@pkmn/engine 0.1.0-dev.2ec67dba → 0.1.0-dev.30c63015

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Files changed (60) hide show
  1. package/README.md +102 -63
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -4
  9. package/build/pkg/data.js +3 -5
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +15 -12
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +60 -39
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +400 -0
  20. package/build/test/display.js.map +1 -0
  21. package/build/tools/debug.js +135 -0
  22. package/build/tools/debug.js.map +1 -0
  23. package/build.zig +118 -98
  24. package/package.json +74 -42
  25. package/src/bin/install-pkmn-engine +68 -36
  26. package/src/bin/pkmn-debug +62 -0
  27. package/src/lib/binding/node.zig +47 -142
  28. package/src/lib/binding/wasm.zig +6 -4
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +21 -11
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +883 -351
  36. package/src/lib/common/rational.zig +353 -0
  37. package/src/lib/common/rng.zig +24 -15
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +309 -193
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1060 -0
  42. package/src/lib/gen1/data/moves.zig +202 -190
  43. package/src/lib/gen1/data/species.zig +4 -4
  44. package/src/lib/gen1/data/types.zig +10 -10
  45. package/src/lib/gen1/data.zig +90 -76
  46. package/src/lib/gen1/helpers.zig +577 -36
  47. package/src/lib/gen1/mechanics.zig +1180 -797
  48. package/src/lib/gen2/README.md +105 -85
  49. package/src/lib/gen2/calc.zig +143 -0
  50. package/src/lib/gen2/chance.zig +1314 -0
  51. package/src/lib/gen2/data/items.zig +14 -20
  52. package/src/lib/gen2/data/moves.zig +664 -570
  53. package/src/lib/gen2/data/species.zig +2 -2
  54. package/src/lib/gen2/data/types.zig +137 -34
  55. package/src/lib/gen2/data.zig +128 -90
  56. package/src/lib/gen2/generated.zig +808 -0
  57. package/src/lib/gen2/helpers.zig +16 -22
  58. package/src/lib/gen2/mechanics.zig +3533 -12
  59. package/src/lib/pkmn.zig +68 -9
  60. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,16 +13,21 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
24
+ const Cant = protocol.Cant;
25
+ const CureStatus = protocol.CureStatus;
23
26
  const Damage = protocol.Damage;
27
+ const End = protocol.End;
28
+ const Fail = protocol.Fail;
24
29
  const Heal = protocol.Heal;
30
+ const Immune = protocol.Immune;
25
31
 
26
32
  const Gen12 = rng.Gen12;
27
33
 
@@ -56,35 +62,35 @@ const BOOSTS = &[_][2]u8{
56
62
 
57
63
  const MAX_STAT_VALUE = 999;
58
64
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
65
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
66
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
67
+ if (battle.turn == 0) return start(battle, options);
62
68
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
69
+ var s1 = false;
70
+ var s2 = false;
65
71
 
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
- }
72
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
73
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
74
 
75
75
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
76
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
77
+
78
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
79
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
80
+
81
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
82
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
83
+ } else {
84
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
85
  }
83
86
 
84
- return endTurn(battle, log);
87
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
88
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
89
+
90
+ return endTurn(battle, options);
85
91
  }
86
92
 
87
- fn start(battle: anytype, log: anytype) !Result {
93
+ fn start(battle: anytype, options: anytype) !Result {
88
94
  const p1 = battle.side(.P1);
89
95
  const p2 = battle.side(.P2);
90
96
 
@@ -96,10 +102,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
102
  assert(!showdown or p2_slot == 1);
97
103
  if (p2_slot == 0) return Result.Win;
98
104
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
105
+ try switchIn(battle, .P1, p1_slot, true, options);
106
+ try switchIn(battle, .P2, p2_slot, true, options);
101
107
 
102
- return endTurn(battle, log);
108
+ return endTurn(battle, options);
103
109
  }
104
110
 
105
111
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +118,7 @@ fn selectMove(
112
118
  player: Player,
113
119
  choice: Choice,
114
120
  foe_choice: Choice,
115
- from: *?Move,
121
+ skip_turn: *bool,
116
122
  ) ?Result {
117
123
  if (choice.type == .Pass) return null;
118
124
 
@@ -121,20 +127,27 @@ fn selectMove(
121
127
  const stored = side.stored();
122
128
 
123
129
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
130
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
131
 
126
132
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
133
+ if (volatiles.Recharging) {
134
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
135
+ return null;
136
+ }
128
137
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
138
+ if (showdown) {
139
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
+ saveMove(battle, player, null);
141
+ }
131
142
  return null;
132
143
  }
133
144
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
145
  if (!showdown) volatiles.Flinch = false;
135
146
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
147
+ if (showdown) {
148
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
149
+ saveMove(battle, player, null);
150
+ }
138
151
  return null;
139
152
  }
140
153
 
@@ -144,13 +157,14 @@ fn selectMove(
144
157
  // pre-move select
145
158
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
159
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
160
+ if (showdown) {
161
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
162
+ saveMove(battle, player, choice);
163
+ }
148
164
  return null;
149
165
  }
150
166
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
167
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
168
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
169
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
170
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +176,7 @@ fn selectMove(
162
176
  assert(choice.data == 0);
163
177
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
178
  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));
179
+ const last = side.active.move(battle.lastMove(player).index);
170
180
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
181
  if (last.id == .MirrorMove) return Result.Error;
172
182
  }
@@ -175,6 +185,7 @@ fn selectMove(
175
185
  }
176
186
 
177
187
  if (battle.foe(player).active.volatiles.Binding) {
188
+ skip_turn.* = true;
178
189
  if (showdown) {
179
190
  saveMove(battle, player, choice);
180
191
  } else {
@@ -185,19 +196,17 @@ fn selectMove(
185
196
  }
186
197
 
187
198
  // move select
199
+ volatiles.state = 0;
188
200
  if (choice.data == 0) {
189
201
  const struggle = ok: {
190
202
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
203
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
204
  }
193
205
  break :ok true;
194
206
  };
195
-
196
207
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
208
  }
209
+ saveMove(battle, player, choice);
201
210
 
202
211
  return null;
203
212
  }
@@ -210,23 +219,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
219
  if (c.data == 0) {
211
220
  side.last_selected_move = .Struggle;
212
221
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
222
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
223
  const move = side.active.move(c.data);
215
224
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
225
  // sometimes required...), but a 0 PP move can be used automatically
217
226
  assert(showdown or move.pp != 0);
218
227
 
219
228
  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
- }
229
+ battle.lastMove(player).index = @intCast(c.data);
225
230
  }
226
231
  }
227
232
  }
228
233
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
234
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
235
  var side = battle.side(player);
231
236
  var foe = battle.foe(player);
232
237
  var active = &side.active;
@@ -239,11 +244,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
244
  side.order[0] = side.order[slot - 1];
240
245
  side.order[slot - 1] = out;
241
246
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
247
+ battle.lastMove(player).index = 1;
247
248
 
248
249
  side.last_used_move = .None;
249
250
  foe.last_used_move = .None;
@@ -259,17 +260,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
260
 
260
261
  foe.active.volatiles.Binding = false;
261
262
 
262
- try log.switched(battle.active(player), incoming);
263
+ try options.log.switched(.{ battle.active(player), incoming });
264
+ options.chance.switched(player, side.order[0], out);
263
265
 
264
266
  if (showdown and incoming.status == Status.TOX) {
265
267
  incoming.status = Status.init(.PSN);
266
268
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
269
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
270
+ try options.log.status(.{ battle.active(player), incoming.status, protocol.Status.Silent });
269
271
  }
270
272
  }
271
273
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
274
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
275
  assert(c1.type != .Pass or c2.type != .Pass);
274
276
 
275
277
  if (c1.type == .Pass) return .P2;
@@ -299,13 +301,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
301
  const spe2 = battle.side(.P2).active.stats.spe;
300
302
  if (spe1 == spe2) {
301
303
  // 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;
304
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
305
+ battle.rng.advance(1);
306
+ }
308
307
 
308
+ const p1 = try Rolls.speedTie(battle, options);
309
309
  if (!showdown) return if (p1) .P1 else .P2;
310
310
 
311
311
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +315,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
315
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
316
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
317
  // 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
318
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
319
  // won the original coin flip
320
320
  if (t1 and t2) return .P1;
321
321
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +328,55 @@ fn doTurn(
328
328
  battle: anytype,
329
329
  player: Player,
330
330
  player_choice: Choice,
331
- player_from: ?Move,
331
+ player_rewrap: bool,
332
+ player_skip: bool,
332
333
  foe_player: Player,
333
334
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
335
+ foe_rewrap: bool,
336
+ foe_skip: bool,
337
+ options: anytype,
336
338
  ) !?Result {
337
339
  assert(player_choice.type != .Pass);
338
340
 
339
341
  var residual = true;
340
342
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
343
+ if (try executeMove(
344
+ battle,
345
+ player,
346
+ player_choice,
347
+ player_rewrap,
348
+ player_skip,
349
+ &residual,
350
+ options,
351
+ )) |r| return r;
342
352
  if (!replace) {
343
353
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
354
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
355
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
356
+ if (residual) try handleResidual(battle, player, options);
357
+ if (try checkFaint(battle, player, options)) |r| return r;
348
358
  } else if (foe_choice.type == .Pass) return null;
349
359
 
360
+ options.chance.clearPending();
361
+
362
+ residual = true;
350
363
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
364
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
365
+ if (if (calc) null else try executeMove(
366
+ battle,
367
+ foe_player,
368
+ foe_choice,
369
+ foe_rewrap,
370
+ foe_skip,
371
+ &residual,
372
+ options,
373
+ )) |r| return r;
352
374
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
375
+ if (!calc and foe_choice.type != .Switch) {
376
+ if (try checkFaint(battle, player, options)) |r| return r;
355
377
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
378
+ if (residual) try handleResidual(battle, foe_player, options);
379
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
380
  }
359
381
 
360
382
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +393,31 @@ fn executeMove(
371
393
  battle: anytype,
372
394
  player: Player,
373
395
  choice: Choice,
374
- from: ?Move,
396
+ rewrap: bool,
397
+ skip: bool,
375
398
  residual: *bool,
376
- log: anytype,
399
+ options: anytype,
377
400
  ) !?Result {
378
401
  var side = battle.side(player);
379
402
 
380
403
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
404
+ try switchIn(battle, player, choice.data, false, options);
382
405
  return null;
383
406
  }
384
407
 
408
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
409
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
410
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
411
  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
412
  assert(!showdown);
389
413
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
414
+ try options.log.cant(.{ battle.active(player), Cant.Bound });
391
415
  }
392
416
  return null;
393
417
  }
394
418
 
395
419
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
420
+ var mslot: u4 = @intCast(choice.data);
397
421
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
422
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
423
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +426,13 @@ fn executeMove(
402
426
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
427
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
428
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
429
+ mslot = @intCast(battle.lastMove(player).index);
409
430
  const stored = side.stored();
410
431
  // 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);
432
+ auto = isForced(&side.active) or
433
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
434
+ side.last_selected_move == .HyperBeam or
435
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
436
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
437
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
438
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +449,12 @@ fn executeMove(
426
449
  } else if (showdown and side.active.volatiles.Charging) {
427
450
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
451
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
452
+ mslot = @intCast(battle.lastMove(player).index);
433
453
  }
434
454
 
435
455
  var skip_can = false;
436
456
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
457
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
458
  .done => return null,
439
459
  .skip_can => skip_can = true,
440
460
  .skip_pp => skip_pp = true,
@@ -442,16 +462,23 @@ fn executeMove(
442
462
  .err => return @as(?Result, Result.Error),
443
463
  }
444
464
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
465
+ const can = skip_can or
466
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
467
+ if (!can) return null;
448
468
 
449
- return doMove(battle, player, mslot, auto, residual, log);
469
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
470
  }
451
471
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
472
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
473
 
454
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
474
+ fn beforeMove(
475
+ battle: anytype,
476
+ player: Player,
477
+ skip: bool,
478
+ residual: *bool,
479
+ options: anytype,
480
+ ) !BeforeMove {
481
+ var log = options.log;
455
482
  var side = battle.side(player);
456
483
  const foe = battle.foe(player);
457
484
  var active = &side.active;
@@ -460,58 +487,69 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
460
487
  var volatiles = &active.volatiles;
461
488
 
462
489
  if (Status.is(stored.status, .SLP)) {
463
- const status = stored.status;
490
+ const before = stored.status;
464
491
  // 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);
492
+ if (options.calc.modify(player, .sleep)) |extend| {
493
+ if (!extend) stored.status = 0;
494
+ } else {
495
+ stored.status -= 1;
496
+ }
497
+
498
+ const duration = Status.duration(stored.status);
499
+ if (!Status.is(stored.status, .EXT)) {
500
+ try options.chance.sleep(player, duration);
501
+ }
502
+
503
+ if (duration == 0) {
504
+ try log.curestatus(.{ ident, before, CureStatus.Message });
468
505
  stored.status = 0; // clears EXT if present
469
506
  } else {
470
- try log.cant(ident, .Sleep);
507
+ try log.cant(.{ ident, Cant.Sleep });
471
508
  }
472
509
  side.last_used_move = .None;
473
510
  return .done;
474
511
  }
475
512
 
476
513
  if (Status.is(stored.status, .FRZ)) {
477
- try log.cant(ident, .Freeze);
514
+ try log.cant(.{ ident, Cant.Freeze });
478
515
  side.last_used_move = .None;
479
516
  return .done;
480
517
  }
481
518
 
482
- if (foe.active.volatiles.Binding) {
483
- try log.cant(ident, .Bound);
519
+ if (skip or foe.active.volatiles.Binding) {
520
+ try log.cant(.{ ident, Cant.Bound });
484
521
  return .done;
485
522
  }
486
523
 
487
- if (!showdown and volatiles.Flinch) {
488
- volatiles.Flinch = false;
489
- try log.cant(ident, .Flinch);
524
+ if (volatiles.Flinch) {
525
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
526
+ // Pokémon can sometimes flinch multiple times from the same original hit
527
+ if (!showdown) volatiles.Flinch = false;
528
+ try log.cant(.{ ident, Cant.Flinch });
490
529
  return .done;
491
530
  }
492
531
 
493
532
  if (volatiles.Recharging) {
494
533
  volatiles.Recharging = false;
495
- try log.cant(ident, .Recharge);
534
+ try log.cant(.{ ident, Cant.Recharge });
496
535
  return .done;
497
536
  }
498
537
 
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);
538
+ if (volatiles.disable_duration > 0) {
539
+ if (options.calc.modify(player, .disable)) |extend| {
540
+ if (!extend) volatiles.disable_duration = 0;
541
+ } else {
542
+ volatiles.disable_duration -= 1;
504
543
  }
505
- }
506
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
507
- if (showdown and try disabled(side, ident, log)) return .done;
544
+ try options.chance.disable(player, volatiles.disable_duration);
508
545
 
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;
546
+ if (volatiles.disable_duration == 0) {
547
+ volatiles.disable_move = 0;
548
+ try log.end(.{ ident, End.Disable });
549
+ }
514
550
  }
551
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
552
+ if (showdown and try disabled(side, ident, options)) return .done;
515
553
 
516
554
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
517
555
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -523,21 +561,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
523
561
  if (volatiles.Confusion) {
524
562
  assert(volatiles.confusion > 0);
525
563
 
526
- volatiles.confusion -= 1;
564
+ if (options.calc.modify(player, .confusion)) |extend| {
565
+ if (!extend) volatiles.confusion = 0;
566
+ } else {
567
+ volatiles.confusion -= 1;
568
+ }
569
+ try options.chance.confusion(player, volatiles.confusion);
570
+
527
571
  if (volatiles.confusion == 0) {
528
572
  volatiles.Confusion = false;
529
- try log.end(ident, .Confusion);
573
+ try log.end(.{ ident, End.Confusion });
530
574
  } else {
531
575
  try log.activate(ident, .Confusion);
532
576
 
533
- const confused = if (showdown)
534
- !battle.rng.chance(u8, 128, 256)
535
- else
536
- battle.rng.next() >= Gen12.percent(50) + 1;
537
-
538
- if (confused) {
577
+ if (try Rolls.confused(battle, player, options)) {
539
578
  assert(!volatiles.MultiHit);
540
- volatiles.state = 0;
579
+ if (!volatiles.Rage) volatiles.state = 0;
541
580
  volatiles.Bide = false;
542
581
  volatiles.Thrashing = false;
543
582
  volatiles.MultiHit = false;
@@ -545,6 +584,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
545
584
  volatiles.Charging = false;
546
585
  volatiles.Binding = false;
547
586
  volatiles.Invulnerable = false;
587
+ options.chance.clearDurations(player, null);
548
588
  {
549
589
  // This feels (and is) disgusting but the cartridge literally just overwrites
550
590
  // the opponent's defense with the user's defense and resets it after. As a
@@ -561,87 +601,126 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
561
601
  player
562
602
  else
563
603
  player.foe();
604
+
605
+ const uncapped = battle.last_damage;
564
606
  // Skipping adjustDamage / randomizeDamage / checkHit
565
- _ = try applyDamage(battle, player, target, .Confusion, log);
607
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
+ if (showdown) battle.last_damage = uncapped;
566
610
 
567
611
  return .done;
568
612
  }
569
613
  }
570
614
  }
571
615
 
572
- if (!showdown and try disabled(side, ident, log)) return .done;
616
+ if (!showdown and try disabled(side, ident, options)) return .done;
573
617
 
574
- if (Status.is(stored.status, .PAR)) {
575
- const paralyzed = if (showdown)
576
- battle.rng.chance(u8, 63, 256)
577
- else
578
- battle.rng.next() < Gen12.percent(25);
579
-
580
- if (paralyzed) {
581
- volatiles.state = 0;
582
- volatiles.Bide = false;
583
- volatiles.Thrashing = false;
584
- volatiles.Charging = false;
585
- volatiles.Binding = false;
586
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
587
- try log.cant(ident, .Paralysis);
588
- return .done;
589
- }
618
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
+ if (!volatiles.Rage) volatiles.state = 0;
620
+ volatiles.Bide = false;
621
+ volatiles.Thrashing = false;
622
+ volatiles.Charging = false;
623
+ volatiles.Binding = false;
624
+ options.chance.clearDurations(player, null);
625
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
626
+ try log.cant(.{ ident, Cant.Paralysis });
627
+ return .done;
590
628
  }
591
629
 
592
630
  if (volatiles.Bide) {
593
631
  assert(!volatiles.Thrashing and !volatiles.Rage);
594
632
 
595
- volatiles.state +%= battle.last_damage;
633
+ if (showdown) {
634
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
635
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
636
+ // addition because 65535 is sufficient to faint any Pokémon anyway
637
+ volatiles.state +|= battle.last_damage;
638
+ } else {
639
+ volatiles.state +%= battle.last_damage;
640
+ }
596
641
 
597
642
  assert(volatiles.attacks > 0);
598
643
 
599
- volatiles.attacks -= 1;
644
+ if (options.calc.modify(player, .attacking)) |extend| {
645
+ if (!extend) volatiles.attacks = 0;
646
+ } else {
647
+ volatiles.attacks -= 1;
648
+ }
649
+ try options.chance.attacking(player, volatiles.attacks);
650
+
600
651
  if (volatiles.attacks != 0) {
601
652
  try log.activate(ident, .Bide);
602
653
  return .done;
603
654
  }
604
655
 
605
656
  volatiles.Bide = false;
606
- try log.end(ident, .Bide);
657
+ try log.end(.{ ident, End.Bide });
607
658
 
608
659
  battle.last_damage = volatiles.state *% 2;
609
660
  volatiles.state = 0;
610
661
 
611
662
  if (battle.last_damage == 0) {
612
- try log.fail(ident, .None);
663
+ try log.fail(.{ ident, Fail.None });
613
664
  return .done;
614
665
  }
615
666
 
616
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
667
+ const sub = showdown and foe.active.volatiles.Substitute;
668
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
669
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
670
+
671
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
672
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
673
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
674
+ if (showdown) {
675
+ residual.* = false;
676
+ try handleResidual(battle, player, options);
677
+ }
678
+
617
679
  return .done;
618
680
  }
619
681
 
620
682
  if (volatiles.Thrashing) {
621
683
  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);
684
+
685
+ if (options.calc.modify(player, .attacking)) |extend| {
686
+ if (!extend) volatiles.attacks = 0;
687
+ } else {
688
+ volatiles.attacks -= 1;
626
689
  }
627
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
628
- if (showdown and handleThrashing(battle, active)) {
690
+ try options.chance.attacking(player, volatiles.attacks);
691
+
692
+ if (!showdown and handleThrashing(battle, active, player, options)) {
629
693
  try log.start(battle.active(player), .ConfusionSilent);
630
694
  }
695
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
696
+ if (showdown) {
697
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
698
+ // used in useMove and doesn't have the notion of skipping canMove semantics
699
+ side.last_used_move = side.last_selected_move;
700
+ if (handleThrashing(battle, active, player, options)) {
701
+ try log.start(battle.active(player), .ConfusionSilent);
702
+ }
703
+ }
631
704
  return .skip_can;
632
705
  }
633
706
 
634
707
  if (volatiles.Binding) {
635
708
  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
- );
709
+
710
+ if (options.calc.modify(player, .binding)) |extend| {
711
+ if (!extend) volatiles.attacks = 0;
712
+ } else {
713
+ volatiles.attacks -= 1;
714
+ }
715
+ try options.chance.binding(player, volatiles.attacks);
716
+
717
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
643
718
  if (showdown or battle.last_damage != 0) {
644
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
719
+ const sub = showdown and foe.active.volatiles.Substitute;
720
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
721
+ if (battle.foe(player).stored().hp > 0 and !sub) {
722
+ try buildRage(battle, player.foe(), options);
723
+ }
645
724
  }
646
725
  return .done;
647
726
  }
@@ -655,56 +734,58 @@ fn canMove(
655
734
  mslot: u4,
656
735
  auto: bool,
657
736
  skip_pp: bool,
658
- from: ?Move,
737
+ from: Move,
659
738
  residual: *bool,
660
- log: anytype,
739
+ options: anytype,
661
740
  ) !bool {
662
741
  var side = battle.side(player);
663
742
  const player_ident = battle.active(player);
664
743
  const move = Move.get(side.last_selected_move);
665
744
 
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
745
  var skip = skip_pp;
671
746
  if (side.active.volatiles.Charging) {
672
747
  side.active.volatiles.Charging = false;
673
748
  side.active.volatiles.Invulnerable = false;
674
749
  } else if (move.effect == .Charge) {
675
- try log.move(player_ident, side.last_selected_move, .{}, from);
676
- try Effects.charge(battle, player, log);
750
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
751
+ setCounterable(battle, player, side, move);
752
+ try Effects.charge(battle, player, options);
677
753
  return false;
678
754
  }
679
755
 
680
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
756
+ side.last_used_move = side.last_selected_move;
681
757
  if (!skip) decrementPP(side, mslot, auto);
682
758
 
683
759
  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);
760
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
761
+ setCounterable(battle, player, side, move);
692
762
 
693
763
  if (move.effect.onBegin()) {
694
- try onBegin(battle, player, move, mslot, residual, log);
764
+ try onBegin(battle, player, move, mslot, residual, options);
695
765
  return false;
696
766
  }
697
767
 
698
768
  if (move.effect == .Thrashing) {
699
- Effects.thrashing(battle, player);
769
+ Effects.thrashing(battle, player, options);
700
770
  } else if (!showdown and move.effect == .Binding) {
701
771
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
702
- Effects.binding(battle, player);
772
+ try Effects.binding(battle, player, false, options);
703
773
  }
704
774
 
705
775
  return true;
706
776
  }
707
777
 
778
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
779
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
780
+ // in cases where an early return happens the data for a players last selected move does not get
781
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
782
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
783
+ // as the desync results from actually having two separate battle states that subtly disagree
784
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
785
+ (move.type == .Normal or move.type == .Fighting);
786
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
+ }
788
+
708
789
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
709
790
  if (side.last_selected_move == .Struggle) return;
710
791
 
@@ -714,12 +795,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
714
795
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
715
796
  if (volatiles.Bide) return;
716
797
 
717
- assert(active.move(mslot).pp > 0 or auto);
718
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
798
+ var move_slot = active.move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
719
801
  if (volatiles.Transform) return;
720
802
 
721
- assert(side.stored().move(mslot).pp > 0 or auto);
722
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
803
+ move_slot = side.stored().move(mslot);
804
+ assert(move_slot.pp > 0 or auto);
805
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
723
806
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
724
807
  }
725
808
 
@@ -727,12 +810,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
727
810
  var active = &side.active;
728
811
  const volatiles = &active.volatiles;
729
812
 
730
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
813
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
731
814
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
732
815
  if (showdown and volatiles.Transform) return;
733
816
 
734
817
  assert(mslot > 0 and mslot <= 4);
735
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
818
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
736
819
  }
737
820
 
738
821
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -740,10 +823,12 @@ fn doMove(
740
823
  battle: anytype,
741
824
  player: Player,
742
825
  mslot: u4,
826
+ rewrap: bool,
743
827
  auto: bool,
744
828
  residual: *bool,
745
- log: anytype,
829
+ options: anytype,
746
830
  ) !?Result {
831
+ var log = options.log;
747
832
  var side = battle.side(player);
748
833
  const foe = battle.foe(player);
749
834
 
@@ -758,35 +843,44 @@ fn doMove(
758
843
  var hits: u4 = 1;
759
844
  var effectiveness = Effectiveness.neutral;
760
845
 
846
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
847
+ if (showdown and !counter) battle.last_damage = 0;
848
+
761
849
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
762
850
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
763
- return specialDamage(battle, player, move, log);
851
+ return specialDamage(battle, player, move, options);
764
852
  }
765
853
 
766
854
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
767
855
  // calling moveHit early covers most of that but we also need to check type immunity first
768
856
  var miss = showdown and miss: {
769
857
  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);
858
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
859
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
772
860
  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);
861
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
862
+ battle.last_damage = 0;
863
+ break :miss true;
864
+ }
865
+ break :miss (move.target != .Self and
866
+ !moveHit(battle, player, move, &immune, &mist, options));
775
867
  };
776
868
  assert(!immune or miss or (showdown and move.effect == .Binding));
777
869
 
870
+ var late = showdown and move.effect != .Explode;
778
871
  const skip = status or immune;
779
872
  if ((!showdown or (!skip or counter)) and !miss) blk: {
780
873
  if (showdown and move.effect.isMulti()) {
781
- Effects.multiHit(battle, player, move);
874
+ try Effects.multiHit(battle, player, move, options);
782
875
  hits = side.active.volatiles.attacks;
876
+ late = false;
783
877
  }
784
878
 
785
879
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
786
880
  const check = !showdown or (!counter and move.effect != .OHKO);
787
- if (check) crit = checkCriticalHit(battle, player, move);
881
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
788
882
 
789
- if (counter) return counterDamage(battle, player, move, log);
883
+ if (counter) return counterDamage(battle, player, move, options);
790
884
 
791
885
  battle.last_damage = 0;
792
886
 
@@ -808,17 +902,15 @@ fn doMove(
808
902
  effectiveness = adjustDamage(battle, player);
809
903
  immune = effectiveness == 0;
810
904
  }
811
- randomizeDamage(battle);
905
+ try randomizeDamage(battle, player, options);
812
906
  }
813
907
  }
814
908
 
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
-
909
+ var zero = battle.last_damage == 0;
818
910
  miss = if (showdown or skip)
819
911
  miss
820
912
  else
821
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
913
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
822
914
 
823
915
  assert(showdown or miss or battle.last_damage > 0 or skip);
824
916
  assert((!showdown and miss) or !(ohko and immune));
@@ -826,11 +918,11 @@ fn doMove(
826
918
 
827
919
  if (!showdown or !miss) {
828
920
  if (move.effect == .MirrorMove) {
829
- return mirrorMove(battle, player, mslot, auto, residual, log);
921
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
830
922
  } else if (move.effect == .Metronome) {
831
- return metronome(battle, player, mslot, auto, residual, log);
923
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
832
924
  } else if (move.effect.onEnd()) {
833
- try onEnd(battle, player, move, log);
925
+ try onEnd(battle, player, move, options);
834
926
  return null;
835
927
  }
836
928
  }
@@ -842,62 +934,64 @@ fn doMove(
842
934
  ohko = (!showdown or (!immune and !invulnerable)) and
843
935
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
844
936
  if (ohko) {
845
- try log.immune(foe_ident, .OHKO);
846
- } else if (immune and !invulnerable) {
847
- try log.immune(foe_ident, .None);
937
+ try log.immune(.{ foe_ident, Immune.OHKO });
938
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
939
+ try log.immune(.{ foe_ident, Immune.None });
848
940
  } else if (mist) {
849
941
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
850
- try log.fail(foe_ident, .None);
942
+ try log.fail(.{ foe_ident, Fail.None });
851
943
  } else {
852
- try log.lastmiss();
853
- try log.miss(battle.active(player));
944
+ if (showdown or !zero) try options.chance.commit(player, .miss);
945
+ try log.lastmiss(.{});
946
+ try log.miss(.{battle.active(player)});
854
947
  }
855
948
  if (move.effect == .JumpKick) {
856
949
  // Recoil is supposed to be damage/8 but damage will always be 0 here
857
- assert(battle.last_damage == 0);
950
+ assert(showdown or battle.last_damage == 0);
858
951
  battle.last_damage = 1;
859
- _ = try applyDamage(battle, player, player.foe(), .None, log);
952
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
860
953
  if (showdown and side.stored().hp == 0) residual.* = false;
861
954
  } else if (move.effect == .Explode) {
862
955
  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
- }
956
+ try buildRage(battle, player.foe(), options);
957
+ } else if (showdown and move.effect == .Disable) {
958
+ try buildRage(battle, player.foe(), options);
959
+ } else if (!showdown and immune and move.effect == .Binding) {
960
+ try options.chance.commit(player, .binding);
872
961
  }
873
962
  return null;
963
+ } else {
964
+ try options.chance.commit(player, .hit);
874
965
  }
875
966
 
876
967
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
877
968
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
878
969
  // it up above before damage calculation).
879
970
  if (!showdown and move.effect.isMulti()) {
880
- Effects.multiHit(battle, player, move);
971
+ try Effects.multiHit(battle, player, move, options);
881
972
  hits = side.active.volatiles.attacks;
882
973
  }
883
974
 
975
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
976
+ const sub = showdown and foe.active.volatiles.Substitute;
977
+
884
978
  var nullified = false;
885
979
  var hit: u4 = 0;
886
980
  while (hit < hits) {
887
981
  if (hit == 0) {
888
- if (crit) try log.crit(battle.active(player.foe()));
982
+ if (crit) try log.crit(.{battle.active(player.foe())});
889
983
  if (effectiveness > Effectiveness.neutral) {
890
- try log.supereffective(battle.active(player.foe()));
984
+ try log.supereffective(.{battle.active(player.foe())});
891
985
  } else if (effectiveness < Effectiveness.neutral) {
892
- try log.resisted(battle.active(player.foe()));
986
+ try log.resisted(.{battle.active(player.foe())});
893
987
  }
894
988
  }
895
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
896
- if (hit == 0 and ohko) try log.ohko();
989
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
990
+ if (hit == 0 and ohko) try log.ohko(.{});
897
991
  hit += 1;
898
992
  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);
993
+ if (!late and (!sub or move.effect == .Explode)) {
994
+ try buildRage(battle, player.foe(), options);
901
995
  }
902
996
  // If the substitute breaks during a multi-hit attack, the attack ends
903
997
  if (nullified) break;
@@ -908,17 +1002,23 @@ fn doMove(
908
1002
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
909
1003
  side.active.volatiles.attacks = 0;
910
1004
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
911
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1005
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
912
1006
  }
913
- try log.hitcount(battle.active(player.foe()), hit);
1007
+ try log.hitcount(.{ battle.active(player.foe()), hit });
914
1008
  } else if (showdown) {
915
1009
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
916
1010
  if (move.effect == .Binding) {
917
- Effects.binding(battle, player);
1011
+ try Effects.binding(battle, player, rewrap, options);
918
1012
  if (immune) {
919
1013
  battle.last_damage = 0;
1014
+ assert(foe.stored().hp > 0);
920
1015
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
921
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1016
+ if (sub) {
1017
+ try log.activate(battle.active(player.foe()), .Substitute);
1018
+ } else {
1019
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), Damage.None });
1020
+ try buildRage(battle, player.foe(), options);
1021
+ }
922
1022
  return null;
923
1023
  }
924
1024
  }
@@ -931,10 +1031,13 @@ fn doMove(
931
1031
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
932
1032
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
933
1033
  // 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);
1034
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
935
1035
 
936
1036
  if (foe.stored().hp == 0) return null;
937
1037
 
1038
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1039
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1040
+
938
1041
  if (!move.effect.isSpecial()) {
939
1042
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
940
1043
  // second time here (after being executed in the "always happens" block above) but that
@@ -944,28 +1047,29 @@ fn doMove(
944
1047
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
945
1048
  // puts the |-status| message before |-hitcount| instead of after.
946
1049
  if (move.effect == .Twineedle) {
947
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1050
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
948
1051
  } else if (move.effect == .Disable) {
949
- return Effects.disable(battle, player, move, log);
1052
+ const result = try Effects.disable(battle, player, move, options);
1053
+ if (showdown) try buildRage(battle, player.foe(), options);
1054
+ return result;
950
1055
  } else {
951
- try moveEffect(battle, player, move, log);
1056
+ try moveEffect(battle, player, move, options);
952
1057
  }
953
1058
  }
954
1059
 
955
1060
  return null;
956
1061
  }
957
1062
 
958
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1063
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
959
1064
  const side = battle.side(player);
960
1065
 
961
1066
  // 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;
1067
+ var rate = @as(u16, Species.chance(side.stored().species));
1068
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1069
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1070
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
966
1071
 
967
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
968
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1072
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
969
1073
  }
970
1074
 
971
1075
  fn calcDamage(
@@ -1031,7 +1135,7 @@ fn calcDamage(
1031
1135
  d = @min(997, d);
1032
1136
  d += 2;
1033
1137
 
1034
- battle.last_damage = @intCast(u16, d);
1138
+ battle.last_damage = @intCast(d);
1035
1139
 
1036
1140
  return true;
1037
1141
  }
@@ -1045,9 +1149,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1045
1149
  var d = battle.last_damage;
1046
1150
  if (side.active.types.includes(move.type)) d +%= d / 2;
1047
1151
 
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));
1152
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1153
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1154
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1051
1155
 
1052
1156
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1053
1157
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1067,99 +1171,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1067
1171
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1068
1172
  }
1069
1173
 
1070
- fn randomizeDamage(battle: anytype) void {
1174
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1071
1175
  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);
1176
+ const random = try Rolls.damage(battle, player, options);
1177
+ options.calc.base(player.foe(), battle.last_damage);
1178
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1179
+ options.calc.final(player.foe(), battle.last_damage);
1083
1180
  }
1084
1181
 
1085
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1182
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1086
1183
  const side = battle.side(player);
1184
+ const foe = battle.foe(player);
1087
1185
 
1088
- if (!try checkHit(battle, player, move, log)) return null;
1186
+ if (!try checkHit(battle, player, move, options)) return null;
1187
+ try options.chance.commit(player, .hit);
1089
1188
 
1090
1189
  battle.last_damage = switch (side.last_selected_move) {
1091
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1190
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1092
1191
  .SeismicToss, .NightShade => side.stored().level,
1093
1192
  .SonicBoom => 20,
1094
1193
  .DragonRage => 40,
1095
1194
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1096
1195
  .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
- }
1196
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1197
+ // GLITCH: Psywave infinite glitch loop
1198
+ if (!showdown and max <= 1) return Result.Error;
1199
+ break :power try Rolls.psywave(battle, player, max, options);
1108
1200
  },
1109
1201
  else => unreachable,
1110
1202
  };
1111
1203
 
1112
1204
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1113
1205
 
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1206
+ const sub = showdown and foe.active.volatiles.Substitute;
1207
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1208
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1209
+
1115
1210
  return null;
1116
1211
  }
1117
1212
 
1118
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1213
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1119
1214
  const foe = battle.foe(player);
1120
1215
 
1121
1216
  if (battle.last_damage == 0) {
1122
- try log.fail(battle.active(player), .None);
1217
+ try options.log.fail(.{ battle.active(player), Fail.None });
1123
1218
  return null;
1124
1219
  }
1125
1220
 
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);
1221
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1129
1222
  const foe_last_selected_move =
1130
1223
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1131
- .Counter
1224
+ .Splash
1132
1225
  else
1133
1226
  foe.last_selected_move);
1134
1227
 
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
-
1228
+ const used = battle.lastMove(player.foe()).counterable != 0;
1140
1229
  const selected = foe_last_selected_move.bp > 0 and
1141
1230
  foe.last_selected_move != .Counter and
1142
1231
  (foe_last_selected_move.type == .Normal or
1143
1232
  foe_last_selected_move.type == .Fighting);
1144
1233
 
1145
1234
  if (!used and !selected) {
1146
- try log.fail(battle.active(player), .None);
1235
+ try options.log.fail(.{ battle.active(player), Fail.None });
1147
1236
  return null;
1148
1237
  }
1149
1238
 
1150
1239
  if (!used or !selected) {
1151
1240
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1152
1241
  if (!showdown) return Result.Error;
1153
- try log.fail(battle.active(player), .None);
1242
+ try options.log.fail(.{ battle.active(player), Fail.None });
1154
1243
  return null;
1155
1244
  }
1156
1245
 
1157
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1246
+ battle.last_damage *|= 2;
1158
1247
 
1159
1248
  // Pokémon Showdown calls checkHit before Counter
1160
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1249
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1250
+ try options.chance.commit(player, .hit);
1161
1251
 
1162
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1252
+ const sub = showdown and foe.active.volatiles.Substitute;
1253
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1254
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1163
1255
  return null;
1164
1256
  }
1165
1257
 
@@ -1168,7 +1260,7 @@ fn applyDamage(
1168
1260
  target_player: Player,
1169
1261
  sub_player: Player,
1170
1262
  reason: Damage,
1171
- log: anytype,
1263
+ options: anytype,
1172
1264
  ) !bool {
1173
1265
  assert(showdown or battle.last_damage != 0);
1174
1266
 
@@ -1183,19 +1275,20 @@ fn applyDamage(
1183
1275
  subbed.active.volatiles.substitute = 0;
1184
1276
  subbed.active.volatiles.Substitute = false;
1185
1277
  // battle.last_damage is not updated with the amount of HP the Substitute had
1186
- try log.end(battle.active(sub_player), .Substitute);
1278
+ try options.log.end(.{ battle.active(sub_player), End.Substitute });
1279
+ options.calc.capped(target_player);
1187
1280
  return true;
1188
1281
  } else {
1189
1282
  // 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);
1283
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1284
+ try options.log.activate(battle.active(sub_player), .Substitute);
1192
1285
  return false;
1193
1286
  }
1194
1287
  }
1195
1288
 
1196
1289
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1197
1290
  target.stored().hp -= battle.last_damage;
1198
- try log.damage(battle.active(target_player), target.stored(), reason);
1291
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1199
1292
  return false;
1200
1293
  }
1201
1294
 
@@ -1203,73 +1296,78 @@ fn mirrorMove(
1203
1296
  battle: anytype,
1204
1297
  player: Player,
1205
1298
  mslot: u4,
1299
+ rewrap: bool,
1206
1300
  auto: bool,
1207
1301
  residual: *bool,
1208
- log: anytype,
1209
- ) !?Result {
1302
+ options: anytype,
1303
+ ) anyerror!?Result {
1210
1304
  var side = battle.side(player);
1211
1305
  const foe = battle.foe(player);
1212
1306
 
1213
1307
  side.last_selected_move = foe.last_used_move;
1214
1308
 
1215
1309
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1216
- try log.fail(battle.active(player), .None);
1310
+ try options.log.fail(.{ battle.active(player), Fail.None });
1217
1311
  return null;
1312
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1313
+ incrementPP(side, mslot);
1218
1314
  }
1219
1315
 
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);
1316
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1317
+ return null;
1318
+ }
1319
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1224
1320
  }
1225
1321
 
1226
1322
  fn metronome(
1227
1323
  battle: anytype,
1228
1324
  player: Player,
1229
1325
  mslot: u4,
1326
+ rewrap: bool,
1230
1327
  auto: bool,
1231
1328
  residual: *bool,
1232
- log: anytype,
1233
- ) !?Result {
1329
+ options: anytype,
1330
+ ) anyerror!?Result {
1234
1331
  var side = battle.side(player);
1235
1332
 
1236
- side.last_selected_move = if (showdown) blk: {
1237
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1238
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1239
- break :blk @intToEnum(Move, r + mod);
1240
- } else loop: {
1241
- while (true) {
1242
- const r = battle.rng.next();
1243
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1244
- if (r >= @enumToInt(Move.Struggle)) continue;
1245
- break :loop @intToEnum(Move, r);
1246
- }
1247
- };
1248
-
1333
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1249
1334
  incrementPP(side, mslot);
1250
1335
 
1251
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1252
- return doMove(battle, player, mslot, auto, residual, log);
1336
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1337
+ return null;
1338
+ }
1339
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1253
1340
  }
1254
1341
 
1255
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1342
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1256
1343
  var immune = false;
1257
1344
  var mist = false;
1258
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1345
+
1346
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1347
+
1259
1348
  assert(!immune);
1260
1349
  if (mist) {
1261
1350
  assert(!showdown);
1262
1351
  const foe_ident = battle.active(player.foe());
1263
- try log.activate(foe_ident, .Mist);
1264
- try log.fail(foe_ident, .None);
1352
+ try options.log.activate(foe_ident, .Mist);
1353
+ try options.log.fail(.{ foe_ident, Fail.None });
1265
1354
  } else {
1266
- try log.lastmiss();
1267
- try log.miss(battle.active(player));
1355
+ try options.chance.commit(player, .miss);
1356
+ try options.log.lastmiss(.{});
1357
+ try options.log.miss(.{battle.active(player)});
1268
1358
  }
1359
+
1269
1360
  return false;
1270
1361
  }
1271
1362
 
1272
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1363
+ fn moveHit(
1364
+ battle: anytype,
1365
+ player: Player,
1366
+ move: Move.Data,
1367
+ immune: *bool,
1368
+ mist: *bool,
1369
+ options: anytype,
1370
+ ) bool {
1273
1371
  var side = battle.side(player);
1274
1372
  const foe = battle.foe(player);
1275
1373
 
@@ -1303,23 +1401,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1303
1401
  }
1304
1402
 
1305
1403
  // 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)];
1404
+ const state = side.active.volatiles.state;
1405
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1406
+ const overwritten = overwrite and state > 0;
1407
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1408
+
1409
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1410
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1311
1411
  accuracy = accuracy * boost[0] / boost[1];
1312
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1412
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1313
1413
  accuracy = accuracy * boost[0] / boost[1];
1314
1414
  accuracy = @min(255, @max(1, accuracy));
1315
1415
 
1316
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1416
+ // Pokémon Showdown only overwrites if the volatile is present
1417
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1418
+ if (overwrite) side.active.volatiles.state = accuracy;
1317
1419
 
1318
1420
  // 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;
1421
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1323
1422
  };
1324
1423
 
1325
1424
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1329,7 +1428,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1329
1428
  }
1330
1429
 
1331
1430
  if (!miss) return true;
1332
- battle.last_damage = 0;
1431
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1333
1432
  side.active.volatiles.Binding = false;
1334
1433
  return false;
1335
1434
  }
@@ -1337,8 +1436,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1337
1436
  fn checkFaint(
1338
1437
  battle: anytype,
1339
1438
  player: Player,
1340
- log: anytype,
1341
- ) @TypeOf(log).Error!?Result {
1439
+ options: anytype,
1440
+ ) @TypeOf(options.log).Error!?Result {
1342
1441
  const side = battle.side(player);
1343
1442
  if (side.stored().hp > 0) return null;
1344
1443
 
@@ -1346,33 +1445,32 @@ fn checkFaint(
1346
1445
  const foe_fainted = foe.stored().hp == 0;
1347
1446
 
1348
1447
  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;
1448
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1449
+ const more = player_out or foe_out;
1352
1450
 
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;
1451
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1452
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1355
1453
 
1356
1454
  assert(!side.active.volatiles.MultiHit);
1357
1455
  assert(!foe.active.volatiles.MultiHit);
1358
1456
 
1359
- if (tie) {
1360
- try log.tie();
1457
+ if (player_out and foe_out) {
1458
+ try options.log.tie(.{});
1361
1459
  return Result.Tie;
1362
1460
  } else if (player_out) {
1363
- try log.win(player.foe());
1461
+ try options.log.win(.{player.foe()});
1364
1462
  return if (player == .P1) Result.Lose else Result.Win;
1365
1463
  } else if (foe_out) {
1366
- try log.win(player);
1464
+ try options.log.win(.{player});
1367
1465
  return if (player == .P1) Result.Win else Result.Lose;
1368
1466
  }
1369
1467
 
1370
1468
  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 };
1469
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1470
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1373
1471
  }
1374
1472
 
1375
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1473
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1376
1474
  var side = battle.side(player);
1377
1475
  var foe = battle.foe(player);
1378
1476
  assert(side.stored().hp == 0);
@@ -1405,35 +1503,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1405
1503
  side.stored().stats.spe;
1406
1504
  }
1407
1505
 
1408
- try log.faint(battle.active(player), done);
1506
+ try options.log.faint(.{ battle.active(player), done });
1507
+ options.calc.capped(player);
1409
1508
  return null;
1410
1509
  }
1411
1510
 
1412
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1511
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1413
1512
  var side = battle.side(player);
1414
1513
  var stored = side.stored();
1415
1514
  const ident = battle.active(player);
1416
1515
  var volatiles = &side.active.volatiles;
1417
1516
 
1418
1517
  const brn = Status.is(stored.status, .BRN);
1419
- if (brn or Status.is(stored.status, .PSN)) blk: {
1518
+ if (brn or Status.is(stored.status, .PSN)) {
1420
1519
  var damage = @max(stored.stats.hp / 16, 1);
1421
-
1422
1520
  if (volatiles.Toxic) {
1423
1521
  volatiles.toxic += 1;
1424
1522
  damage *= volatiles.toxic;
1425
1523
  }
1524
+ damage = @min(damage, stored.hp);
1426
1525
 
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);
1526
+ if (!showdown or damage > 0) {
1527
+ stored.hp -= damage;
1528
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1529
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1530
+ }
1434
1531
  }
1435
1532
 
1436
1533
  if (volatiles.LeechSeed) {
1534
+ var foe = battle.foe(player);
1535
+ var foe_stored = foe.stored();
1536
+ const foe_ident = battle.active(player.foe());
1537
+
1538
+ if (foe_stored.hp == 0) {
1539
+ assert(showdown);
1540
+ return;
1541
+ }
1542
+
1437
1543
  var damage = @max(stored.stats.hp / 16, 1);
1438
1544
 
1439
1545
  // GLITCH: Leech Seed + Toxic glitch
@@ -1445,47 +1551,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1551
  const amount = @min(damage, stored.hp);
1446
1552
  stored.hp -= amount;
1447
1553
 
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);
1554
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1555
+ if (amount > 0) try options.log.damage(.{ ident, stored, Damage.LeechSeed });
1454
1556
 
1455
1557
  const before = foe_stored.hp;
1456
1558
  // Uncapped damage is added back to the foe
1457
1559
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1560
  // 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);
1561
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, Heal.Silent });
1460
1562
  }
1461
1563
  }
1462
1564
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1565
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1566
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1567
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1568
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1569
+ battle.turn += 1;
1570
+
1571
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1572
+ try options.log.tie(.{});
1469
1573
  return Result.Tie;
1470
1574
  }
1471
1575
 
1472
- battle.turn += 1;
1473
-
1474
1576
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1577
+ try options.log.tie(.{});
1476
1578
  return Result.Tie;
1477
1579
  } else if (battle.turn >= 65535) {
1478
1580
  return Result.Error;
1479
1581
  }
1480
1582
 
1481
- try log.turn(battle.turn);
1583
+ try options.log.turn(.{battle.turn});
1482
1584
 
1483
1585
  return Result.Default;
1484
1586
  }
1485
1587
 
1486
1588
  fn checkEBC(battle: anytype) bool {
1487
1589
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1590
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1591
 
1490
1592
  var foe_all_ghosts = true;
1491
1593
  var foe_all_transform = true;
@@ -1537,105 +1639,138 @@ fn checkEBC(battle: anytype) bool {
1537
1639
  return false;
1538
1640
  }
1539
1641
 
1540
- inline fn onBegin(
1642
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1643
+ if (side.active.volatiles.disable_move != 0) {
1644
+ // A Pokémon that transforms after being disabled may end up with less move slots
1645
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1646
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1647
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1648
+ m
1649
+ else
1650
+ side.last_selected_move;
1651
+ if (m != .None and m == last) {
1652
+ side.active.volatiles.Charging = false;
1653
+ try options.log.cant(.{ ident, Cant.Disable, last });
1654
+ return true;
1655
+ }
1656
+ }
1657
+ return false;
1658
+ }
1659
+
1660
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1661
+ const side = battle.side(who);
1662
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1663
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1664
+ }
1665
+ }
1666
+
1667
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1668
+ var volatiles = &active.volatiles;
1669
+ assert(volatiles.Thrashing);
1670
+ if (volatiles.attacks > 0) return false;
1671
+
1672
+ volatiles.Thrashing = false;
1673
+ volatiles.Confusion = true;
1674
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1675
+ return true;
1676
+ }
1677
+
1678
+ fn onBegin(
1541
1679
  battle: anytype,
1542
1680
  player: Player,
1543
1681
  move: Move.Data,
1544
1682
  mslot: u8,
1545
1683
  residual: *bool,
1546
- log: anytype,
1684
+ options: anytype,
1547
1685
  ) !void {
1548
1686
  assert(move.effect.onBegin());
1549
1687
  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),
1688
+ .Confusion => Effects.confusion(battle, player, move, options),
1689
+ .Conversion => Effects.conversion(battle, player, options),
1690
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1691
+ .Haze => Effects.haze(battle, player, options),
1692
+ .Heal => Effects.heal(battle, player, options),
1693
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1694
+ .LightScreen => Effects.lightScreen(battle, player, options),
1695
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1696
+ .Mist => Effects.mist(battle, player, options),
1697
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1698
+ .Poison => Effects.poison(battle, player, move, options),
1699
+ .Reflect => Effects.reflect(battle, player, options),
1700
+ .Splash => Effects.splash(battle, player, options),
1701
+ .Substitute => Effects.substitute(battle, player, residual, options),
1702
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1703
+ .Transform => Effects.transform(battle, player, options),
1566
1704
  else => unreachable,
1567
1705
  };
1568
1706
  }
1569
1707
 
1570
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1708
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1571
1709
  assert(move.effect.onEnd());
1572
1710
  return switch (move.effect) {
1573
- .Bide => Effects.bide(battle, player, log),
1711
+ .Bide => Effects.bide(battle, player, options),
1574
1712
  // zig fmt: off
1575
1713
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1576
1714
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1577
- Effects.boost(battle, player, move, log),
1715
+ Effects.boost(battle, player, move, options),
1578
1716
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1579
- Effects.unboost(battle, player, move, log),
1717
+ Effects.unboost(battle, player, move, options),
1580
1718
  // zig fmt: on
1581
- .Sleep => Effects.sleep(battle, player, move, log),
1719
+ .Sleep => Effects.sleep(battle, player, move, options),
1582
1720
  else => unreachable,
1583
1721
  };
1584
1722
  }
1585
1723
 
1586
- inline fn alwaysHappens(
1724
+ fn alwaysHappens(
1587
1725
  battle: anytype,
1588
1726
  player: Player,
1589
1727
  move: Move.Data,
1590
1728
  residual: *bool,
1591
- log: anytype,
1729
+ options: anytype,
1592
1730
  ) !void {
1593
1731
  assert(move.effect.alwaysHappens());
1594
1732
  return switch (move.effect) {
1595
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1733
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1596
1734
  .Explode => Effects.explode(battle, player),
1597
- .PayDay => Effects.payDay(battle, player, log),
1735
+ .PayDay => Effects.payDay(battle, player, options),
1598
1736
  .Rage => Effects.rage(battle, player),
1599
- .Recoil => Effects.recoil(battle, player, residual, log),
1737
+ .Recoil => Effects.recoil(battle, player, residual, options),
1600
1738
  .JumpKick, .Binding => {},
1601
1739
  else => unreachable,
1602
1740
  };
1603
1741
  }
1604
1742
 
1605
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1743
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1744
  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),
1745
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1746
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1747
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1748
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1749
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1612
1750
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1613
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1614
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1751
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1752
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1615
1753
  // zig fmt: off
1616
1754
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1617
- Effects.unboost(battle, player, move, log),
1755
+ Effects.unboost(battle, player, move, options),
1618
1756
  // zig fmt: on
1619
1757
  else => {},
1620
1758
  };
1621
1759
  }
1622
1760
 
1623
1761
  pub const Effects = struct {
1624
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1762
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1625
1763
  var side = battle.side(player);
1626
1764
 
1627
1765
  side.active.volatiles.Bide = true;
1628
1766
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1629
1767
  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);
1768
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1634
1769
 
1635
- try log.start(battle.active(player), .Bide);
1770
+ try options.log.start(battle.active(player), .Bide);
1636
1771
  }
1637
1772
 
1638
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1773
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1639
1774
  var foe = battle.foe(player);
1640
1775
  var foe_stored = foe.stored();
1641
1776
 
@@ -1646,96 +1781,98 @@ pub const Effects = struct {
1646
1781
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1647
1782
  if (Status.is(foe_stored.status, .FRZ)) {
1648
1783
  assert(move.type == .Fire);
1649
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1784
+ try options.log.curestatus(.{
1785
+ battle.active(player.foe()),
1786
+ foe_stored.status,
1787
+ CureStatus.Message,
1788
+ });
1650
1789
  foe_stored.status = 0;
1651
1790
  }
1652
1791
  return;
1653
1792
  }
1654
1793
 
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;
1794
+ if (foe.active.types.includes(move.type)) return;
1795
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1796
+ return;
1797
+ }
1663
1798
 
1664
1799
  foe_stored.status = Status.init(.BRN);
1665
1800
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1666
1801
 
1667
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1802
+ const reason: protocol.Status = .None;
1803
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, reason });
1668
1804
  }
1669
1805
 
1670
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1806
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1671
1807
  var side = battle.side(player);
1672
1808
  var volatiles = &side.active.volatiles;
1673
1809
 
1674
1810
  volatiles.Charging = true;
1675
1811
  const move = side.last_selected_move;
1676
1812
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1677
- try log.laststill();
1678
- try log.prepare(battle.active(player), move);
1813
+ try options.log.laststill(.{});
1814
+ try options.log.prepare(.{ battle.active(player), move });
1679
1815
  }
1680
1816
 
1681
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1817
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1682
1818
  var foe = battle.foe(player);
1683
1819
  const sub = foe.active.volatiles.Substitute;
1684
1820
 
1685
1821
  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;
1822
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1691
1823
  } else {
1692
1824
  if (showdown) {
1693
- if (!try checkHit(battle, player, move, log)) {
1825
+ if (!try checkHit(battle, player, move, options)) {
1694
1826
  return;
1695
1827
  } else if (sub) {
1696
- return log.fail(battle.active(player.foe()), .None);
1828
+ return options.log.fail(.{ battle.active(player.foe()), Fail.None });
1697
1829
  }
1698
1830
  } else {
1699
1831
  if (sub) {
1700
- return log.fail(battle.active(player.foe()), .None);
1701
- } else if (!try checkHit(battle, player, move, log)) {
1832
+ return options.log.fail(.{ battle.active(player.foe()), Fail.None });
1833
+ } else if (!try checkHit(battle, player, move, options)) {
1702
1834
  return;
1703
1835
  }
1704
1836
  }
1837
+ try options.chance.commit(player, .hit);
1705
1838
  }
1706
1839
 
1707
1840
  if (foe.active.volatiles.Confusion) return;
1708
1841
  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);
1842
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1713
1843
 
1714
- try log.start(battle.active(player.foe()), .Confusion);
1844
+ try options.log.start(battle.active(player.foe()), .Confusion);
1715
1845
  }
1716
1846
 
1717
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1847
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1718
1848
  const foe = battle.foe(player);
1719
1849
 
1720
1850
  if (foe.active.volatiles.Invulnerable) {
1721
- try log.lastmiss();
1722
- return log.miss(battle.active(player));
1851
+ try options.log.lastmiss(.{});
1852
+ return options.log.miss(.{battle.active(player)});
1723
1853
  }
1724
1854
 
1725
1855
  battle.side(player).active.types = foe.active.types;
1726
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1856
+ return options.log.typechange(
1857
+ battle.active(player),
1858
+ foe.active.types,
1859
+ battle.active(player.foe()),
1860
+ );
1727
1861
  }
1728
1862
 
1729
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1863
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1730
1864
  var foe = battle.foe(player);
1731
1865
  var volatiles = &foe.active.volatiles;
1732
1866
  const foe_ident = battle.active(player.foe());
1733
1867
 
1734
1868
  // Pokémon Showdown handles hit/miss earlier in doMove
1735
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1869
+ if (!showdown) {
1870
+ if (!try checkHit(battle, player, move, options)) return null;
1871
+ try options.chance.commit(player, .hit);
1872
+ }
1736
1873
 
1737
- if (volatiles.disabled_move != 0) {
1738
- try log.fail(foe_ident, .None);
1874
+ if (volatiles.disable_move != 0) {
1875
+ try options.log.fail(.{ foe_ident, Fail.None });
1739
1876
  return null;
1740
1877
  }
1741
1878
 
@@ -1751,7 +1888,7 @@ pub const Effects = struct {
1751
1888
  // Technically this is still considered simply a "miss" on the cartridge,
1752
1889
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1753
1890
  if (n == 0) {
1754
- try log.fail(foe_ident, .None);
1891
+ try options.log.fail(.{ foe_ident, Fail.None });
1755
1892
  return null;
1756
1893
  } else if (err) {
1757
1894
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1759,23 +1896,22 @@ pub const Effects = struct {
1759
1896
  return Result.Error;
1760
1897
  }
1761
1898
 
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);
1899
+ volatiles.disable_move =
1900
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1901
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1767
1902
 
1768
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1903
+ const id = foe.active.move(volatiles.disable_move).id;
1904
+ try options.log.startEffect(foe_ident, .Disable, id);
1769
1905
  return null;
1770
1906
  }
1771
1907
 
1772
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1773
- var side = battle.side(player);
1774
- var stored = side.stored();
1908
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1909
+ var stored = battle.side(player).stored();
1910
+ const ident = battle.active(player);
1775
1911
 
1776
1912
  if (battle.last_damage == 0) {
1777
1913
  assert(showdown);
1778
- return;
1914
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1779
1915
  }
1780
1916
 
1781
1917
  const drain = @max(battle.last_damage / 2, 1);
@@ -1784,7 +1920,7 @@ pub const Effects = struct {
1784
1920
  if (stored.hp == stored.stats.hp) return;
1785
1921
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1786
1922
 
1787
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1923
+ try options.log.heal(.{ ident, stored, Heal.Drain, battle.active(player.foe()) });
1788
1924
  }
1789
1925
 
1790
1926
  fn explode(battle: anytype, player: Player) !void {
@@ -1798,34 +1934,28 @@ pub const Effects = struct {
1798
1934
  side.active.volatiles.LeechSeed = false;
1799
1935
  }
1800
1936
 
1801
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1937
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1802
1938
  var volatiles = &battle.foe(player).active.volatiles;
1803
1939
 
1804
1940
  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;
1941
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1942
+ return;
1943
+ }
1814
1944
 
1815
1945
  volatiles.Flinch = true;
1816
1946
  volatiles.Recharging = false;
1817
1947
  }
1818
1948
 
1819
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1949
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1820
1950
  var side = battle.side(player);
1821
1951
 
1822
1952
  if (side.active.volatiles.FocusEnergy) return;
1823
1953
  side.active.volatiles.FocusEnergy = true;
1824
1954
 
1825
- try log.start(battle.active(player), .FocusEnergy);
1955
+ try options.log.start(battle.active(player), .FocusEnergy);
1826
1956
  }
1827
1957
 
1828
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1958
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1829
1959
  var foe = battle.foe(player);
1830
1960
  var foe_stored = foe.stored();
1831
1961
  const foe_ident = battle.active(player.foe());
@@ -1836,22 +1966,19 @@ pub const Effects = struct {
1836
1966
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1837
1967
  }
1838
1968
 
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
-
1969
+ if (foe.active.types.includes(move.type)) return;
1970
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1845
1971
  // Freeze Clause Mod
1846
1972
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1847
1973
 
1848
1974
  foe_stored.status = Status.init(.FRZ);
1849
1975
  // GLITCH: Hyper Beam recharging status is not cleared
1850
1976
 
1851
- try log.status(foe_ident, foe_stored.status, .None);
1977
+ try options.log.status(.{ foe_ident, foe_stored.status, protocol.Status.None });
1852
1978
  }
1853
1979
 
1854
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1981
+ var log = options.log;
1855
1982
  var side = battle.side(player);
1856
1983
  var foe = battle.foe(player);
1857
1984
 
@@ -1868,95 +1995,100 @@ pub const Effects = struct {
1868
1995
  foe.active.stats = foe_stored.stats;
1869
1996
 
1870
1997
  try log.activate(player_ident, .Haze);
1871
- try log.clearallboost();
1998
+ try log.clearallboost(.{});
1872
1999
 
1873
2000
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1874
2001
  if (showdown) {
1875
2002
  for (&battle.sides, 0..) |*s, i| {
1876
- const p = @intToEnum(Player, i);
2003
+ const p: Player = @enumFromInt(i);
1877
2004
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1878
2005
  if (p != player and Status.any(s.stored().status)) {
1879
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2006
+ try log.curestatus(.{ foe_ident, foe_stored.status, CureStatus.Silent });
1880
2007
  s.stored().status = 0;
1881
2008
  } else if (showdown and s.stored().status == Status.TOX) {
1882
2009
  s.stored().status = Status.init(.PSN);
1883
- try log.status(battle.active(p), s.stored().status, .None);
2010
+ try log.status(.{ battle.active(p), s.stored().status, protocol.Status.None });
1884
2011
  }
1885
- try clearVolatiles(battle, p, log);
2012
+ try clearVolatiles(battle, p, p != player, options);
1886
2013
  }
1887
2014
  } else {
1888
2015
  if (Status.any(foe_stored.status)) {
1889
2016
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1890
2017
  foe.last_selected_move = .SKIP_TURN;
1891
2018
  }
1892
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2019
+ try log.curestatus(.{ foe_ident, foe_stored.status, CureStatus.Silent });
1893
2020
  foe_stored.status = 0;
1894
2021
  }
1895
- try clearVolatiles(battle, player, log);
1896
- try clearVolatiles(battle, player.foe(), log);
2022
+ try clearVolatiles(battle, player, false, options);
2023
+ try clearVolatiles(battle, player.foe(), true, options);
1897
2024
  }
1898
2025
  }
1899
2026
 
1900
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2027
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1901
2028
  var side = battle.side(player);
1902
2029
  var stored = side.stored();
1903
2030
  const ident = battle.active(player);
1904
2031
 
1905
2032
  // GLITCH: HP recovery move failure glitches
1906
2033
  const delta = stored.stats.hp - stored.hp;
1907
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2034
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2035
+ return options.log.fail(.{ ident, Fail.None });
2036
+ }
1908
2037
 
1909
2038
  const rest = side.last_selected_move == .Rest;
1910
2039
  if (rest) {
1911
2040
  // Adding the sleep status runs the sleep condition handler to roll duration
1912
2041
  if (showdown) battle.rng.advance(1);
1913
2042
  stored.status = Status.slf(2);
1914
- try log.statusFrom(ident, stored.status, Move.Rest);
2043
+ try options.log.status(.{ ident, stored.status, protocol.Status.From, Move.Rest });
1915
2044
  stored.hp = stored.stats.hp;
1916
2045
  } else {
1917
2046
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1918
2047
  }
1919
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2048
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1920
2049
  }
1921
2050
 
1922
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2051
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1923
2052
  battle.side(player).active.volatiles.Recharging = true;
1924
- try log.mustrecharge(battle.active(player));
2053
+ try options.log.mustrecharge(.{battle.active(player)});
1925
2054
  }
1926
2055
 
1927
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2056
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1928
2057
  var foe = battle.foe(player);
1929
2058
 
1930
2059
  if (showdown) {
1931
2060
  // Invulnerability trumps type immunity on Pokémon Showdown
1932
2061
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1933
- return log.immune(battle.active(player.foe()), .None);
2062
+ return options.log.immune(.{ battle.active(player.foe()), Immune.None });
1934
2063
  }
1935
- if (!try checkHit(battle, player, move, log)) return;
2064
+ if (!try checkHit(battle, player, move, options)) return;
1936
2065
  if (foe.active.volatiles.LeechSeed) return;
1937
2066
  } else {
1938
- if (!try checkHit(battle, player, move, log)) return;
2067
+ if (!try checkHit(battle, player, move, options)) return;
1939
2068
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1940
- try log.lastmiss();
1941
- return log.miss(battle.active(player));
2069
+ try options.log.lastmiss(.{});
2070
+ return options.log.miss(.{battle.active(player)});
1942
2071
  }
1943
2072
  }
1944
2073
 
2074
+ try options.chance.commit(player, .hit);
1945
2075
  foe.active.volatiles.LeechSeed = true;
1946
2076
 
1947
- try log.start(battle.active(player.foe()), .LeechSeed);
2077
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1948
2078
  }
1949
2079
 
1950
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2080
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1951
2081
  var side = battle.side(player);
1952
2082
 
1953
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2083
+ if (side.active.volatiles.LightScreen) {
2084
+ return options.log.fail(.{ battle.active(player), Fail.None });
2085
+ }
1954
2086
  side.active.volatiles.LightScreen = true;
1955
2087
 
1956
- try log.start(battle.active(player), .LightScreen);
2088
+ try options.log.start(battle.active(player), .LightScreen);
1957
2089
  }
1958
2090
 
1959
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2091
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1960
2092
  var side = battle.side(player);
1961
2093
  var foe = battle.foe(player);
1962
2094
 
@@ -1972,45 +2104,51 @@ pub const Effects = struct {
1972
2104
  const has_mimic = has_mimic: {
1973
2105
  for (side.active.moves, 0..) |m, i| {
1974
2106
  if (m.id == .Mimic) {
1975
- oslot = @intCast(u8, i + 1);
2107
+ oslot = @intCast(i + 1);
1976
2108
  break :has_mimic true;
1977
2109
  }
1978
2110
  }
1979
2111
  break :has_mimic false;
1980
2112
  };
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);
2113
+ if (!has_mimic) {
2114
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2115
+ if (!try checkHit(battle, player, move, options)) return;
2116
+ try options.chance.commit(player, .hit);
2117
+ return options.log.fail(.{ battle.active(player.foe()), Fail.None });
1985
2118
  }
1986
2119
  }
1987
- if (!try checkHit(battle, player, move, log)) return;
2120
+ if (!try checkHit(battle, player, move, options)) return;
2121
+ try options.chance.commit(player, .hit);
1988
2122
 
1989
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2123
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1990
2124
  side.active.move(oslot).id = foe.active.move(rslot).id;
1991
2125
 
1992
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2126
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1993
2127
  }
1994
2128
 
1995
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2129
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1996
2130
  var side = battle.side(player);
1997
2131
 
1998
2132
  if (side.active.volatiles.Mist) return;
1999
2133
  side.active.volatiles.Mist = true;
2000
2134
 
2001
- try log.start(battle.active(player), .Mist);
2135
+ try options.log.start(battle.active(player), .Mist);
2002
2136
  }
2003
2137
 
2004
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2138
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2005
2139
  var side = battle.side(player);
2006
2140
 
2007
2141
  assert(!side.active.volatiles.MultiHit);
2008
2142
  side.active.volatiles.MultiHit = true;
2009
2143
 
2010
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2144
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2145
+ try Rolls.distribution(battle, .MultiHit, player, options)
2146
+ else
2147
+ 2;
2011
2148
  }
2012
2149
 
2013
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2150
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2151
+ var log = options.log;
2014
2152
  var foe = battle.foe(player);
2015
2153
  var foe_stored = foe.stored();
2016
2154
  const foe_ident = battle.active(player.foe());
@@ -2020,27 +2158,29 @@ pub const Effects = struct {
2020
2158
 
2021
2159
  if (showdown) {
2022
2160
  // 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;
2161
+ if (immune and !foe.active.volatiles.Invulnerable) {
2162
+ return log.immune(.{ foe_ident, Immune.None });
2163
+ } else if (!try checkHit(battle, player, move, options)) return;
2025
2164
  }
2026
2165
  if (Status.any(foe_stored.status)) {
2027
- return log.fail(
2166
+ return log.fail(.{
2028
2167
  foe_ident,
2029
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2030
- );
2168
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2169
+ });
2031
2170
  }
2032
2171
  if (!showdown) {
2033
- if (immune) return log.immune(foe_ident, .None);
2034
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (immune) return log.immune(.{ foe_ident, Immune.None });
2173
+ if (!try checkHit(battle, player, move, options)) return;
2035
2174
  }
2175
+ try options.chance.commit(player, .hit);
2036
2176
 
2037
2177
  foe_stored.status = Status.init(.PAR);
2038
2178
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2039
2179
 
2040
- try log.status(foe_ident, foe_stored.status, .None);
2180
+ try log.status(.{ foe_ident, foe_stored.status, protocol.Status.None });
2041
2181
  }
2042
2182
 
2043
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2183
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2044
2184
  var foe = battle.foe(player);
2045
2185
  var foe_stored = foe.stored();
2046
2186
 
@@ -2051,65 +2191,61 @@ pub const Effects = struct {
2051
2191
  }
2052
2192
 
2053
2193
  // 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;
2194
+ if (foe.active.types.includes(move.type)) return;
2195
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2196
+ return;
2197
+ }
2062
2198
 
2063
2199
  foe_stored.status = Status.init(.PAR);
2064
2200
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2201
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2202
+ const reason: protocol.Status = .None;
2203
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, reason });
2067
2204
  }
2068
2205
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2206
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2207
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2208
+ try options.log.fieldactivate(.{});
2209
+ }
2071
2210
  }
2072
2211
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2212
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2213
+ var log = options.log;
2074
2214
  var foe = battle.foe(player);
2075
2215
  var foe_stored = foe.stored();
2076
2216
  const foe_ident = battle.active(player.foe());
2077
2217
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2218
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2219
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2220
  return;
2081
2221
  } else if (foe.active.volatiles.Substitute) {
2082
2222
  if (move.effect != .Poison) return;
2083
- return log.fail(foe_ident, .None);
2223
+ return log.fail(.{ foe_ident, Fail.None });
2084
2224
  } else if (Status.any(foe_stored.status)) {
2085
2225
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2086
2226
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2087
2227
  // 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))
2228
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2089
2229
  if (!showdown)
2090
- .Poison
2230
+ Fail.Poison
2091
2231
  else if (toxic == (foe_stored.status == Status.TOX))
2092
- if (toxic) .Toxic else .Poison
2232
+ if (toxic) Fail.Toxic else Fail.Poison
2093
2233
  else
2094
- .None
2234
+ Fail.None
2095
2235
  else
2096
- .None);
2236
+ Fail.None });
2097
2237
  } else if (foe.active.types.includes(.Poison)) {
2098
2238
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2099
- return log.immune(foe_ident, .None);
2239
+ return log.immune(.{ foe_ident, Immune.None });
2100
2240
  }
2101
2241
 
2102
2242
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2243
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2244
+ try options.chance.commit(player, .hit);
2104
2245
  } 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;
2246
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2247
+ return;
2248
+ }
2113
2249
  }
2114
2250
 
2115
2251
  foe_stored.status = Status.init(.PSN);
@@ -2119,39 +2255,47 @@ pub const Effects = struct {
2119
2255
  foe.active.volatiles.toxic = 0;
2120
2256
  }
2121
2257
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2258
+ try log.status(.{ foe_ident, foe_stored.status, protocol.Status.None });
2123
2259
  }
2124
2260
 
2125
2261
  fn rage(battle: anytype, player: Player) !void {
2126
2262
  var volatiles = &battle.side(player).active.volatiles;
2127
- if (volatiles.Rage) return;
2128
- volatiles.Rage = true;
2129
2263
  assert(!volatiles.Bide);
2130
- volatiles.state = 0;
2264
+ volatiles.Rage = true;
2131
2265
  }
2132
2266
 
2133
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2267
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2134
2268
  var side = battle.side(player);
2135
2269
  var stored = side.stored();
2136
2270
 
2137
- const damage = @intCast(i16, @max(battle.last_damage /
2271
+ assert(showdown or battle.last_damage > 0);
2272
+ if (showdown and battle.last_damage == 0) return;
2273
+
2274
+ const damage: i16 = @intCast(@max(battle.last_damage /
2138
2275
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2139
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2276
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2140
2277
 
2141
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2278
+ try options.log.damage(.{
2279
+ battle.active(player),
2280
+ stored,
2281
+ Damage.RecoilOf,
2282
+ battle.active(player.foe()),
2283
+ });
2142
2284
  if (showdown and stored.hp == 0) residual.* = false;
2143
2285
  }
2144
2286
 
2145
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2287
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2146
2288
  var side = battle.side(player);
2147
2289
 
2148
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2290
+ if (side.active.volatiles.Reflect) {
2291
+ return options.log.fail(.{ battle.active(player), Fail.None });
2292
+ }
2149
2293
  side.active.volatiles.Reflect = true;
2150
2294
 
2151
- try log.start(battle.active(player), .Reflect);
2295
+ try options.log.start(battle.active(player), .Reflect);
2152
2296
  }
2153
2297
 
2154
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2298
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2155
2299
  var foe = battle.foe(player);
2156
2300
  var foe_stored = foe.stored();
2157
2301
  const foe_ident = battle.active(player.foe());
@@ -2162,13 +2306,14 @@ pub const Effects = struct {
2162
2306
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2163
2307
  } else {
2164
2308
  if (Status.any(foe_stored.status)) {
2165
- return log.fail(
2309
+ return options.log.fail(.{
2166
2310
  foe_ident,
2167
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2168
- );
2311
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2312
+ });
2169
2313
  }
2170
2314
  // 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;
2315
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2316
+ try options.chance.commit(player, .hit);
2172
2317
  }
2173
2318
 
2174
2319
  // Sleep Clause Mod
@@ -2179,75 +2324,68 @@ pub const Effects = struct {
2179
2324
  }
2180
2325
  foe.active.volatiles.Recharging = false;
2181
2326
 
2182
- const duration = @intCast(u3, if (showdown)
2183
- battle.rng.range(u8, 1, 8)
2184
- else loop: {
2185
- while (true) {
2186
- const r = battle.rng.next() & 7;
2187
- if (r != 0) break :loop r;
2188
- }
2189
- });
2190
-
2191
- foe_stored.status = Status.slp(duration);
2192
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2327
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2328
+ const last = battle.side(player).last_selected_move;
2329
+ try options.log.status(.{ foe_ident, foe_stored.status, protocol.Status.From, last });
2193
2330
  }
2194
2331
 
2195
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2196
- try log.activate(battle.active(player), .Splash);
2332
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2333
+ try options.log.activate(battle.active(player), .Splash);
2197
2334
  }
2198
2335
 
2199
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2336
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2200
2337
  var side = battle.side(player);
2201
2338
  if (side.active.volatiles.Substitute) {
2202
- try log.fail(battle.active(player), .Substitute);
2203
- return;
2339
+ return options.log.fail(.{ battle.active(player), Fail.Substitute });
2204
2340
  }
2205
2341
 
2206
2342
  assert(side.stored().stats.hp <= 1023);
2207
2343
  // 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);
2344
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2209
2345
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2210
2346
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2211
2347
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2212
2348
  // avoid having to convert to floating point)
2213
2349
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2214
2350
  if (side.stored().hp < required_hp) {
2215
- try log.fail(battle.active(player), .Weak);
2216
- return;
2351
+ return options.log.fail(.{ battle.active(player), Fail.Weak });
2217
2352
  }
2218
2353
 
2219
2354
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2220
2355
  side.stored().hp -= hp;
2221
2356
  side.active.volatiles.substitute = hp + 1;
2222
2357
  side.active.volatiles.Substitute = true;
2223
- try log.start(battle.active(player), .Substitute);
2358
+ try options.log.start(battle.active(player), .Substitute);
2224
2359
  if (hp > 0) {
2225
- try log.damage(battle.active(player), side.stored(), .None);
2360
+ try options.log.damage(.{ battle.active(player), side.stored(), Damage.None });
2226
2361
  if (showdown and side.stored().hp == 0) residual.* = false;
2227
2362
  }
2228
2363
  }
2229
2364
 
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);
2365
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2366
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2367
+ if (showdown) {
2368
+ if (battle.side(player).last_selected_move == .Teleport) return;
2369
+ if (try checkHit(battle, player, move, options)) {
2370
+ try options.chance.commit(player, .hit);
2371
+ }
2372
+ battle.last_damage = 0;
2373
+ } else {
2374
+ try options.log.fail(.{ battle.active(player), Fail.None });
2375
+ try options.log.laststill(.{});
2376
+ }
2235
2377
  }
2236
2378
 
2237
- fn thrashing(battle: anytype, player: Player) void {
2379
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2238
2380
  var volatiles = &battle.side(player).active.volatiles;
2239
2381
  assert(!volatiles.Thrashing);
2240
2382
  assert(!volatiles.Bide);
2241
2383
 
2242
2384
  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);
2385
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2248
2386
  }
2249
2387
 
2250
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2388
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2251
2389
  var side = battle.side(player);
2252
2390
  const foe = battle.foe(player);
2253
2391
  const foe_ident = battle.active(player.foe());
@@ -2273,10 +2411,10 @@ pub const Effects = struct {
2273
2411
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2274
2412
  }
2275
2413
 
2276
- try log.transform(battle.active(player), foe_ident);
2414
+ try options.log.transform(.{ battle.active(player), foe_ident });
2277
2415
  }
2278
2416
 
2279
- fn binding(battle: anytype, player: Player) void {
2417
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2280
2418
  var side = battle.side(player);
2281
2419
  var foe = battle.foe(player);
2282
2420
 
@@ -2284,12 +2422,16 @@ pub const Effects = struct {
2284
2422
  side.active.volatiles.Binding = true;
2285
2423
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2286
2424
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2287
- if (!showdown) foe.active.volatiles.Recharging = false;
2425
+ if (!showdown) {
2426
+ foe.active.volatiles.Recharging = false;
2427
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2288
2428
 
2289
- side.active.volatiles.attacks = distribution(battle) - 1;
2429
+ side.active.volatiles.attacks =
2430
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2290
2431
  }
2291
2432
 
2292
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2433
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2434
+ var log = options.log;
2293
2435
  var side = battle.side(player);
2294
2436
  const ident = battle.active(player);
2295
2437
 
@@ -2299,85 +2441,87 @@ pub const Effects = struct {
2299
2441
  switch (move.effect) {
2300
2442
  .AttackUp1, .AttackUp2, .Rage => {
2301
2443
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2302
- if (boosts.atk == 6) return try log.fail(ident, .None);
2444
+ if (boosts.atk == 6) return log.fail(.{ ident, Fail.None });
2303
2445
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2304
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2446
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2305
2447
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2306
2448
  if (stats.atk == MAX_STAT_VALUE) {
2307
2449
  boosts.atk -= 1;
2308
2450
  if (showdown) {
2309
- try log.boost(ident, reason, n);
2310
- try log.boost(ident, Boost.Attack, -1);
2451
+ try log.boost(.{ ident, reason, n });
2452
+ try log.boost(.{ ident, Boost.Attack, -1 });
2311
2453
  if (move.effect == .Rage) return;
2312
2454
  }
2313
- return try log.fail(ident, .None);
2455
+ return log.fail(.{ ident, Fail.None });
2314
2456
  }
2315
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2316
- const stat = unmodifiedStats(battle, player).atk;
2457
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2458
+ const stat = unmodifiedStats(battle, side).atk;
2317
2459
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2318
- try log.boost(ident, reason, n);
2460
+ try log.boost(.{ ident, reason, n });
2461
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2462
+ if (showdown and move.effect == .Rage) return;
2319
2463
  },
2320
2464
  .DefenseUp1, .DefenseUp2 => {
2321
2465
  assert(boosts.def >= -6 and boosts.def <= 6);
2322
- if (boosts.def == 6) return try log.fail(ident, .None);
2466
+ if (boosts.def == 6) return log.fail(.{ ident, Fail.None });
2323
2467
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2324
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2468
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2325
2469
  if (stats.def == MAX_STAT_VALUE) {
2326
2470
  boosts.def -= 1;
2327
2471
  if (showdown) {
2328
- try log.boost(ident, .Defense, n);
2329
- try log.boost(ident, .Defense, -1);
2472
+ try log.boost(.{ ident, Boost.Defense, n });
2473
+ try log.boost(.{ ident, Boost.Defense, -1 });
2330
2474
  }
2331
- return try log.fail(ident, .None);
2475
+ return log.fail(.{ ident, Fail.None });
2332
2476
  }
2333
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2334
- const stat = unmodifiedStats(battle, player).def;
2477
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2478
+ const stat = unmodifiedStats(battle, side).def;
2335
2479
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2336
- try log.boost(ident, .Defense, n);
2480
+ try log.boost(.{ ident, Boost.Defense, n });
2337
2481
  },
2338
2482
  .SpeedUp2 => {
2339
2483
  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));
2484
+ if (boosts.spe == 6) return log.fail(.{ ident, Fail.None });
2485
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2342
2486
  if (stats.spe == MAX_STAT_VALUE) {
2343
2487
  boosts.spe -= 1;
2344
2488
  if (showdown) {
2345
- try log.boost(ident, .Speed, 2);
2346
- try log.boost(ident, .Speed, -1);
2489
+ try log.boost(.{ ident, Boost.Speed, 2 });
2490
+ try log.boost(.{ ident, Boost.Speed, -1 });
2347
2491
  }
2348
- return try log.fail(ident, .None);
2492
+ return log.fail(.{ ident, Fail.None });
2349
2493
  }
2350
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2351
- const stat = unmodifiedStats(battle, player).spe;
2494
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2495
+ const stat = unmodifiedStats(battle, side).spe;
2352
2496
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2353
- try log.boost(ident, .Speed, 2);
2497
+ try log.boost(.{ ident, Boost.Speed, 2 });
2354
2498
  },
2355
2499
  .SpecialUp1, .SpecialUp2 => {
2356
2500
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2357
- if (boosts.spc == 6) return try log.fail(ident, .None);
2501
+ if (boosts.spc == 6) return log.fail(.{ ident, Fail.None });
2358
2502
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2359
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2503
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2360
2504
  if (stats.spc == MAX_STAT_VALUE) {
2361
2505
  boosts.spc -= 1;
2362
2506
  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);
2507
+ try log.boost(.{ ident, Boost.SpecialAttack, n });
2508
+ try log.boost(.{ ident, Boost.SpecialAttack, -1 });
2509
+ try log.boost(.{ ident, Boost.SpecialDefense, n });
2510
+ try log.boost(.{ ident, Boost.SpecialDefense, -1 });
2367
2511
  }
2368
- return try log.fail(ident, .None);
2512
+ return log.fail(.{ ident, Fail.None });
2369
2513
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2371
- const stat = unmodifiedStats(battle, player).spc;
2514
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2515
+ const stat = unmodifiedStats(battle, side).spc;
2372
2516
  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);
2517
+ try log.boost(.{ ident, Boost.SpecialAttack, n });
2518
+ try log.boost(.{ ident, Boost.SpecialDefense, n });
2375
2519
  },
2376
2520
  .EvasionUp1 => {
2377
2521
  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);
2522
+ if (boosts.evasion == 6) return log.fail(.{ ident, Fail.None });
2523
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2524
+ try log.boost(.{ ident, Boost.Evasion, 1 });
2381
2525
  },
2382
2526
  else => unreachable,
2383
2527
  }
@@ -2386,106 +2530,108 @@ pub const Effects = struct {
2386
2530
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2387
2531
  }
2388
2532
 
2389
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2533
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2534
+ var log = options.log;
2390
2535
  var foe = battle.foe(player);
2391
2536
  const foe_ident = battle.active(player.foe());
2537
+ const secondary = move.effect.isStatDownChance();
2392
2538
 
2393
2539
  if (foe.active.volatiles.Substitute) {
2394
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2540
+ return if (!secondary) log.fail(.{ foe_ident, Fail.None });
2395
2541
  }
2396
2542
 
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
2543
+ if (secondary) {
2544
+ const proc = try Rolls.unboost(battle, player, options);
2545
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2546
+ } else {
2547
+ // checkHit already checks for Invulnerable
2548
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2549
+ try options.chance.commit(player, .hit);
2405
2550
  }
2406
2551
 
2407
2552
  var stats = &foe.active.stats;
2408
2553
  var boosts = &foe.active.boosts;
2554
+ const fail = showdown or !secondary;
2409
2555
 
2410
2556
  switch (move.effect) {
2411
2557
  .AttackDown1, .AttackDownChance => {
2412
2558
  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));
2559
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, Fail.None });
2560
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2415
2561
  if (stats.atk == 1) {
2416
2562
  boosts.atk += 1;
2417
2563
  if (showdown) {
2418
- try log.boost(foe_ident, .Attack, -1);
2419
- try log.boost(foe_ident, .Attack, 1);
2564
+ try log.boost(.{ foe_ident, Boost.Attack, -1 });
2565
+ try log.boost(.{ foe_ident, Boost.Attack, 1 });
2420
2566
  }
2421
- return try log.fail(foe_ident, .None);
2567
+ return log.fail(.{ foe_ident, Fail.None });
2422
2568
  }
2423
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2424
- const stat = unmodifiedStats(battle, player.foe()).atk;
2569
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2570
+ const stat = unmodifiedStats(battle, foe).atk;
2425
2571
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2426
- try log.boost(foe_ident, .Attack, -1);
2572
+ try log.boost(.{ foe_ident, Boost.Attack, -1 });
2427
2573
  },
2428
2574
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2429
2575
  assert(boosts.def >= -6 and boosts.def <= 6);
2430
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2576
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, Fail.None });
2431
2577
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2432
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2578
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2433
2579
  if (stats.def == 1) {
2434
2580
  boosts.def += 1;
2435
2581
  if (showdown) {
2436
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2437
- try log.boost(foe_ident, .Defense, 1);
2582
+ try log.boost(.{ foe_ident, Boost.Defense, -@as(i8, n) });
2583
+ try log.boost(.{ foe_ident, Boost.Defense, 1 });
2438
2584
  }
2439
- return try log.fail(foe_ident, .None);
2585
+ return log.fail(.{ foe_ident, Fail.None });
2440
2586
  }
2441
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2442
- const stat = unmodifiedStats(battle, player.foe()).def;
2587
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2588
+ const stat = unmodifiedStats(battle, foe).def;
2443
2589
  stats.def = @max(1, stat * mod[0] / mod[1]);
2444
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2590
+ try log.boost(.{ foe_ident, Boost.Defense, -@as(i8, n) });
2445
2591
  },
2446
2592
  .SpeedDown1, .SpeedDownChance => {
2447
2593
  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));
2594
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, Fail.None });
2595
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2450
2596
  if (stats.spe == 1) {
2451
2597
  boosts.spe += 1;
2452
2598
  if (showdown) {
2453
- try log.boost(foe_ident, .Speed, -1);
2454
- try log.boost(foe_ident, .Speed, 1);
2599
+ try log.boost(.{ foe_ident, Boost.Speed, -1 });
2600
+ try log.boost(.{ foe_ident, Boost.Speed, 1 });
2455
2601
  }
2456
- return try log.fail(foe_ident, .None);
2602
+ return log.fail(.{ foe_ident, Fail.None });
2457
2603
  }
2458
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2459
- const stat = unmodifiedStats(battle, player.foe()).spe;
2604
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2605
+ const stat = unmodifiedStats(battle, foe).spe;
2460
2606
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2461
- try log.boost(foe_ident, .Speed, -1);
2607
+ try log.boost(.{ foe_ident, Boost.Speed, -1 });
2462
2608
  assert(boosts.spe >= -6);
2463
2609
  },
2464
2610
  .SpecialDownChance => {
2465
2611
  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));
2612
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, Fail.None });
2613
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2468
2614
  if (stats.spc == 1) {
2469
2615
  boosts.spc += 1;
2470
2616
  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);
2617
+ try log.boost(.{ foe_ident, Boost.SpecialAttack, -1 });
2618
+ try log.boost(.{ foe_ident, Boost.SpecialAttack, 1 });
2619
+ try log.boost(.{ foe_ident, Boost.SpecialDefense, -1 });
2620
+ try log.boost(.{ foe_ident, Boost.SpecialDefense, 1 });
2475
2621
  }
2476
- return try log.fail(foe_ident, .None);
2622
+ return log.fail(.{ foe_ident, Fail.None });
2477
2623
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2479
- const stat = unmodifiedStats(battle, player.foe()).spc;
2624
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2625
+ const stat = unmodifiedStats(battle, foe).spc;
2480
2626
  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);
2627
+ try log.boost(.{ foe_ident, Boost.SpecialAttack, -1 });
2628
+ try log.boost(.{ foe_ident, Boost.SpecialDefense, -1 });
2483
2629
  },
2484
2630
  .AccuracyDown1 => {
2485
2631
  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);
2632
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, Fail.None });
2633
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2634
+ try log.boost(.{ foe_ident, Boost.Accuracy, -1 });
2489
2635
  },
2490
2636
  else => unreachable,
2491
2637
  }
@@ -2495,8 +2641,7 @@ pub const Effects = struct {
2495
2641
  }
2496
2642
  };
2497
2643
 
2498
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2499
- const side = battle.side(who);
2644
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2500
2645
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2501
2646
  const id = ID.from(side.active.volatiles.transform);
2502
2647
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2510,37 +2655,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2510
2655
  }
2511
2656
  }
2512
2657
 
2513
- fn isForced(active: ActivePokemon) bool {
2658
+ fn isForced(active: anytype) bool {
2514
2659
  return active.volatiles.Recharging or active.volatiles.Rage or
2515
2660
  active.volatiles.Thrashing or active.volatiles.Charging;
2516
2661
  }
2517
2662
 
2518
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2663
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2664
+ var log = options.log;
2519
2665
  var side = battle.side(who);
2520
2666
  var volatiles = &side.active.volatiles;
2521
2667
  const ident = battle.active(who);
2522
2668
 
2523
- if (volatiles.disabled_move != 0) {
2524
- volatiles.disabled_move = 0;
2525
- volatiles.disabled_duration = 0;
2526
- try log.end(ident, .DisableSilent);
2669
+ options.chance.clearDurations(who, clear);
2670
+
2671
+ if (volatiles.disable_move != 0) {
2672
+ volatiles.disable_move = 0;
2673
+ volatiles.disable_duration = 0;
2674
+ try log.end(.{ ident, End.DisableSilent });
2527
2675
  }
2528
2676
  if (volatiles.Confusion) {
2529
2677
  // volatiles.confusion is left unchanged
2530
2678
  volatiles.Confusion = false;
2531
- try log.end(ident, .ConfusionSilent);
2679
+ try log.end(.{ ident, End.ConfusionSilent });
2532
2680
  }
2533
2681
  if (volatiles.Mist) {
2534
2682
  volatiles.Mist = false;
2535
- try log.end(ident, .Mist);
2683
+ try log.end(.{ ident, End.MistSilent });
2536
2684
  }
2537
2685
  if (volatiles.FocusEnergy) {
2538
2686
  volatiles.FocusEnergy = false;
2539
- try log.end(ident, .FocusEnergy);
2687
+ try log.end(.{ ident, End.FocusEnergySilent });
2540
2688
  }
2541
2689
  if (volatiles.LeechSeed) {
2542
2690
  volatiles.LeechSeed = false;
2543
- try log.end(ident, .LeechSeed);
2691
+ try log.end(.{ ident, End.LeechSeedSilent });
2544
2692
  }
2545
2693
  if (!showdown and volatiles.Toxic) {
2546
2694
  volatiles.Toxic = false;
@@ -2548,95 +2696,328 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2548
2696
  }
2549
2697
  if (volatiles.LightScreen) {
2550
2698
  volatiles.LightScreen = false;
2551
- try log.end(ident, .LightScreen);
2699
+ try log.end(.{ ident, End.LightScreenSilent });
2552
2700
  }
2553
2701
  if (volatiles.Reflect) {
2554
2702
  volatiles.Reflect = false;
2555
- try log.end(ident, .Reflect);
2703
+ try log.end(.{ ident, End.ReflectSilent });
2556
2704
  }
2557
2705
  if (showdown and volatiles.Toxic) {
2558
2706
  volatiles.Toxic = false;
2559
2707
  // Pokémon Showdown erroneously clears the toxic counter
2560
2708
  volatiles.toxic = 0;
2561
- try log.end(ident, .Toxic);
2709
+ try log.end(.{ ident, End.ToxicSilent });
2562
2710
  }
2563
2711
  }
2564
2712
 
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
- }
2713
+ pub const Rolls = struct {
2714
+ fn speedTie(battle: anytype, options: anytype) !bool {
2715
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2716
+ player == .P1
2717
+ else if (showdown)
2718
+ battle.rng.range(u8, 0, 2) == 0
2719
+ else
2720
+ battle.rng.next() < Gen12.percent(50) + 1;
2721
+
2722
+ try options.chance.speedTie(p1);
2723
+ return p1;
2574
2724
  }
2575
- return false;
2576
- }
2577
2725
 
2578
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2579
- var volatiles = &active.volatiles;
2580
- assert(volatiles.Thrashing);
2581
- if (volatiles.attacks > 0) return false;
2726
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2727
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2728
+ val == .true
2729
+ else if (showdown)
2730
+ battle.rng.chance(u8, rate, 256)
2731
+ else
2732
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2582
2733
 
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);
2734
+ try options.chance.criticalHit(player, crit, rate);
2735
+ return crit;
2736
+ }
2589
2737
 
2590
- return true;
2591
- }
2738
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2739
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2740
+ val
2741
+ else roll: {
2742
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2743
+ while (true) {
2744
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2745
+ if (r >= 217) break :roll r;
2746
+ }
2747
+ };
2592
2748
 
2593
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2749
+ assert(roll >= 217 and roll <= 255);
2750
+ try options.chance.damage(player, roll);
2751
+ return roll;
2752
+ }
2594
2753
 
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
- }
2754
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2755
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2756
+ val == .true
2757
+ else if (showdown)
2758
+ battle.rng.chance(u8, accuracy, 256)
2759
+ else
2760
+ battle.rng.next() < accuracy;
2600
2761
 
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;
2762
+ options.chance.hit(ok, accuracy);
2763
+ return ok;
2764
+ }
2765
+
2766
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2767
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2768
+ val == .true
2769
+ else if (showdown)
2770
+ !battle.rng.chance(u8, 128, 256)
2771
+ else
2772
+ battle.rng.next() >= Gen12.percent(50) + 1;
2773
+
2774
+ try options.chance.confused(player, cfz);
2775
+ return cfz;
2776
+ }
2777
+
2778
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2779
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2780
+ val == .true
2781
+ else if (showdown)
2782
+ battle.rng.chance(u8, 63, 256)
2783
+ else
2784
+ battle.rng.next() < Gen12.percent(25);
2785
+
2786
+ try options.chance.paralyzed(player, par);
2787
+ return par;
2788
+ }
2789
+
2790
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2791
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2792
+ val == .true
2793
+ else if (showdown)
2794
+ battle.rng.chance(u8, 25, 256)
2795
+ else
2796
+ battle.rng.next() < Gen12.percent(10);
2797
+
2798
+ try options.chance.secondaryChance(player, proc, 25);
2799
+ return proc;
2800
+ }
2801
+
2802
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2803
+ const rate: u8 = if (low) 26 else 77;
2804
+
2805
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2806
+ val == .true
2807
+ else if (showdown)
2808
+ battle.rng.chance(u8, rate, 256)
2809
+ else
2810
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2811
+
2812
+ try options.chance.secondaryChance(player, proc, rate);
2813
+ return proc;
2814
+ }
2815
+
2816
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2817
+ const rate: u8 = if (low) 52 else 103;
2818
+
2819
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2820
+ val == .true
2821
+ else if (showdown)
2822
+ battle.rng.chance(u8, rate, 256)
2823
+ else
2824
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2825
+
2826
+ try options.chance.secondaryChance(player, proc, rate);
2827
+ return proc;
2828
+ }
2829
+
2830
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2831
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2832
+ val == .true
2833
+ else if (showdown)
2834
+ battle.rng.chance(u8, 85, 256)
2835
+ else
2836
+ battle.rng.next() < Gen12.percent(33) + 1;
2837
+
2838
+ try options.chance.secondaryChance(player, proc, 85);
2839
+ return proc;
2840
+ }
2841
+
2842
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2843
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2844
+ val
2845
+ else if (showdown)
2846
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2847
+ else move: {
2848
+ while (true) {
2849
+ const r = battle.rng.next();
2850
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2851
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2852
+ break :move @enumFromInt(r);
2853
+ }
2854
+ };
2855
+
2856
+ try options.chance.metronome(player, move);
2857
+ return move;
2858
+ }
2859
+
2860
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2861
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2862
+ val - 1
2863
+ else if (showdown)
2864
+ battle.rng.range(u8, 0, max)
2865
+ else power: {
2866
+ while (true) {
2867
+ const r = battle.rng.next();
2868
+ if (r < max) break :power r;
2869
+ }
2870
+ };
2871
+
2872
+ assert(power < max);
2873
+ try options.chance.psywave(player, power, max);
2874
+ return power;
2875
+ }
2876
+
2877
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2878
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2879
+ @intCast(val)
2880
+ else if (showdown)
2881
+ battle.rng.range(u3, 1, 8)
2882
+ else duration: {
2883
+ while (true) {
2884
+ const r = battle.rng.next() & 7;
2885
+ if (r != 0) break :duration @intCast(r);
2608
2886
  }
2887
+ };
2888
+
2889
+ assert(duration >= 1 and duration <= 7);
2890
+ options.chance.duration(.sleep, player, player.foe(), duration);
2891
+ return duration;
2892
+ }
2893
+
2894
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2895
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2896
+ val
2897
+ else if (showdown)
2898
+ battle.rng.range(u4, 1, 9)
2899
+ else
2900
+ @intCast((battle.rng.next() & 7) + 1);
2901
+
2902
+ assert(duration >= 1 and duration <= 8);
2903
+ options.chance.duration(.disable, player, player.foe(), duration);
2904
+ return duration;
2905
+ }
2906
+
2907
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2908
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2909
+ @intCast(val)
2910
+ else if (showdown)
2911
+ battle.rng.range(u3, 2, 6)
2912
+ else
2913
+ @intCast((battle.rng.next() & 3) + 2);
2914
+
2915
+ assert(duration >= 2 and duration <= 5);
2916
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2917
+ return duration;
2918
+ }
2919
+
2920
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2921
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2922
+ @intCast(val)
2923
+ else if (showdown)
2924
+ battle.rng.range(u3, 2, 4)
2925
+ else
2926
+ @intCast((battle.rng.next() & 1) + 2);
2927
+
2928
+ assert(duration >= 2 and duration <= 3);
2929
+ options.chance.duration(.attacking, player, player, duration);
2930
+ return duration;
2931
+ }
2932
+
2933
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2934
+
2935
+ fn distribution(
2936
+ battle: anytype,
2937
+ comptime effect: Move.Effect,
2938
+ player: Player,
2939
+ options: anytype,
2940
+ ) !u3 {
2941
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2942
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2943
+ @intCast(val)
2944
+ else if (showdown)
2945
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2946
+ else n: {
2947
+ const r = (battle.rng.next() & 3);
2948
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2949
+ };
2950
+
2951
+ assert(n >= 2 and n <= 5);
2952
+ if (effect == .Binding) {
2953
+ options.chance.duration(.binding, player, player, n);
2609
2954
  } 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;
2955
+ try options.chance.multiHit(player, n);
2956
+ }
2957
+ return n;
2958
+ }
2959
+
2960
+ fn moveSlot(
2961
+ battle: anytype,
2962
+ player: Player,
2963
+ moves: []MoveSlot,
2964
+ check_pp: u4,
2965
+ options: anytype,
2966
+ ) !u4 {
2967
+ // TODO: consider throwing error instead of rerolling?
2968
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2969
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2970
+ val
2971
+ else
2972
+ null
2973
+ else
2974
+ null;
2975
+
2976
+ const slot: u4 = overridden orelse slot: {
2977
+ if (showdown) {
2978
+ if (check_pp == 0) {
2979
+ var i: usize = moves.len;
2980
+ while (i > 0) {
2981
+ i -= 1;
2982
+ if (moves[i].id != .None) {
2983
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2984
+ }
2985
+ }
2986
+ } else {
2987
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2988
+ var i: usize = 0;
2989
+ while (i < moves.len and r > 0) : (i += 1) {
2990
+ if (moves[i].pp > 0) {
2991
+ r -= 1;
2992
+ if (r == 0) break :slot @intCast(i + 1);
2993
+ }
2994
+ }
2616
2995
  }
2617
2996
  }
2618
- return @intCast(u4, i + 1);
2619
- }
2620
- }
2621
2997
 
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;
2998
+ while (true) {
2999
+ const r: u4 = @intCast(battle.rng.next() & 3);
3000
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3001
+ }
3002
+ };
3003
+
3004
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3005
+ return slot;
2625
3006
  }
2626
- }
3007
+ };
2627
3008
 
2628
3009
  test "RNG agreement" {
2629
3010
  if (!showdown) return;
2630
3011
  var expected: [256]u32 = undefined;
2631
3012
  for (0..expected.len) |i| {
2632
- expected[i] = @intCast(u32, i * 0x1000000);
3013
+ expected[i] = @intCast(i * 0x1000000);
2633
3014
  }
2634
3015
 
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 };
3016
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3017
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3018
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3019
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3020
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2640
3021
 
2641
3022
  for (0..expected.len) |i| {
2642
3023
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2672,7 +3053,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2672
3053
  const side = battle.side(player);
2673
3054
  const foe = battle.foe(player);
2674
3055
 
2675
- var active = side.active;
3056
+ var active = &side.active;
2676
3057
  const stored = side.stored();
2677
3058
 
2678
3059
  // While players are not given any input options on the cartridge in these cases,
@@ -2686,7 +3067,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3067
  // strictly correct as the player would not have been presented the option to move or
2687
3068
  // switch at all.
2688
3069
  if (isForced(active)) {
2689
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3070
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2690
3071
  n += 1;
2691
3072
  return n;
2692
3073
  }
@@ -2723,9 +3104,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2723
3104
  while (slot <= 4) : (slot += 1) {
2724
3105
  const m = active.moves[slot - 1];
2725
3106
  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;
3107
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3108
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3109
+ const struggle =
3110
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3111
+ const s = if (struggle) 0 else slot;
2729
3112
  out[n] = .{ .type = .Move, .data = s };
2730
3113
  n += 1;
2731
3114
  return n;
@@ -2739,7 +3122,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2739
3122
  const m = active.moves[slot - 1];
2740
3123
  if (m.id == .None) break;
2741
3124
  if (m.pp == 0) continue;
2742
- if (active.volatiles.disabled_move == slot) continue;
3125
+ if (active.volatiles.disable_move == slot) continue;
2743
3126
  out[n] = .{ .type = .Move, .data = slot };
2744
3127
  n += 1;
2745
3128
  }