621
1795
  }
1622
1796
 
1623
1797
  pub const Effects = struct {
1624
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1798
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1625
1799
  var side = battle.side(player);
1626
1800
 
1627
1801
  side.active.volatiles.Bide = true;
1628
1802
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1803
+
1629
1804
  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);
1805
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1806
+ options.chance.observe(.attacking, player, .started);
1634
1807
 
1635
- try log.start(battle.active(player), .Bide);
1808
+ try options.log.start(.{ battle.active(player), .Bide });
1636
1809
  }
1637
1810
 
1638
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1639
1812
  var foe = battle.foe(player);
1640
1813
  var foe_stored = foe.stored();
1641
1814
 
@@ -1646,96 +1819,90 @@ pub const Effects = struct {
1646
1819
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1647
1820
  if (Status.is(foe_stored.status, .FRZ)) {
1648
1821
  assert(move.type == .Fire);
1649
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1822
+ try options.log.curestatus(.{
1823
+ battle.active(player.foe()),
1824
+ foe_stored.status,
1825
+ .Message,
1826
+ });
1650
1827
  foe_stored.status = 0;
1651
1828
  }
1652
1829
  return;
1653
1830
  }
1654
1831
 
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;
1832
+ if (foe.active.types.includes(move.type)) return;
1833
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1834
+ return;
1835
+ }
1663
1836
 
1664
1837
  foe_stored.status = Status.init(.BRN);
1665
1838
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1666
1839
 
1667
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1840
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1668
1841
  }
1669
1842
 
1670
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1843
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1671
1844
  var side = battle.side(player);
1672
1845
  var volatiles = &side.active.volatiles;
1673
1846
 
1674
1847
  volatiles.Charging = true;
1675
1848
  const move = side.last_selected_move;
1676
1849
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1677
- try log.laststill();
1678
- try log.prepare(battle.active(player), move);
1850
+ try options.log.laststill(.{});
1851
+ try options.log.prepare(.{ battle.active(player), move });
1679
1852
  }
1680
1853
 
1681
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1854
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1682
1855
  var foe = battle.foe(player);
1683
1856
  const sub = foe.active.volatiles.Substitute;
1684
1857
 
1685
1858
  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;
1859
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1691
1860
  } else {
1692
1861
  if (showdown) {
1693
- if (!try checkHit(battle, player, move, log)) {
1694
- return;
1695
- } else if (sub) {
1696
- return log.fail(battle.active(player.foe()), .None);
1697
- }
1862
+ if (!try checkHit(battle, player, move, options)) return;
1863
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1698
1864
  } else {
1699
- if (sub) {
1700
- return log.fail(battle.active(player.foe()), .None);
1701
- } else if (!try checkHit(battle, player, move, log)) {
1702
- return;
1703
- }
1865
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1866
+ if (!try checkHit(battle, player, move, options)) return;
1704
1867
  }
1705
1868
  }
1706
1869
 
1707
1870
  if (foe.active.volatiles.Confusion) return;
1708
1871
  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);
1713
1872
 
1714
- try log.start(battle.active(player.foe()), .Confusion);
1873
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1874
+ options.chance.observe(.confusion, player.foe(), .started);
1875
+
1876
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1715
1877
  }
1716
1878
 
1717
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1879
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1718
1880
  const foe = battle.foe(player);
1719
1881
 
1720
1882
  if (foe.active.volatiles.Invulnerable) {
1721
- try log.lastmiss();
1722
- return log.miss(battle.active(player));
1883
+ try options.log.lastmiss(.{});
1884
+ return options.log.miss(.{battle.active(player)});
1723
1885
  }
1724
1886
 
1725
1887
  battle.side(player).active.types = foe.active.types;
1726
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1888
+ return options.log.start(.{
1889
+ battle.active(player),
1890
+ .TypeChange,
1891
+ foe.active.types,
1892
+ battle.active(player.foe()),
1893
+ });
1727
1894
  }
1728
1895
 
1729
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1896
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1730
1897
  var foe = battle.foe(player);
1731
1898
  var volatiles = &foe.active.volatiles;
1732
1899
  const foe_ident = battle.active(player.foe());
1733
1900
 
1734
1901
  // Pokémon Showdown handles hit/miss earlier in doMove
1735
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1902
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1736
1903
 
1737
- if (volatiles.disabled_move != 0) {
1738
- try log.fail(foe_ident, .None);
1904
+ if (volatiles.disable_move != 0) {
1905
+ try options.log.fail(.{ foe_ident, .None });
1739
1906
  return null;
1740
1907
  }
1741
1908
 
@@ -1751,7 +1918,7 @@ pub const Effects = struct {
1751
1918
  // Technically this is still considered simply a "miss" on the cartridge,
1752
1919
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1753
1920
  if (n == 0) {
1754
- try log.fail(foe_ident, .None);
1921
+ try options.log.fail(.{ foe_ident, .None });
1755
1922
  return null;
1756
1923
  } else if (err) {
1757
1924
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1759,23 +1926,23 @@ pub const Effects = struct {
1759
1926
  return Result.Error;
1760
1927
  }
1761
1928
 
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);
1929
+ volatiles.disable_move =
1930
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1931
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1932
+ options.chance.observe(.disable, player.foe(), .started);
1767
1933
 
1768
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1934
+ const id = foe.active.move(volatiles.disable_move).id;
1935
+ try options.log.start(.{ foe_ident, .Disable, id });
1769
1936
  return null;
1770
1937
  }
1771
1938
 
1772
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1773
- var side = battle.side(player);
1774
- var stored = side.stored();
1939
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1940
+ var stored = battle.side(player).stored();
1941
+ const ident = battle.active(player);
1775
1942
 
1776
1943
  if (battle.last_damage == 0) {
1777
1944
  assert(showdown);
1778
- return;
1945
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1779
1946
  }
1780
1947
 
1781
1948
  const drain = @max(battle.last_damage / 2, 1);
@@ -1784,7 +1951,7 @@ pub const Effects = struct {
1784
1951
  if (stored.hp == stored.stats.hp) return;
1785
1952
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1786
1953
 
1787
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1954
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1788
1955
  }
1789
1956
 
1790
1957
  fn explode(battle: anytype, player: Player) !void {
@@ -1798,34 +1965,28 @@ pub const Effects = struct {
1798
1965
  side.active.volatiles.LeechSeed = false;
1799
1966
  }
1800
1967
 
1801
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1968
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1802
1969
  var volatiles = &battle.foe(player).active.volatiles;
1803
1970
 
1804
1971
  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;
1972
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1973
+ return;
1974
+ }
1814
1975
 
1815
1976
  volatiles.Flinch = true;
1816
1977
  volatiles.Recharging = false;
1817
1978
  }
1818
1979
 
1819
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1820
1981
  var side = battle.side(player);
1821
1982
 
1822
1983
  if (side.active.volatiles.FocusEnergy) return;
1823
1984
  side.active.volatiles.FocusEnergy = true;
1824
1985
 
1825
- try log.start(battle.active(player), .FocusEnergy);
1986
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1826
1987
  }
1827
1988
 
1828
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1989
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1829
1990
  var foe = battle.foe(player);
1830
1991
  var foe_stored = foe.stored();
1831
1992
  const foe_ident = battle.active(player.foe());
@@ -1836,26 +1997,23 @@ pub const Effects = struct {
1836
1997
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1837
1998
  }
1838
1999
 
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
-
2000
+ if (foe.active.types.includes(move.type)) return;
2001
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1845
2002
  // Freeze Clause Mod
1846
2003
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1847
2004
 
1848
2005
  foe_stored.status = Status.init(.FRZ);
1849
2006
  // GLITCH: Hyper Beam recharging status is not cleared
1850
2007
 
1851
- try log.status(foe_ident, foe_stored.status, .None);
2008
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1852
2009
  }
1853
2010
 
1854
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2011
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2012
+ var log = options.log;
1855
2013
  var side = battle.side(player);
1856
2014
  var foe = battle.foe(player);
1857
2015
 
1858
- var side_stored = side.stored();
2016
+ const side_stored = side.stored();
1859
2017
  var foe_stored = foe.stored();
1860
2018
 
1861
2019
  const player_ident = battle.active(player);
@@ -1867,96 +2025,101 @@ pub const Effects = struct {
1867
2025
  side.active.stats = side_stored.stats;
1868
2026
  foe.active.stats = foe_stored.stats;
1869
2027
 
1870
- try log.activate(player_ident, .Haze);
1871
- try log.clearallboost();
2028
+ try log.activate(.{ player_ident, .Haze });
2029
+ try log.clearallboost(.{});
1872
2030
 
1873
2031
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1874
2032
  if (showdown) {
1875
2033
  for (&battle.sides, 0..) |*s, i| {
1876
- const p = @intToEnum(Player, i);
2034
+ const p: Player = @enumFromInt(i);
1877
2035
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1878
2036
  if (p != player and Status.any(s.stored().status)) {
1879
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2037
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1880
2038
  s.stored().status = 0;
2039
+ options.chance.observe(.sleep, p, .None);
1881
2040
  } else if (showdown and s.stored().status == Status.TOX) {
1882
2041
  s.stored().status = Status.init(.PSN);
1883
- try log.status(battle.active(p), s.stored().status, .None);
2042
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1884
2043
  }
1885
- try clearVolatiles(battle, p, log);
2044
+ try clearVolatiles(battle, p, options);
1886
2045
  }
1887
2046
  } else {
1888
2047
  if (Status.any(foe_stored.status)) {
1889
2048
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1890
2049
  foe.last_selected_move = .SKIP_TURN;
2050
+ options.chance.observe(.sleep, player.foe(), .None);
1891
2051
  }
1892
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1893
2053
  foe_stored.status = 0;
1894
2054
  }
1895
- try clearVolatiles(battle, player, log);
1896
- try clearVolatiles(battle, player.foe(), log);
2055
+ try clearVolatiles(battle, player, options);
2056
+ try clearVolatiles(battle, player.foe(), options);
1897
2057
  }
1898
2058
  }
1899
2059
 
1900
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1901
2061
  var side = battle.side(player);
1902
2062
  var stored = side.stored();
1903
2063
  const ident = battle.active(player);
1904
2064
 
1905
2065
  // GLITCH: HP recovery move failure glitches
1906
2066
  const delta = stored.stats.hp - stored.hp;
1907
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2067
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2068
+ return options.log.fail(.{ ident, .None });
2069
+ }
1908
2070
 
1909
2071
  const rest = side.last_selected_move == .Rest;
1910
2072
  if (rest) {
1911
2073
  // Adding the sleep status runs the sleep condition handler to roll duration
1912
2074
  if (showdown) battle.rng.advance(1);
1913
2075
  stored.status = Status.slf(2);
1914
- try log.statusFrom(ident, stored.status, Move.Rest);
2076
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1915
2077
  stored.hp = stored.stats.hp;
1916
2078
  } else {
1917
2079
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1918
2080
  }
1919
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2081
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1920
2082
  }
1921
2083
 
1922
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1923
2085
  battle.side(player).active.volatiles.Recharging = true;
1924
- try log.mustrecharge(battle.active(player));
2086
+ try options.log.mustrecharge(.{battle.active(player)});
1925
2087
  }
1926
2088
 
1927
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2089
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1928
2090
  var foe = battle.foe(player);
1929
2091
 
1930
2092
  if (showdown) {
1931
2093
  // Invulnerability trumps type immunity on Pokémon Showdown
1932
2094
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1933
- return log.immune(battle.active(player.foe()), .None);
2095
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1934
2096
  }
1935
- if (!try checkHit(battle, player, move, log)) return;
2097
+ if (!try checkHit(battle, player, move, options)) return;
1936
2098
  if (foe.active.volatiles.LeechSeed) return;
1937
2099
  } else {
1938
- if (!try checkHit(battle, player, move, log)) return;
2100
+ if (!try checkHit(battle, player, move, options)) return;
1939
2101
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1940
- try log.lastmiss();
1941
- return log.miss(battle.active(player));
2102
+ try options.log.lastmiss(.{});
2103
+ return options.log.miss(.{battle.active(player)});
1942
2104
  }
1943
2105
  }
1944
2106
 
1945
2107
  foe.active.volatiles.LeechSeed = true;
1946
2108
 
1947
- try log.start(battle.active(player.foe()), .LeechSeed);
2109
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1948
2110
  }
1949
2111
 
1950
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2112
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1951
2113
  var side = battle.side(player);
2114
+ const ident = battle.active(player);
1952
2115
 
1953
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2116
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1954
2117
  side.active.volatiles.LightScreen = true;
1955
2118
 
1956
- try log.start(battle.active(player), .LightScreen);
2119
+ try options.log.start(.{ ident, .LightScreen });
1957
2120
  }
1958
2121
 
1959
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2122
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1960
2123
  var side = battle.side(player);
1961
2124
  var foe = battle.foe(player);
1962
2125
 
@@ -1972,45 +2135,49 @@ pub const Effects = struct {
1972
2135
  const has_mimic = has_mimic: {
1973
2136
  for (side.active.moves, 0..) |m, i| {
1974
2137
  if (m.id == .Mimic) {
1975
- oslot = @intCast(u8, i + 1);
2138
+ oslot = @intCast(i + 1);
1976
2139
  break :has_mimic true;
1977
2140
  }
1978
2141
  }
1979
2142
  break :has_mimic false;
1980
2143
  };
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);
2144
+ if (!has_mimic) {
2145
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2146
+ if (!try checkHit(battle, player, move, options)) return;
2147
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1985
2148
  }
1986
2149
  }
1987
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (!try checkHit(battle, player, move, options)) return;
1988
2151
 
1989
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2152
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1990
2153
  side.active.move(oslot).id = foe.active.move(rslot).id;
1991
2154
 
1992
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2155
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1993
2156
  }
1994
2157
 
1995
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2158
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1996
2159
  var side = battle.side(player);
1997
2160
 
1998
2161
  if (side.active.volatiles.Mist) return;
1999
2162
  side.active.volatiles.Mist = true;
2000
2163
 
2001
- try log.start(battle.active(player), .Mist);
2164
+ try options.log.start(.{ battle.active(player), .Mist });
2002
2165
  }
2003
2166
 
2004
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2167
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2005
2168
  var side = battle.side(player);
2006
2169
 
2007
2170
  assert(!side.active.volatiles.MultiHit);
2008
2171
  side.active.volatiles.MultiHit = true;
2009
2172
 
2010
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2173
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2174
+ try Rolls.distribution(battle, .MultiHit, player, options)
2175
+ else
2176
+ 2;
2011
2177
  }
2012
2178
 
2013
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2179
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2180
+ var log = options.log;
2014
2181
  var foe = battle.foe(player);
2015
2182
  var foe_stored = foe.stored();
2016
2183
  const foe_ident = battle.active(player.foe());
@@ -2020,27 +2187,28 @@ pub const Effects = struct {
2020
2187
 
2021
2188
  if (showdown) {
2022
2189
  // Invulnerability trumps type immunity on Pokémon Showdown
2023
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2190
+ if (immune and !foe.active.volatiles.Invulnerable) {
2191
+ return log.immune(.{ foe_ident, .None });
2192
+ } else if (!try checkHit(battle, player, move, options)) return;
2025
2193
  }
2026
2194
  if (Status.any(foe_stored.status)) {
2027
- return log.fail(
2195
+ return log.fail(.{
2028
2196
  foe_ident,
2029
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2030
- );
2197
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2198
+ });
2031
2199
  }
2032
2200
  if (!showdown) {
2033
- if (immune) return log.immune(foe_ident, .None);
2034
- if (!try checkHit(battle, player, move, log)) return;
2201
+ if (immune) return log.immune(.{ foe_ident, .None });
2202
+ if (!try checkHit(battle, player, move, options)) return;
2035
2203
  }
2036
2204
 
2037
2205
  foe_stored.status = Status.init(.PAR);
2038
2206
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2039
2207
 
2040
- try log.status(foe_ident, foe_stored.status, .None);
2208
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2041
2209
  }
2042
2210
 
2043
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2044
2212
  var foe = battle.foe(player);
2045
2213
  var foe_stored = foe.stored();
2046
2214
 
@@ -2051,65 +2219,59 @@ pub const Effects = struct {
2051
2219
  }
2052
2220
 
2053
2221
  // 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;
2222
+ if (foe.active.types.includes(move.type)) return;
2223
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2224
+ return;
2225
+ }
2062
2226
 
2063
2227
  foe_stored.status = Status.init(.PAR);
2064
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2229
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2230
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2067
2231
  }
2068
2232
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2233
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2234
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2235
+ try options.log.fieldactivate(.{});
2236
+ }
2071
2237
  }
2072
2238
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2239
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2240
+ var log = options.log;
2074
2241
  var foe = battle.foe(player);
2075
2242
  var foe_stored = foe.stored();
2076
2243
  const foe_ident = battle.active(player.foe());
2077
2244
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2245
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2246
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2247
  return;
2081
2248
  } else if (foe.active.volatiles.Substitute) {
2082
2249
  if (move.effect != .Poison) return;
2083
- return log.fail(foe_ident, .None);
2250
+ return log.fail(.{ foe_ident, .None });
2084
2251
  } else if (Status.any(foe_stored.status)) {
2085
2252
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2086
2253
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2087
2254
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2088
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2255
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2089
2256
  if (!showdown)
2090
- .Poison
2257
+ Fail.Poison
2091
2258
  else if (toxic == (foe_stored.status == Status.TOX))
2092
- if (toxic) .Toxic else .Poison
2259
+ if (toxic) Fail.Toxic else Fail.Poison
2093
2260
  else
2094
- .None
2261
+ Fail.None
2095
2262
  else
2096
- .None);
2263
+ Fail.None });
2097
2264
  } else if (foe.active.types.includes(.Poison)) {
2098
2265
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2099
- return log.immune(foe_ident, .None);
2266
+ return log.immune(.{ foe_ident, .None });
2100
2267
  }
2101
2268
 
2102
2269
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2270
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2104
2271
  } 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;
2272
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2273
+ return;
2274
+ }
2113
2275
  }
2114
2276
 
2115
2277
  foe_stored.status = Status.init(.PSN);
@@ -2119,39 +2281,46 @@ pub const Effects = struct {
2119
2281
  foe.active.volatiles.toxic = 0;
2120
2282
  }
2121
2283
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2284
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2285
  }
2124
2286
 
2125
2287
  fn rage(battle: anytype, player: Player) !void {
2126
2288
  var volatiles = &battle.side(player).active.volatiles;
2127
- if (volatiles.Rage) return;
2128
- volatiles.Rage = true;
2129
2289
  assert(!volatiles.Bide);
2130
- volatiles.state = 0;
2290
+ volatiles.Rage = true;
2131
2291
  }
2132
2292
 
2133
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2293
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2134
2294
  var side = battle.side(player);
2135
2295
  var stored = side.stored();
2136
2296
 
2137
- const damage = @intCast(i16, @max(battle.last_damage /
2297
+ assert(showdown or battle.last_damage > 0);
2298
+ if (showdown and battle.last_damage == 0) return;
2299
+
2300
+ const damage: i16 = @intCast(@max(battle.last_damage /
2138
2301
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2139
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2302
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2140
2303
 
2141
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2304
+ try options.log.damage(.{
2305
+ battle.active(player),
2306
+ stored,
2307
+ .RecoilOf,
2308
+ battle.active(player.foe()),
2309
+ });
2142
2310
  if (showdown and stored.hp == 0) residual.* = false;
2143
2311
  }
2144
2312
 
2145
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2146
2314
  var side = battle.side(player);
2315
+ const ident = battle.active(player);
2147
2316
 
2148
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2317
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2149
2318
  side.active.volatiles.Reflect = true;
2150
2319
 
2151
- try log.start(battle.active(player), .Reflect);
2320
+ try options.log.start(.{ ident, .Reflect });
2152
2321
  }
2153
2322
 
2154
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2323
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2155
2324
  var foe = battle.foe(player);
2156
2325
  var foe_stored = foe.stored();
2157
2326
  const foe_ident = battle.active(player.foe());
@@ -2162,13 +2331,13 @@ pub const Effects = struct {
2162
2331
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2163
2332
  } else {
2164
2333
  if (Status.any(foe_stored.status)) {
2165
- return log.fail(
2334
+ return options.log.fail(.{
2166
2335
  foe_ident,
2167
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2168
- );
2336
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2337
+ });
2169
2338
  }
2170
- // 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;
2339
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2340
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2172
2341
  }
2173
2342
 
2174
2343
  // Sleep Clause Mod
@@ -2179,75 +2348,70 @@ pub const Effects = struct {
2179
2348
  }
2180
2349
  foe.active.volatiles.Recharging = false;
2181
2350
 
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
- });
2351
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2352
+ options.chance.observe(.sleep, player.foe(), .started);
2190
2353
 
2191
- foe_stored.status = Status.slp(duration);
2192
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2354
+ const last = battle.side(player).last_selected_move;
2355
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2193
2356
  }
2194
2357
 
2195
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2196
- try log.activate(battle.active(player), .Splash);
2358
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2359
+ try options.log.activate(.{ battle.active(player), .Splash });
2197
2360
  }
2198
2361
 
2199
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2362
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2200
2363
  var side = battle.side(player);
2201
2364
  if (side.active.volatiles.Substitute) {
2202
- try log.fail(battle.active(player), .Substitute);
2203
- return;
2365
+ return options.log.fail(.{ battle.active(player), .Substitute });
2204
2366
  }
2205
2367
 
2206
2368
  assert(side.stored().stats.hp <= 1023);
2207
2369
  // 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);
2370
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2209
2371
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2210
2372
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2211
2373
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2212
2374
  // avoid having to convert to floating point)
2213
2375
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2214
2376
  if (side.stored().hp < required_hp) {
2215
- try log.fail(battle.active(player), .Weak);
2216
- return;
2377
+ return options.log.fail(.{ battle.active(player), .Weak });
2217
2378
  }
2218
2379
 
2219
2380
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2220
2381
  side.stored().hp -= hp;
2221
2382
  side.active.volatiles.substitute = hp + 1;
2222
2383
  side.active.volatiles.Substitute = true;
2223
- try log.start(battle.active(player), .Substitute);
2384
+ try options.log.start(.{ battle.active(player), .Substitute });
2224
2385
  if (hp > 0) {
2225
- try log.damage(battle.active(player), side.stored(), .None);
2386
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2226
2387
  if (showdown and side.stored().hp == 0) residual.* = false;
2227
2388
  }
2228
2389
  }
2229
2390
 
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);
2391
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2392
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2393
+ if (showdown) {
2394
+ if (battle.side(player).last_selected_move == .Teleport) return;
2395
+ _ = try checkHit(battle, player, move, options);
2396
+ battle.last_damage = 0;
2397
+ } else {
2398
+ try options.log.fail(.{ battle.active(player), .None });
2399
+ try options.log.laststill(.{});
2400
+ }
2235
2401
  }
2236
2402
 
2237
- fn thrashing(battle: anytype, player: Player) void {
2403
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2238
2404
  var volatiles = &battle.side(player).active.volatiles;
2239
2405
  assert(!volatiles.Thrashing);
2240
2406
  assert(!volatiles.Bide);
2241
2407
 
2242
2408
  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);
2409
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2410
+
2411
+ options.chance.observe(.attacking, player, .started);
2248
2412
  }
2249
2413
 
2250
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2414
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2251
2415
  var side = battle.side(player);
2252
2416
  const foe = battle.foe(player);
2253
2417
  const foe_ident = battle.active(player.foe());
@@ -2273,10 +2437,10 @@ pub const Effects = struct {
2273
2437
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2274
2438
  }
2275
2439
 
2276
- try log.transform(battle.active(player), foe_ident);
2440
+ try options.log.transform(.{ battle.active(player), foe_ident });
2277
2441
  }
2278
2442
 
2279
- fn binding(battle: anytype, player: Player) void {
2443
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2280
2444
  var side = battle.side(player);
2281
2445
  var foe = battle.foe(player);
2282
2446
 
@@ -2284,12 +2448,17 @@ pub const Effects = struct {
2284
2448
  side.active.volatiles.Binding = true;
2285
2449
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2286
2450
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2287
- if (!showdown) foe.active.volatiles.Recharging = false;
2451
+ if (!showdown) {
2452
+ foe.active.volatiles.Recharging = false;
2453
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2288
2454
 
2289
- side.active.volatiles.attacks = distribution(battle) - 1;
2455
+ side.active.volatiles.attacks =
2456
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2457
+ options.chance.observe(.binding, player, .started);
2290
2458
  }
2291
2459
 
2292
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2293
2462
  var side = battle.side(player);
2294
2463
  const ident = battle.active(player);
2295
2464
 
@@ -2299,85 +2468,87 @@ pub const Effects = struct {
2299
2468
  switch (move.effect) {
2300
2469
  .AttackUp1, .AttackUp2, .Rage => {
2301
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2302
- if (boosts.atk == 6) return try log.fail(ident, .None);
2471
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2303
2472
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2304
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2305
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2474
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2306
2475
  if (stats.atk == MAX_STAT_VALUE) {
2307
2476
  boosts.atk -= 1;
2308
2477
  if (showdown) {
2309
- try log.boost(ident, reason, n);
2310
- try log.boost(ident, Boost.Attack, -1);
2478
+ try log.boost(.{ ident, reason, n });
2479
+ try log.boost(.{ ident, .Attack, -1 });
2311
2480
  if (move.effect == .Rage) return;
2312
2481
  }
2313
- return try log.fail(ident, .None);
2482
+ return log.fail(.{ ident, .None });
2314
2483
  }
2315
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2316
- const stat = unmodifiedStats(battle, player).atk;
2484
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2485
+ const stat = unmodifiedStats(battle, side).atk;
2317
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2318
- try log.boost(ident, reason, n);
2487
+ try log.boost(.{ ident, reason, n });
2488
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2489
+ if (showdown and move.effect == .Rage) return;
2319
2490
  },
2320
2491
  .DefenseUp1, .DefenseUp2 => {
2321
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2322
- if (boosts.def == 6) return try log.fail(ident, .None);
2493
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2323
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2324
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2325
2496
  if (stats.def == MAX_STAT_VALUE) {
2326
2497
  boosts.def -= 1;
2327
2498
  if (showdown) {
2328
- try log.boost(ident, .Defense, n);
2329
- try log.boost(ident, .Defense, -1);
2499
+ try log.boost(.{ ident, .Defense, n });
2500
+ try log.boost(.{ ident, .Defense, -1 });
2330
2501
  }
2331
- return try log.fail(ident, .None);
2502
+ return log.fail(.{ ident, .None });
2332
2503
  }
2333
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2334
- const stat = unmodifiedStats(battle, player).def;
2504
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2505
+ const stat = unmodifiedStats(battle, side).def;
2335
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2336
- try log.boost(ident, .Defense, n);
2507
+ try log.boost(.{ ident, .Defense, n });
2337
2508
  },
2338
2509
  .SpeedUp2 => {
2339
2510
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2340
- if (boosts.spe == 6) return try log.fail(ident, .None);
2341
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2511
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2342
2513
  if (stats.spe == MAX_STAT_VALUE) {
2343
2514
  boosts.spe -= 1;
2344
2515
  if (showdown) {
2345
- try log.boost(ident, .Speed, 2);
2346
- try log.boost(ident, .Speed, -1);
2516
+ try log.boost(.{ ident, .Speed, 2 });
2517
+ try log.boost(.{ ident, .Speed, -1 });
2347
2518
  }
2348
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2349
2520
  }
2350
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2351
- const stat = unmodifiedStats(battle, player).spe;
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2522
+ const stat = unmodifiedStats(battle, side).spe;
2352
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2353
- try log.boost(ident, .Speed, 2);
2524
+ try log.boost(.{ ident, .Speed, 2 });
2354
2525
  },
2355
2526
  .SpecialUp1, .SpecialUp2 => {
2356
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2357
- if (boosts.spc == 6) return try log.fail(ident, .None);
2528
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2358
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2359
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2360
2531
  if (stats.spc == MAX_STAT_VALUE) {
2361
2532
  boosts.spc -= 1;
2362
2533
  if (showdown) {
2363
- try log.boost(ident, .SpecialAttack, n);
2364
- try log.boost(ident, .SpecialAttack, -1);
2365
- try log.boost(ident, .SpecialDefense, n);
2366
- try log.boost(ident, .SpecialDefense, -1);
2534
+ try log.boost(.{ ident, .SpecialAttack, n });
2535
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2536
+ try log.boost(.{ ident, .SpecialDefense, n });
2537
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2367
2538
  }
2368
- return try log.fail(ident, .None);
2539
+ return log.fail(.{ ident, .None });
2369
2540
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2371
- const stat = unmodifiedStats(battle, player).spc;
2541
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2542
+ const stat = unmodifiedStats(battle, side).spc;
2372
2543
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
- try log.boost(ident, .SpecialAttack, n);
2374
- try log.boost(ident, .SpecialDefense, n);
2544
+ try log.boost(.{ ident, .SpecialAttack, n });
2545
+ try log.boost(.{ ident, .SpecialDefense, n });
2375
2546
  },
2376
2547
  .EvasionUp1 => {
2377
2548
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2378
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2379
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2380
- try log.boost(ident, .Evasion, 1);
2549
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2551
+ try log.boost(.{ ident, .Evasion, 1 });
2381
2552
  },
2382
2553
  else => unreachable,
2383
2554
  }
@@ -2386,106 +2557,105 @@ pub const Effects = struct {
2386
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2387
2558
  }
2388
2559
 
2389
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2390
2562
  var foe = battle.foe(player);
2391
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2392
2565
 
2393
- if (foe.active.volatiles.Substitute) {
2394
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2395
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2396
2567
 
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
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2405
2574
  }
2406
2575
 
2407
2576
  var stats = &foe.active.stats;
2408
2577
  var boosts = &foe.active.boosts;
2578
+ const fail = showdown or !secondary;
2409
2579
 
2410
2580
  switch (move.effect) {
2411
2581
  .AttackDown1, .AttackDownChance => {
2412
2582
  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));
2583
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2584
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2415
2585
  if (stats.atk == 1) {
2416
2586
  boosts.atk += 1;
2417
2587
  if (showdown) {
2418
- try log.boost(foe_ident, .Attack, -1);
2419
- try log.boost(foe_ident, .Attack, 1);
2588
+ try log.boost(.{ foe_ident, .Attack, -1 });
2589
+ try log.boost(.{ foe_ident, .Attack, 1 });
2420
2590
  }
2421
- return try log.fail(foe_ident, .None);
2591
+ return log.fail(.{ foe_ident, .None });
2422
2592
  }
2423
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2424
- const stat = unmodifiedStats(battle, player.foe()).atk;
2593
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2594
+ const stat = unmodifiedStats(battle, foe).atk;
2425
2595
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2426
- try log.boost(foe_ident, .Attack, -1);
2596
+ try log.boost(.{ foe_ident, .Attack, -1 });
2427
2597
  },
2428
2598
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2429
2599
  assert(boosts.def >= -6 and boosts.def <= 6);
2430
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2600
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2431
2601
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2432
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2602
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2433
2603
  if (stats.def == 1) {
2434
2604
  boosts.def += 1;
2435
2605
  if (showdown) {
2436
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2437
- try log.boost(foe_ident, .Defense, 1);
2606
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2607
+ try log.boost(.{ foe_ident, .Defense, 1 });
2438
2608
  }
2439
- return try log.fail(foe_ident, .None);
2609
+ return log.fail(.{ foe_ident, .None });
2440
2610
  }
2441
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2442
- const stat = unmodifiedStats(battle, player.foe()).def;
2611
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2612
+ const stat = unmodifiedStats(battle, foe).def;
2443
2613
  stats.def = @max(1, stat * mod[0] / mod[1]);
2444
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2614
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2445
2615
  },
2446
2616
  .SpeedDown1, .SpeedDownChance => {
2447
2617
  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));
2618
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2619
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2450
2620
  if (stats.spe == 1) {
2451
2621
  boosts.spe += 1;
2452
2622
  if (showdown) {
2453
- try log.boost(foe_ident, .Speed, -1);
2454
- try log.boost(foe_ident, .Speed, 1);
2623
+ try log.boost(.{ foe_ident, .Speed, -1 });
2624
+ try log.boost(.{ foe_ident, .Speed, 1 });
2455
2625
  }
2456
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2457
2627
  }
2458
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2459
- const stat = unmodifiedStats(battle, player.foe()).spe;
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2629
+ const stat = unmodifiedStats(battle, foe).spe;
2460
2630
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2461
- try log.boost(foe_ident, .Speed, -1);
2631
+ try log.boost(.{ foe_ident, .Speed, -1 });
2462
2632
  assert(boosts.spe >= -6);
2463
2633
  },
2464
2634
  .SpecialDownChance => {
2465
2635
  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));
2636
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2637
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2468
2638
  if (stats.spc == 1) {
2469
2639
  boosts.spc += 1;
2470
2640
  if (showdown) {
2471
- try log.boost(foe_ident, .SpecialAttack, -1);
2472
- try log.boost(foe_ident, .SpecialAttack, 1);
2473
- try log.boost(foe_ident, .SpecialDefense, -1);
2474
- try log.boost(foe_ident, .SpecialDefense, 1);
2641
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2642
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2643
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2644
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2475
2645
  }
2476
- return try log.fail(foe_ident, .None);
2646
+ return log.fail(.{ foe_ident, .None });
2477
2647
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2479
- const stat = unmodifiedStats(battle, player.foe()).spc;
2648
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2649
+ const stat = unmodifiedStats(battle, foe).spc;
2480
2650
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2481
- try log.boost(foe_ident, .SpecialAttack, -1);
2482
- try log.boost(foe_ident, .SpecialDefense, -1);
2651
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2652
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2483
2653
  },
2484
2654
  .AccuracyDown1 => {
2485
2655
  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));
2488
- try log.boost(foe_ident, .Accuracy, -1);
2656
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2657
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2658
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2489
2659
  },
2490
2660
  else => unreachable,
2491
2661
  }
@@ -2495,8 +2665,7 @@ pub const Effects = struct {
2495
2665
  }
2496
2666
  };
2497
2667
 
2498
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2499
- const side = battle.side(who);
2668
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2500
2669
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2501
2670
  const id = ID.from(side.active.volatiles.transform);
2502
2671
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2510,37 +2679,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2510
2679
  }
2511
2680
  }
2512
2681
 
2513
- fn isForced(active: ActivePokemon) bool {
2682
+ fn isForced(active: anytype) bool {
2514
2683
  return active.volatiles.Recharging or active.volatiles.Rage or
2515
2684
  active.volatiles.Thrashing or active.volatiles.Charging;
2516
2685
  }
2517
2686
 
2518
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2687
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2688
+ var log = options.log;
2519
2689
  var side = battle.side(who);
2520
2690
  var volatiles = &side.active.volatiles;
2521
2691
  const ident = battle.active(who);
2522
2692
 
2523
- if (volatiles.disabled_move != 0) {
2524
- volatiles.disabled_move = 0;
2525
- volatiles.disabled_duration = 0;
2526
- try log.end(ident, .DisableSilent);
2693
+ if (volatiles.disable_move != 0) {
2694
+ volatiles.disable_move = 0;
2695
+ volatiles.disable_duration = 0;
2696
+ options.chance.observe(.disable, who, .None);
2697
+ try log.end(.{ ident, .DisableSilent });
2527
2698
  }
2528
2699
  if (volatiles.Confusion) {
2529
2700
  // volatiles.confusion is left unchanged
2530
2701
  volatiles.Confusion = false;
2531
- try log.end(ident, .ConfusionSilent);
2702
+ options.chance.observe(.confusion, who, .None);
2703
+ try log.end(.{ ident, .ConfusionSilent });
2532
2704
  }
2533
2705
  if (volatiles.Mist) {
2534
2706
  volatiles.Mist = false;
2535
- try log.end(ident, .Mist);
2707
+ try log.end(.{ ident, .MistSilent });
2536
2708
  }
2537
2709
  if (volatiles.FocusEnergy) {
2538
2710
  volatiles.FocusEnergy = false;
2539
- try log.end(ident, .FocusEnergy);
2711
+ try log.end(.{ ident, .FocusEnergySilent });
2540
2712
  }
2541
2713
  if (volatiles.LeechSeed) {
2542
2714
  volatiles.LeechSeed = false;
2543
- try log.end(ident, .LeechSeed);
2715
+ try log.end(.{ ident, .LeechSeedSilent });
2544
2716
  }
2545
2717
  if (!showdown and volatiles.Toxic) {
2546
2718
  volatiles.Toxic = false;
@@ -2548,95 +2720,385 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2548
2720
  }
2549
2721
  if (volatiles.LightScreen) {
2550
2722
  volatiles.LightScreen = false;
2551
- try log.end(ident, .LightScreen);
2723
+ try log.end(.{ ident, .LightScreenSilent });
2552
2724
  }
2553
2725
  if (volatiles.Reflect) {
2554
2726
  volatiles.Reflect = false;
2555
- try log.end(ident, .Reflect);
2727
+ try log.end(.{ ident, .ReflectSilent });
2556
2728
  }
2557
2729
  if (showdown and volatiles.Toxic) {
2558
2730
  volatiles.Toxic = false;
2559
2731
  // Pokémon Showdown erroneously clears the toxic counter
2560
2732
  volatiles.toxic = 0;
2561
- try log.end(ident, .Toxic);
2733
+ try log.end(.{ ident, .ToxicSilent });
2562
2734
  }
2563
2735
  }
2564
2736
 
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
- }
2574
- }
2575
- return false;
2737
+ fn decrement(
2738
+ comptime field: chance.Action.Field,
2739
+ player: Player,
2740
+ options: anytype,
2741
+ n: anytype,
2742
+ ) @TypeOf(n) {
2743
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2744
+ .started, .ended => 0,
2745
+ .continuing => if (n > 1) n - 1 else n,
2746
+ else => unreachable,
2747
+ } else n - 1;
2576
2748
  }
2577
2749
 
2578
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2579
- var volatiles = &active.volatiles;
2580
- assert(volatiles.Thrashing);
2581
- if (volatiles.attacks > 0) return false;
2750
+ pub const Rolls = struct {
2751
+ fn speedTie(battle: anytype, options: anytype) !bool {
2752
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2753
+ player == .P1
2754
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2755
+ battle.rng.speedTie()
2756
+ else if (showdown)
2757
+ battle.rng.range(u8, 0, 2) == 0
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(50) + 1;
2582
2760
 
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);
2761
+ try options.chance.speedTie(p1);
2762
+ return p1;
2763
+ }
2764
+
2765
+ fn criticalHit(
2766
+ battle: anytype,
2767
+ player: Player,
2768
+ rate: u8,
2769
+ spurious: bool,
2770
+ options: anytype,
2771
+ ) !bool {
2772
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2773
+ val == .true
2774
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2775
+ battle.rng.criticalHit(player, rate)
2776
+ else if (showdown)
2777
+ battle.rng.chance(u8, rate, 256)
2778
+ else
2779
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2589
2780
 
2590
- return true;
2591
- }
2781
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2782
+ return crit;
2783
+ }
2592
2784
 
2593
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2785
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2786
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2787
+ val
2788
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2789
+ battle.rng.damage(player)
2790
+ else roll: {
2791
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2792
+ while (true) {
2793
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2794
+ if (r >= 217) break :roll r;
2795
+ }
2796
+ };
2594
2797
 
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
- }
2798
+ assert(roll >= 217 and roll <= 255);
2799
+ try options.chance.damage(player, roll);
2800
+ return roll;
2801
+ }
2600
2802
 
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;
2803
+ const uN = if (pkmn.options.miss) u8 else u9;
2804
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2805
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2806
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2807
+ val == .true
2808
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2809
+ battle.rng.hit(player, acc)
2810
+ else if (showdown)
2811
+ battle.rng.chance(uN, acc, 256)
2812
+ else
2813
+ battle.rng.next() < acc;
2814
+
2815
+ try options.chance.hit(player, ok, acc);
2816
+ return ok;
2817
+ }
2818
+
2819
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2821
+ val == .true
2822
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2823
+ battle.rng.confused(player)
2824
+ else if (showdown)
2825
+ !battle.rng.chance(u8, 128, 256)
2826
+ else
2827
+ battle.rng.next() >= Gen12.percent(50) + 1;
2828
+
2829
+ try options.chance.confused(player, cfz);
2830
+ return cfz;
2831
+ }
2832
+
2833
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2834
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2835
+ val == .true
2836
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2837
+ battle.rng.paralyzed(player)
2838
+ else if (showdown)
2839
+ battle.rng.chance(u8, 63, 256)
2840
+ else
2841
+ battle.rng.next() < Gen12.percent(25);
2842
+
2843
+ try options.chance.paralyzed(player, par);
2844
+ return par;
2845
+ }
2846
+
2847
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2848
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2849
+ val == .true
2850
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2851
+ battle.rng.secondaryChance(player, 25)
2852
+ else if (showdown)
2853
+ battle.rng.chance(u8, 25, 256)
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(10);
2856
+
2857
+ try options.chance.secondaryChance(player, proc, 25);
2858
+ return proc;
2859
+ }
2860
+
2861
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2862
+ const rate: u8 = if (low) 26 else 77;
2863
+
2864
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2865
+ val == .true
2866
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2867
+ battle.rng.secondaryChance(player, rate)
2868
+ else if (showdown)
2869
+ battle.rng.chance(u8, rate, 256)
2870
+ else
2871
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2872
+
2873
+ try options.chance.secondaryChance(player, proc, rate);
2874
+ return proc;
2875
+ }
2876
+
2877
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2878
+ const rate: u8 = if (low) 52 else 103;
2879
+
2880
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2881
+ val == .true
2882
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2883
+ battle.rng.secondaryChance(player, rate)
2884
+ else if (showdown)
2885
+ battle.rng.chance(u8, rate, 256)
2886
+ else
2887
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2888
+
2889
+ try options.chance.secondaryChance(player, proc, rate);
2890
+ return proc;
2891
+ }
2892
+
2893
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2894
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2895
+ val == .true
2896
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2897
+ battle.rng.secondaryChance(player, 85)
2898
+ else if (showdown)
2899
+ battle.rng.chance(u8, 85, 256)
2900
+ else
2901
+ battle.rng.next() < Gen12.percent(33) + 1;
2902
+
2903
+ try options.chance.secondaryChance(player, proc, 85);
2904
+ return proc;
2905
+ }
2906
+
2907
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2908
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2909
+ val
2910
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2911
+ battle.rng.metronome(player)
2912
+ else if (showdown)
2913
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2914
+ else move: {
2915
+ while (true) {
2916
+ const r = battle.rng.next();
2917
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2918
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2919
+ break :move @enumFromInt(r);
2920
+ }
2921
+ };
2922
+
2923
+ try options.chance.metronome(player, move);
2924
+ return move;
2925
+ }
2926
+
2927
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2928
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2929
+ val - 1
2930
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2931
+ battle.rng.psywave(player)
2932
+ else if (showdown)
2933
+ battle.rng.range(u8, 0, max)
2934
+ else power: {
2935
+ while (true) {
2936
+ const r = battle.rng.next();
2937
+ if (r < max) break :power r;
2938
+ }
2939
+ };
2940
+
2941
+ assert(power < max);
2942
+ try options.chance.psywave(player, power, max);
2943
+ return power;
2944
+ }
2945
+
2946
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2947
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2948
+ @intCast(val)
2949
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2950
+ battle.rng.sleepDuration(player)
2951
+ else if (showdown)
2952
+ battle.rng.range(u3, 1, 8)
2953
+ else duration: {
2954
+ while (true) {
2955
+ const r = battle.rng.next() & 7;
2956
+ if (r != 0) break :duration @intCast(r);
2608
2957
  }
2958
+ };
2959
+
2960
+ assert(duration >= 1 and duration <= 7);
2961
+ options.chance.duration(player, duration);
2962
+ return duration;
2963
+ }
2964
+
2965
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2966
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2967
+ val
2968
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2969
+ battle.rng.disableDuration(player)
2970
+ else if (showdown)
2971
+ battle.rng.range(u4, 1, 9)
2972
+ else
2973
+ @intCast((battle.rng.next() & 7) + 1);
2974
+
2975
+ assert(duration >= 1 and duration <= 8);
2976
+ options.chance.duration(player, duration);
2977
+ return duration;
2978
+ }
2979
+
2980
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2981
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2982
+ @intCast(val)
2983
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2984
+ battle.rng.confusionDuration(player)
2985
+ else if (showdown)
2986
+ battle.rng.range(u3, 2, 6)
2987
+ else
2988
+ @intCast((battle.rng.next() & 3) + 2);
2989
+
2990
+ assert(duration >= 2 and duration <= 5);
2991
+ options.chance.duration(player, duration);
2992
+ return duration;
2993
+ }
2994
+
2995
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2996
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2997
+ @intCast(val)
2998
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2999
+ battle.rng.attackingDuration(player)
3000
+ else if (showdown)
3001
+ battle.rng.range(u3, 2, 4)
3002
+ else
3003
+ @intCast((battle.rng.next() & 1) + 2);
3004
+
3005
+ assert(duration >= 2 and duration <= 3);
3006
+ options.chance.duration(player, duration);
3007
+ return duration;
3008
+ }
3009
+
3010
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3011
+
3012
+ fn distribution(
3013
+ battle: anytype,
3014
+ comptime effect: Move.Effect,
3015
+ player: Player,
3016
+ options: anytype,
3017
+ ) !u3 {
3018
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3019
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
3020
+ @intCast(val)
3021
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3022
+ battle.rng.distribution(player)
3023
+ else if (showdown)
3024
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3025
+ else n: {
3026
+ const r = (battle.rng.next() & 3);
3027
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3028
+ };
3029
+
3030
+ assert(n >= 2 and n <= 5);
3031
+ if (effect == .Binding) {
3032
+ options.chance.duration(player, n);
2609
3033
  } 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;
3034
+ try options.chance.multiHit(player, n);
3035
+ }
3036
+ return n;
3037
+ }
3038
+
3039
+ fn moveSlot(
3040
+ battle: anytype,
3041
+ player: Player,
3042
+ moves: []MoveSlot,
3043
+ check_pp: u4,
3044
+ options: anytype,
3045
+ ) !u4 {
3046
+ // TODO: consider throwing error instead of rerolling?
3047
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3048
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3049
+ val
3050
+ else
3051
+ null
3052
+ else
3053
+ null;
3054
+
3055
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3056
+ battle.rng.moveSlot(player, moves, check_pp)
3057
+ else slot: {
3058
+ if (showdown) {
3059
+ if (check_pp == 0) {
3060
+ var i: usize = moves.len;
3061
+ while (i > 0) {
3062
+ i -= 1;
3063
+ if (moves[i].id != .None) {
3064
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3065
+ }
3066
+ }
3067
+ } else {
3068
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3069
+ var i: usize = 0;
3070
+ while (i < moves.len and r > 0) : (i += 1) {
3071
+ if (moves[i].pp > 0) {
3072
+ r -= 1;
3073
+ if (r == 0) break :slot @intCast(i + 1);
3074
+ }
3075
+ }
2616
3076
  }
2617
3077
  }
2618
- return @intCast(u4, i + 1);
2619
- }
2620
- }
2621
3078
 
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;
3079
+ while (true) {
3080
+ const r: u4 = @intCast(battle.rng.next() & 3);
3081
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3082
+ }
3083
+ };
3084
+
3085
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3086
+ return slot;
2625
3087
  }
2626
- }
3088
+ };
2627
3089
 
2628
3090
  test "RNG agreement" {
2629
3091
  if (!showdown) return;
2630
3092
  var expected: [256]u32 = undefined;
2631
3093
  for (0..expected.len) |i| {
2632
- expected[i] = @intCast(u32, i * 0x1000000);
3094
+ expected[i] = @intCast(i * 0x1000000);
2633
3095
  }
2634
3096
 
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 };
3097
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3098
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3099
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3100
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3101
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2640
3102
 
2641
3103
  for (0..expected.len) |i| {
2642
3104
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2672,11 +3134,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2672
3134
  const side = battle.side(player);
2673
3135
  const foe = battle.foe(player);
2674
3136
 
2675
- var active = side.active;
3137
+ const active = &side.active;
2676
3138
  const stored = side.stored();
2677
3139
 
2678
3140
  // While players are not given any input options on the cartridge in these cases,
2679
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3141
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2680
3142
  //
2681
3143
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2682
3144
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2684,9 +3146,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2684
3146
  // passing due to being forced into using a move. Instead of introducing another option
2685
3147
  // we simply repurpose Move with no move slot, even though pedantically this is not
2686
3148
  // strictly correct as the player would not have been presented the option to move or
2687
- // switch at all.
3149
+ // switch at all
2688
3150
  if (isForced(active)) {
2689
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3151
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2690
3152
  n += 1;
2691
3153
  return n;
2692
3154
  }
@@ -2703,7 +3165,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2703
3165
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2704
3166
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2705
3167
  // either disables all other moves in the case of limited or requires you to select a
2706
- // move normally if sleeping/frozen/bound.
3168
+ // move normally if sleeping/frozen/bound
2707
3169
  if (!showdown and (limited or foe.active.volatiles.Binding or
2708
3170
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2709
3171
  {
@@ -2716,16 +3178,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2716
3178
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2717
3179
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2718
3180
  // Move will not result in forcing the subsequent use unless the user also had the
2719
- // proc-ed move in their moveset) and disabling all other moves.
3181
+ // proc-ed move in their moveset) and disabling all other moves
2720
3182
  if (limited) {
2721
3183
  assert(showdown);
2722
3184
  assert(side.last_selected_move != .None);
2723
3185
  while (slot <= 4) : (slot += 1) {
2724
3186
  const m = active.moves[slot - 1];
2725
3187
  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;
3188
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3189
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3190
+ const struggle =
3191
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3192
+ const s = if (struggle) 0 else slot;
2729
3193
  out[n] = .{ .type = .Move, .data = s };
2730
3194
  n += 1;
2731
3195
  return n;
@@ -2739,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2739
3203
  const m = active.moves[slot - 1];
2740
3204
  if (m.id == .None) break;
2741
3205
  if (m.pp == 0) continue;
2742
- if (active.volatiles.disabled_move == slot) continue;
3206
+ if (active.volatiles.disable_move == slot) continue;
2743
3207
  out[n] = .{ .type = .Move, .data = slot };
2744
3208
  n += 1;
2745
3209
  }