@pkmn/engine 0.1.0-dev.2ec67dba → 0.1.0-dev.38984361

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (55) hide show
  1. package/README.md +88 -57
  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/layout.json +25 -3
  6. package/build/pkg/data.d.ts +1 -2
  7. package/build/pkg/data.js +3 -5
  8. package/build/pkg/data.js.map +1 -1
  9. package/build/pkg/gen1.d.ts +5 -4
  10. package/build/pkg/gen1.js +47 -31
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +15 -12
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.d.ts +4 -2
  15. package/build/pkg/protocol.js +5 -3
  16. package/build/pkg/protocol.js.map +1 -1
  17. package/build/test/display.js +400 -0
  18. package/build/test/display.js.map +1 -0
  19. package/build/tools/debug.js +133 -0
  20. package/build/tools/debug.js.map +1 -0
  21. package/build.zig +76 -78
  22. package/package.json +56 -36
  23. package/src/bin/install-pkmn-engine +68 -36
  24. package/src/bin/pkmn-debug +62 -0
  25. package/src/lib/binding/node.zig +46 -141
  26. package/src/lib/binding/wasm.zig +6 -4
  27. package/src/lib/common/battle.zig +17 -0
  28. package/src/lib/common/data.zig +11 -11
  29. package/src/lib/common/debug.zig +21 -11
  30. package/src/lib/common/js.zig +118 -0
  31. package/src/lib/common/optional.zig +60 -0
  32. package/src/lib/common/options.zig +12 -3
  33. package/src/lib/common/protocol.zig +242 -178
  34. package/src/lib/common/rational.zig +353 -0
  35. package/src/lib/common/rng.zig +10 -10
  36. package/src/lib/common/util.zig +12 -0
  37. package/src/lib/gen1/README.md +280 -166
  38. package/src/lib/gen1/calc.zig +427 -0
  39. package/src/lib/gen1/chance.zig +1044 -0
  40. package/src/lib/gen1/data/moves.zig +10 -10
  41. package/src/lib/gen1/data/species.zig +2 -2
  42. package/src/lib/gen1/data/types.zig +3 -3
  43. package/src/lib/gen1/data.zig +69 -43
  44. package/src/lib/gen1/helpers.zig +592 -36
  45. package/src/lib/gen1/mechanics.zig +1029 -627
  46. package/src/lib/gen2/README.md +12 -13
  47. package/src/lib/gen2/data/items.zig +3 -3
  48. package/src/lib/gen2/data/moves.zig +1 -1
  49. package/src/lib/gen2/data/species.zig +1 -1
  50. package/src/lib/gen2/data/types.zig +3 -3
  51. package/src/lib/gen2/data.zig +37 -26
  52. package/src/lib/gen2/helpers.zig +9 -11
  53. package/src/lib/gen2/mechanics.zig +5 -4
  54. package/src/lib/pkmn.zig +68 -9
  55. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,11 +1,14 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
10
+ const Action = @import("chance.zig").Action;
11
+
9
12
  const data = @import("data.zig");
10
13
 
11
14
  const assert = std.debug.assert;
@@ -17,7 +20,7 @@ const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
23
+ const showdown = pkmn.options.showdown;
21
24
 
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
@@ -56,35 +59,43 @@ const BOOSTS = &[_][2]u8{
56
59
 
57
60
  const MAX_STAT_VALUE = 999;
58
61
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
62
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
63
+
64
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
65
+ // FIXME
66
+ // std.debug.print("\n", .{});
67
+ // DEBUG(battle.turn);
68
+ // std.debug.print("// ", .{});
60
69
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
70
+ if (battle.turn == 0) return start(battle, options);
62
71
 
72
+ var s1 = false;
73
+ var s2 = false;
63
74
  var f1: ?Move = null;
64
75
  var f2: ?Move = null;
65
76
 
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
- }
77
+ if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
78
+ if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
74
79
 
75
80
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
81
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
82
+
83
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
84
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
85
+
86
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
87
+ if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, options)) |r| return r;
88
+ } else {
89
+ if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, options)) |r| return r;
82
90
  }
83
91
 
84
- return endTurn(battle, log);
92
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
93
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
94
+
95
+ return endTurn(battle, options);
85
96
  }
86
97
 
87
- fn start(battle: anytype, log: anytype) !Result {
98
+ fn start(battle: anytype, options: anytype) !Result {
88
99
  const p1 = battle.side(.P1);
89
100
  const p2 = battle.side(.P2);
90
101
 
@@ -96,10 +107,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
107
  assert(!showdown or p2_slot == 1);
97
108
  if (p2_slot == 0) return Result.Win;
98
109
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
110
+ try switchIn(battle, .P1, p1_slot, true, options);
111
+ try switchIn(battle, .P2, p2_slot, true, options);
101
112
 
102
- return endTurn(battle, log);
113
+ return endTurn(battle, options);
103
114
  }
104
115
 
105
116
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,6 +123,7 @@ fn selectMove(
112
123
  player: Player,
113
124
  choice: Choice,
114
125
  foe_choice: Choice,
126
+ skip_turn: *bool,
115
127
  from: *?Move,
116
128
  ) ?Result {
117
129
  if (choice.type == .Pass) return null;
@@ -121,20 +133,29 @@ fn selectMove(
121
133
  const stored = side.stored();
122
134
 
123
135
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
136
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
137
 
126
138
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
139
+ if (volatiles.Recharging) {
140
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
141
+ return null;
142
+ }
128
143
  if (volatiles.Rage) {
129
144
  from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
145
+ if (showdown) {
146
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
+ saveMove(battle, player, null);
148
+ }
131
149
  return null;
132
150
  }
133
151
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
152
  if (!showdown) volatiles.Flinch = false;
135
153
  if (volatiles.Thrashing or volatiles.Charging) {
136
154
  from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
155
+ if (showdown) {
156
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, null);
158
+ }
138
159
  return null;
139
160
  }
140
161
 
@@ -144,7 +165,10 @@ fn selectMove(
144
165
  // pre-move select
145
166
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
167
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
168
+ if (showdown) {
169
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
170
+ saveMove(battle, player, choice);
171
+ }
148
172
  return null;
149
173
  }
150
174
  if (volatiles.Binding) {
@@ -162,11 +186,7 @@ fn selectMove(
162
186
  assert(choice.data == 0);
163
187
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
188
  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));
189
+ const last = side.active.move(battle.lastMove(player).index);
170
190
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
191
  if (last.id == .MirrorMove) return Result.Error;
172
192
  }
@@ -175,6 +195,7 @@ fn selectMove(
175
195
  }
176
196
 
177
197
  if (battle.foe(player).active.volatiles.Binding) {
198
+ skip_turn.* = true;
178
199
  if (showdown) {
179
200
  saveMove(battle, player, choice);
180
201
  } else {
@@ -185,6 +206,7 @@ fn selectMove(
185
206
  }
186
207
 
187
208
  // move select
209
+ volatiles.state = 0;
188
210
  if (choice.data == 0) {
189
211
  const struggle = ok: {
190
212
  for (side.active.moves, 0..) |move, i| {
@@ -217,16 +239,12 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
217
239
  assert(showdown or move.pp != 0);
218
240
 
219
241
  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
- }
242
+ battle.lastMove(player).index = @intCast(c.data);
225
243
  }
226
244
  }
227
245
  }
228
246
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
247
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
248
  var side = battle.side(player);
231
249
  var foe = battle.foe(player);
232
250
  var active = &side.active;
@@ -239,11 +257,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
257
  side.order[0] = side.order[slot - 1];
240
258
  side.order[slot - 1] = out;
241
259
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
260
+ battle.lastMove(player).index = 1;
247
261
 
248
262
  side.last_used_move = .None;
249
263
  foe.last_used_move = .None;
@@ -259,17 +273,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
273
 
260
274
  foe.active.volatiles.Binding = false;
261
275
 
262
- try log.switched(battle.active(player), incoming);
276
+ try options.log.switched(battle.active(player), incoming);
277
+ options.chance.switched(player, side.order[0], out);
263
278
 
264
279
  if (showdown and incoming.status == Status.TOX) {
265
280
  incoming.status = Status.init(.PSN);
266
281
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
282
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
283
+ try options.log.status(battle.active(player), incoming.status, .Silent);
269
284
  }
270
285
  }
271
286
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
287
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
288
  assert(c1.type != .Pass or c2.type != .Pass);
274
289
 
275
290
  if (c1.type == .Pass) return .P2;
@@ -299,13 +314,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
314
  const spe2 = battle.side(.P2).active.stats.spe;
300
315
  if (spe1 == spe2) {
301
316
  // 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;
317
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
318
+ battle.rng.advance(1);
319
+ }
308
320
 
321
+ const p1 = try Rolls.speedTie(battle, options);
309
322
  if (!showdown) return if (p1) .P1 else .P2;
310
323
 
311
324
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +328,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
328
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
329
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
330
  // 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
331
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
332
  // won the original coin flip
320
333
  if (t1 and t2) return .P1;
321
334
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +341,59 @@ fn doTurn(
328
341
  battle: anytype,
329
342
  player: Player,
330
343
  player_choice: Choice,
344
+ player_rewrap: bool,
345
+ player_skip: bool,
331
346
  player_from: ?Move,
332
347
  foe_player: Player,
333
348
  foe_choice: Choice,
349
+ foe_rewrap: bool,
350
+ foe_skip: bool,
334
351
  foe_from: ?Move,
335
- log: anytype,
352
+ options: anytype,
336
353
  ) !?Result {
337
354
  assert(player_choice.type != .Pass);
338
355
 
339
356
  var residual = true;
340
357
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
358
+ if (try executeMove(
359
+ battle,
360
+ player,
361
+ player_choice,
362
+ player_rewrap,
363
+ player_skip,
364
+ player_from,
365
+ &residual,
366
+ options,
367
+ )) |r| return r;
342
368
  if (!replace) {
343
369
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
370
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
371
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
372
+ if (residual) try handleResidual(battle, player, options);
373
+ if (try checkFaint(battle, player, options)) |r| return r;
348
374
  } else if (foe_choice.type == .Pass) return null;
349
375
 
376
+ options.chance.clearPending();
377
+
378
+ residual = true;
350
379
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
380
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
381
+ if (if (calc) null else try executeMove(
382
+ battle,
383
+ foe_player,
384
+ foe_choice,
385
+ foe_rewrap,
386
+ foe_skip,
387
+ foe_from,
388
+ &residual,
389
+ options,
390
+ )) |r| return r;
352
391
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
392
+ if (!calc and foe_choice.type != .Switch) {
393
+ if (try checkFaint(battle, player, options)) |r| return r;
355
394
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
395
+ if (residual) try handleResidual(battle, foe_player, options);
396
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
397
  }
359
398
 
360
399
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +410,32 @@ fn executeMove(
371
410
  battle: anytype,
372
411
  player: Player,
373
412
  choice: Choice,
413
+ rewrap: bool,
414
+ skip: bool,
374
415
  from: ?Move,
375
416
  residual: *bool,
376
- log: anytype,
417
+ options: anytype,
377
418
  ) !?Result {
378
419
  var side = battle.side(player);
379
420
 
380
421
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
422
+ try switchIn(battle, player, choice.data, false, options);
382
423
  return null;
383
424
  }
384
425
 
426
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
427
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
428
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
429
  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
430
  assert(!showdown);
389
431
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
432
+ try options.log.cant(battle.active(player), .Bound);
391
433
  }
392
434
  return null;
393
435
  }
394
436
 
395
437
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
438
+ var mslot: u4 = @intCast(choice.data);
397
439
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
440
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
441
  var auto = showdown and side.last_selected_move != .None;
@@ -402,10 +444,7 @@ fn executeMove(
402
444
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
445
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
446
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
409
448
  const stored = side.stored();
410
449
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
450
  auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
@@ -426,15 +465,12 @@ fn executeMove(
426
465
  } else if (showdown and side.active.volatiles.Charging) {
427
466
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
467
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
468
+ mslot = @intCast(battle.lastMove(player).index);
433
469
  }
434
470
 
435
471
  var skip_can = false;
436
472
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
473
+ switch (try beforeMove(battle, player, skip, from, residual, options)) {
438
474
  .done => return null,
439
475
  .skip_can => skip_can = true,
440
476
  .skip_pp => skip_pp = true,
@@ -442,16 +478,24 @@ fn executeMove(
442
478
  .err => return @as(?Result, Result.Error),
443
479
  }
444
480
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
481
+ if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, options)) {
446
482
  return null;
447
483
  }
448
484
 
449
- return doMove(battle, player, mslot, auto, residual, log);
485
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
486
  }
451
487
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
488
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
489
 
454
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
490
+ fn beforeMove(
491
+ battle: anytype,
492
+ player: Player,
493
+ skip: bool,
494
+ from: ?Move,
495
+ residual: *bool,
496
+ options: anytype,
497
+ ) !BeforeMove {
498
+ var log = options.log;
455
499
  var side = battle.side(player);
456
500
  const foe = battle.foe(player);
457
501
  var active = &side.active;
@@ -460,11 +504,21 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
460
504
  var volatiles = &active.volatiles;
461
505
 
462
506
  if (Status.is(stored.status, .SLP)) {
463
- const status = stored.status;
507
+ const before = stored.status;
464
508
  // 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);
509
+ if (options.calc.modify(player, .sleep)) |extend| {
510
+ if (!extend) stored.status = 0;
511
+ } else {
512
+ stored.status -= 1;
513
+ }
514
+
515
+ const duration = Status.duration(stored.status);
516
+ if (!Status.is(stored.status, .EXT)) {
517
+ try options.chance.sleep(player, duration);
518
+ }
519
+
520
+ if (duration == 0) {
521
+ try log.curestatus(ident, before, .Message);
468
522
  stored.status = 0; // clears EXT if present
469
523
  } else {
470
524
  try log.cant(ident, .Sleep);
@@ -479,13 +533,15 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
479
533
  return .done;
480
534
  }
481
535
 
482
- if (foe.active.volatiles.Binding) {
536
+ if (skip or foe.active.volatiles.Binding) {
483
537
  try log.cant(ident, .Bound);
484
538
  return .done;
485
539
  }
486
540
 
487
- if (!showdown and volatiles.Flinch) {
488
- volatiles.Flinch = false;
541
+ if (volatiles.Flinch) {
542
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
543
+ // Pokémon can sometimes flinch multiple times from the same original hit
544
+ if (!showdown) volatiles.Flinch = false;
489
545
  try log.cant(ident, .Flinch);
490
546
  return .done;
491
547
  }
@@ -497,21 +553,20 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
497
553
  }
498
554
 
499
555
  if (volatiles.disabled_duration > 0) {
500
- volatiles.disabled_duration -= 1;
556
+ if (options.calc.modify(player, .disable)) |extend| {
557
+ if (!extend) volatiles.disabled_duration = 0;
558
+ } else {
559
+ volatiles.disabled_duration -= 1;
560
+ }
561
+ try options.chance.disable(player, volatiles.disabled_duration);
562
+
501
563
  if (volatiles.disabled_duration == 0) {
502
564
  volatiles.disabled_move = 0;
503
565
  try log.end(ident, .Disable);
504
566
  }
505
567
  }
506
568
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
507
- if (showdown and try disabled(side, ident, log)) return .done;
508
-
509
- // Pokémon Showdown checks for Flinch *after* instead of before
510
- if (showdown and volatiles.Flinch) {
511
- volatiles.Flinch = false;
512
- try log.cant(ident, .Flinch);
513
- return .done;
514
- }
569
+ if (showdown and try disabled(side, ident, options)) return .done;
515
570
 
516
571
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
517
572
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -523,21 +578,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
523
578
  if (volatiles.Confusion) {
524
579
  assert(volatiles.confusion > 0);
525
580
 
526
- volatiles.confusion -= 1;
581
+ if (options.calc.modify(player, .confusion)) |extend| {
582
+ if (!extend) volatiles.confusion = 0;
583
+ } else {
584
+ volatiles.confusion -= 1;
585
+ }
586
+ try options.chance.confusion(player, volatiles.confusion);
587
+
527
588
  if (volatiles.confusion == 0) {
528
589
  volatiles.Confusion = false;
529
590
  try log.end(ident, .Confusion);
530
591
  } else {
531
592
  try log.activate(ident, .Confusion);
532
593
 
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) {
594
+ if (try Rolls.confused(battle, player, options)) {
539
595
  assert(!volatiles.MultiHit);
540
- volatiles.state = 0;
596
+ if (!volatiles.Rage) volatiles.state = 0;
541
597
  volatiles.Bide = false;
542
598
  volatiles.Thrashing = false;
543
599
  volatiles.MultiHit = false;
@@ -545,6 +601,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
545
601
  volatiles.Charging = false;
546
602
  volatiles.Binding = false;
547
603
  volatiles.Invulnerable = false;
604
+ options.chance.clearDurations(player, null);
548
605
  {
549
606
  // This feels (and is) disgusting but the cartridge literally just overwrites
550
607
  // the opponent's defense with the user's defense and resets it after. As a
@@ -561,42 +618,53 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
561
618
  player
562
619
  else
563
620
  player.foe();
621
+
622
+ const uncapped = battle.last_damage;
564
623
  // Skipping adjustDamage / randomizeDamage / checkHit
565
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, target, .Confusion, options);
625
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
626
+ if (showdown) battle.last_damage = uncapped;
566
627
 
567
628
  return .done;
568
629
  }
569
630
  }
570
631
  }
571
632
 
572
- if (!showdown and try disabled(side, ident, log)) return .done;
573
-
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);
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
579
634
 
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
- }
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
636
+ if (!volatiles.Rage) volatiles.state = 0;
637
+ volatiles.Bide = false;
638
+ volatiles.Thrashing = false;
639
+ volatiles.Charging = false;
640
+ volatiles.Binding = false;
641
+ options.chance.clearDurations(player, null);
642
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
643
+ try log.cant(ident, .Paralysis);
644
+ return .done;
590
645
  }
591
646
 
592
647
  if (volatiles.Bide) {
593
648
  assert(!volatiles.Thrashing and !volatiles.Rage);
594
649
 
595
- volatiles.state +%= battle.last_damage;
650
+ if (showdown) {
651
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
652
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
653
+ // addition because 65535 is sufficient to faint any Pokémon anyway
654
+ volatiles.state +|= battle.last_damage;
655
+ } else {
656
+ volatiles.state +%= battle.last_damage;
657
+ }
596
658
 
597
659
  assert(volatiles.attacks > 0);
598
660
 
599
- volatiles.attacks -= 1;
661
+ if (options.calc.modify(player, .attacking)) |extend| {
662
+ if (!extend) volatiles.attacks = 0;
663
+ } else {
664
+ volatiles.attacks -= 1;
665
+ }
666
+ try options.chance.attacking(player, volatiles.attacks);
667
+
600
668
  if (volatiles.attacks != 0) {
601
669
  try log.activate(ident, .Bide);
602
670
  return .done;
@@ -613,27 +681,57 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
613
681
  return .done;
614
682
  }
615
683
 
616
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
684
+ const sub = showdown and foe.active.volatiles.Substitute;
685
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
686
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
687
+
688
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
689
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
690
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
691
+ if (showdown) {
692
+ residual.* = false;
693
+ try handleResidual(battle, player, options);
694
+ }
695
+
617
696
  return .done;
618
697
  }
619
698
 
620
699
  if (volatiles.Thrashing) {
621
700
  assert(volatiles.attacks > 0);
622
701
  assert(from != null);
623
- volatiles.attacks -= 1;
624
- if (!showdown and handleThrashing(battle, active)) {
702
+
703
+ if (options.calc.modify(player, .attacking)) |extend| {
704
+ if (!extend) volatiles.attacks = 0;
705
+ } else {
706
+ volatiles.attacks -= 1;
707
+ }
708
+ try options.chance.attacking(player, volatiles.attacks);
709
+
710
+ if (!showdown and handleThrashing(battle, active, player, options)) {
625
711
  try log.start(battle.active(player), .ConfusionSilent);
626
712
  }
627
713
  try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
628
- if (showdown and handleThrashing(battle, active)) {
629
- try log.start(battle.active(player), .ConfusionSilent);
714
+ if (showdown) {
715
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
716
+ // used in useMove and doesn't have the notion of skipping canMove semantics
717
+ side.last_used_move = side.last_selected_move;
718
+ if (handleThrashing(battle, active, player, options)) {
719
+ try log.start(battle.active(player), .ConfusionSilent);
720
+ }
630
721
  }
631
722
  return .skip_can;
632
723
  }
633
724
 
634
725
  if (volatiles.Binding) {
635
726
  assert(volatiles.attacks > 0);
636
- volatiles.attacks -= 1;
727
+
728
+ if (options.calc.modify(player, .binding)) |extend| {
729
+ if (!extend) volatiles.attacks = 0;
730
+ } else {
731
+ volatiles.attacks -= 1;
732
+ }
733
+ try options.chance.binding(player, volatiles.attacks);
734
+
637
735
  try log.move(
638
736
  battle.active(player),
639
737
  side.last_selected_move,
@@ -641,7 +739,11 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
641
739
  side.last_selected_move,
642
740
  );
643
741
  if (showdown or battle.last_damage != 0) {
644
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
742
+ const sub = showdown and foe.active.volatiles.Substitute;
743
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
744
+ if (battle.foe(player).stored().hp > 0 and !sub) {
745
+ try buildRage(battle, player.foe(), options);
746
+ }
645
747
  }
646
748
  return .done;
647
749
  }
@@ -657,7 +759,7 @@ fn canMove(
657
759
  skip_pp: bool,
658
760
  from: ?Move,
659
761
  residual: *bool,
660
- log: anytype,
762
+ options: anytype,
661
763
  ) !bool {
662
764
  var side = battle.side(player);
663
765
  const player_ident = battle.active(player);
@@ -672,8 +774,9 @@ fn canMove(
672
774
  side.active.volatiles.Charging = false;
673
775
  side.active.volatiles.Invulnerable = false;
674
776
  } else if (move.effect == .Charge) {
675
- try log.move(player_ident, side.last_selected_move, .{}, from);
676
- try Effects.charge(battle, player, log);
777
+ try options.log.move(player_ident, side.last_selected_move, .{}, from);
778
+ setCounterable(battle, player, side, move);
779
+ try Effects.charge(battle, player, options);
677
780
  return false;
678
781
  }
679
782
 
@@ -688,23 +791,35 @@ fn canMove(
688
791
  // relevant for control flow, but we don't have anything useful to put in the log. This is
689
792
  // regrettable, but this information is more "nice to have" than required
690
793
  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);
794
+ try options.log.move(player_ident, side.last_selected_move, battle.active(target), f);
795
+ setCounterable(battle, player, side, move);
692
796
 
693
797
  if (move.effect.onBegin()) {
694
- try onBegin(battle, player, move, mslot, residual, log);
798
+ try onBegin(battle, player, move, mslot, residual, options);
695
799
  return false;
696
800
  }
697
801
 
698
802
  if (move.effect == .Thrashing) {
699
- Effects.thrashing(battle, player);
803
+ Effects.thrashing(battle, player, options);
700
804
  } else if (!showdown and move.effect == .Binding) {
701
805
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
702
- Effects.binding(battle, player);
806
+ try Effects.binding(battle, player, false, options);
703
807
  }
704
808
 
705
809
  return true;
706
810
  }
707
811
 
812
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
813
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
814
+ // in cases where an early return happens the data for a players last selected move does not get
815
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
816
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
817
+ // as the desync results from actually having two separate battle states that subtly disagree
818
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
819
+ (move.type == .Normal or move.type == .Fighting);
820
+ battle.lastMove(player).counterable = @intFromBool(counterable);
821
+ }
822
+
708
823
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
709
824
  if (side.last_selected_move == .Struggle) return;
710
825
 
@@ -715,11 +830,11 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
715
830
  if (volatiles.Bide) return;
716
831
 
717
832
  assert(active.move(mslot).pp > 0 or auto);
718
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
833
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
719
834
  if (volatiles.Transform) return;
720
835
 
721
836
  assert(side.stored().move(mslot).pp > 0 or auto);
722
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
837
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
723
838
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
724
839
  }
725
840
 
@@ -727,12 +842,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
727
842
  var active = &side.active;
728
843
  const volatiles = &active.volatiles;
729
844
 
730
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
845
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
731
846
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
732
847
  if (showdown and volatiles.Transform) return;
733
848
 
734
849
  assert(mslot > 0 and mslot <= 4);
735
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
850
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
736
851
  }
737
852
 
738
853
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -740,10 +855,12 @@ fn doMove(
740
855
  battle: anytype,
741
856
  player: Player,
742
857
  mslot: u4,
858
+ rewrap: bool,
743
859
  auto: bool,
744
860
  residual: *bool,
745
- log: anytype,
861
+ options: anytype,
746
862
  ) !?Result {
863
+ var log = options.log;
747
864
  var side = battle.side(player);
748
865
  const foe = battle.foe(player);
749
866
 
@@ -758,35 +875,44 @@ fn doMove(
758
875
  var hits: u4 = 1;
759
876
  var effectiveness = Effectiveness.neutral;
760
877
 
878
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
879
+ if (showdown and !counter) battle.last_damage = 0;
880
+
761
881
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
762
882
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
763
- return specialDamage(battle, player, move, log);
883
+ return specialDamage(battle, player, move, options);
764
884
  }
765
885
 
766
886
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
767
887
  // calling moveHit early covers most of that but we also need to check type immunity first
768
888
  var miss = showdown and miss: {
769
889
  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);
890
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
891
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
772
892
  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);
893
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
894
+ battle.last_damage = 0;
895
+ break :miss true;
896
+ }
897
+ break :miss (move.target != .Self and
898
+ !moveHit(battle, player, move, &immune, &mist, options));
775
899
  };
776
900
  assert(!immune or miss or (showdown and move.effect == .Binding));
777
901
 
902
+ var late = showdown and move.effect != .Explode;
778
903
  const skip = status or immune;
779
904
  if ((!showdown or (!skip or counter)) and !miss) blk: {
780
905
  if (showdown and move.effect.isMulti()) {
781
- Effects.multiHit(battle, player, move);
906
+ try Effects.multiHit(battle, player, move, options);
782
907
  hits = side.active.volatiles.attacks;
908
+ late = false;
783
909
  }
784
910
 
785
911
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
786
912
  const check = !showdown or (!counter and move.effect != .OHKO);
787
- if (check) crit = checkCriticalHit(battle, player, move);
913
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
788
914
 
789
- if (counter) return counterDamage(battle, player, move, log);
915
+ if (counter) return counterDamage(battle, player, move, options);
790
916
 
791
917
  battle.last_damage = 0;
792
918
 
@@ -808,17 +934,15 @@ fn doMove(
808
934
  effectiveness = adjustDamage(battle, player);
809
935
  immune = effectiveness == 0;
810
936
  }
811
- randomizeDamage(battle);
937
+ try randomizeDamage(battle, player, options);
812
938
  }
813
939
  }
814
940
 
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
-
941
+ var zero = battle.last_damage == 0;
818
942
  miss = if (showdown or skip)
819
943
  miss
820
944
  else
821
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
945
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
822
946
 
823
947
  assert(showdown or miss or battle.last_damage > 0 or skip);
824
948
  assert((!showdown and miss) or !(ohko and immune));
@@ -826,11 +950,11 @@ fn doMove(
826
950
 
827
951
  if (!showdown or !miss) {
828
952
  if (move.effect == .MirrorMove) {
829
- return mirrorMove(battle, player, mslot, auto, residual, log);
953
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
830
954
  } else if (move.effect == .Metronome) {
831
- return metronome(battle, player, mslot, auto, residual, log);
955
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
832
956
  } else if (move.effect.onEnd()) {
833
- try onEnd(battle, player, move, log);
957
+ try onEnd(battle, player, move, options);
834
958
  return null;
835
959
  }
836
960
  }
@@ -843,44 +967,46 @@ fn doMove(
843
967
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
844
968
  if (ohko) {
845
969
  try log.immune(foe_ident, .OHKO);
846
- } else if (immune and !invulnerable) {
970
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
847
971
  try log.immune(foe_ident, .None);
848
972
  } else if (mist) {
849
973
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
850
974
  try log.fail(foe_ident, .None);
851
975
  } else {
976
+ if (showdown or !zero) try options.chance.commit(player, .miss);
852
977
  try log.lastmiss();
853
978
  try log.miss(battle.active(player));
854
979
  }
855
980
  if (move.effect == .JumpKick) {
856
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
857
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
858
983
  battle.last_damage = 1;
859
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
860
985
  if (showdown and side.stored().hp == 0) residual.* = false;
861
986
  } else if (move.effect == .Explode) {
862
987
  try Effects.explode(battle, player);
863
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
864
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
865
- }
866
- } else if (showdown) {
867
- if (move.effect == .Disable) {
868
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
869
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
870
- }
871
- }
988
+ try buildRage(battle, player.foe(), options);
989
+ } else if (showdown and move.effect == .Disable) {
990
+ try buildRage(battle, player.foe(), options);
991
+ } else if (!showdown and immune and move.effect == .Binding) {
992
+ try options.chance.commit(player, .binding);
872
993
  }
873
994
  return null;
995
+ } else {
996
+ try options.chance.commit(player, .hit);
874
997
  }
875
998
 
876
999
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
877
1000
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
878
1001
  // it up above before damage calculation).
879
1002
  if (!showdown and move.effect.isMulti()) {
880
- Effects.multiHit(battle, player, move);
1003
+ try Effects.multiHit(battle, player, move, options);
881
1004
  hits = side.active.volatiles.attacks;
882
1005
  }
883
1006
 
1007
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1008
+ const sub = showdown and foe.active.volatiles.Substitute;
1009
+
884
1010
  var nullified = false;
885
1011
  var hit: u4 = 0;
886
1012
  while (hit < hits) {
@@ -892,12 +1018,12 @@ fn doMove(
892
1018
  try log.resisted(battle.active(player.foe()));
893
1019
  }
894
1020
  }
895
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1021
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
896
1022
  if (hit == 0 and ohko) try log.ohko();
897
1023
  hit += 1;
898
1024
  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);
1025
+ if (!late and (!sub or move.effect == .Explode)) {
1026
+ try buildRage(battle, player.foe(), options);
901
1027
  }
902
1028
  // If the substitute breaks during a multi-hit attack, the attack ends
903
1029
  if (nullified) break;
@@ -908,17 +1034,23 @@ fn doMove(
908
1034
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
909
1035
  side.active.volatiles.attacks = 0;
910
1036
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
911
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1037
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
912
1038
  }
913
1039
  try log.hitcount(battle.active(player.foe()), hit);
914
1040
  } else if (showdown) {
915
1041
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
916
1042
  if (move.effect == .Binding) {
917
- Effects.binding(battle, player);
1043
+ try Effects.binding(battle, player, rewrap, options);
918
1044
  if (immune) {
919
1045
  battle.last_damage = 0;
1046
+ assert(foe.stored().hp > 0);
920
1047
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
921
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1048
+ if (sub) {
1049
+ try log.activate(battle.active(player.foe()), .Substitute);
1050
+ } else {
1051
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1052
+ try buildRage(battle, player.foe(), options);
1053
+ }
922
1054
  return null;
923
1055
  }
924
1056
  }
@@ -931,10 +1063,13 @@ fn doMove(
931
1063
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
932
1064
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
933
1065
  // 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);
1066
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
935
1067
 
936
1068
  if (foe.stored().hp == 0) return null;
937
1069
 
1070
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1071
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1072
+
938
1073
  if (!move.effect.isSpecial()) {
939
1074
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
940
1075
  // second time here (after being executed in the "always happens" block above) but that
@@ -944,28 +1079,29 @@ fn doMove(
944
1079
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
945
1080
  // puts the |-status| message before |-hitcount| instead of after.
946
1081
  if (move.effect == .Twineedle) {
947
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1082
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
948
1083
  } else if (move.effect == .Disable) {
949
- return Effects.disable(battle, player, move, log);
1084
+ const result = try Effects.disable(battle, player, move, options);
1085
+ if (showdown) try buildRage(battle, player.foe(), options);
1086
+ return result;
950
1087
  } else {
951
- try moveEffect(battle, player, move, log);
1088
+ try moveEffect(battle, player, move, options);
952
1089
  }
953
1090
  }
954
1091
 
955
1092
  return null;
956
1093
  }
957
1094
 
958
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1095
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
959
1096
  const side = battle.side(player);
960
1097
 
961
1098
  // 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;
1099
+ var rate = @as(u16, Species.chance(side.stored().species));
1100
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1101
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1102
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
966
1103
 
967
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
968
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
969
1105
  }
970
1106
 
971
1107
  fn calcDamage(
@@ -1031,7 +1167,7 @@ fn calcDamage(
1031
1167
  d = @min(997, d);
1032
1168
  d += 2;
1033
1169
 
1034
- battle.last_damage = @intCast(u16, d);
1170
+ battle.last_damage = @intCast(d);
1035
1171
 
1036
1172
  return true;
1037
1173
  }
@@ -1045,9 +1181,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1045
1181
  var d = battle.last_damage;
1046
1182
  if (side.active.types.includes(move.type)) d +%= d / 2;
1047
1183
 
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));
1184
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1185
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1186
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1051
1187
 
1052
1188
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1053
1189
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1067,99 +1203,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1067
1203
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1068
1204
  }
1069
1205
 
1070
- fn randomizeDamage(battle: anytype) void {
1206
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1071
1207
  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);
1208
+ const random = try Rolls.damage(battle, player, options);
1209
+ options.calc.base(player.foe(), battle.last_damage);
1210
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1211
+ options.calc.final(player.foe(), battle.last_damage);
1083
1212
  }
1084
1213
 
1085
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1214
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1086
1215
  const side = battle.side(player);
1216
+ const foe = battle.foe(player);
1087
1217
 
1088
- if (!try checkHit(battle, player, move, log)) return null;
1218
+ if (!try checkHit(battle, player, move, options)) return null;
1219
+ try options.chance.commit(player, .hit);
1089
1220
 
1090
1221
  battle.last_damage = switch (side.last_selected_move) {
1091
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1222
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1092
1223
  .SeismicToss, .NightShade => side.stored().level,
1093
1224
  .SonicBoom => 20,
1094
1225
  .DragonRage => 40,
1095
1226
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1096
1227
  .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
- }
1228
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1229
+ // GLITCH: Psywave infinite glitch loop
1230
+ if (!showdown and max <= 1) return Result.Error;
1231
+ break :power try Rolls.psywave(battle, player, max, options);
1108
1232
  },
1109
1233
  else => unreachable,
1110
1234
  };
1111
1235
 
1112
1236
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1113
1237
 
1114
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1238
+ const sub = showdown and foe.active.volatiles.Substitute;
1239
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1240
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1241
+
1115
1242
  return null;
1116
1243
  }
1117
1244
 
1118
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1245
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1119
1246
  const foe = battle.foe(player);
1120
1247
 
1121
1248
  if (battle.last_damage == 0) {
1122
- try log.fail(battle.active(player), .None);
1249
+ try options.log.fail(battle.active(player), .None);
1123
1250
  return null;
1124
1251
  }
1125
1252
 
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);
1253
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1129
1254
  const foe_last_selected_move =
1130
1255
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1131
- .Counter
1256
+ .Splash
1132
1257
  else
1133
1258
  foe.last_selected_move);
1134
1259
 
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
-
1260
+ const used = battle.lastMove(player.foe()).counterable != 0;
1140
1261
  const selected = foe_last_selected_move.bp > 0 and
1141
1262
  foe.last_selected_move != .Counter and
1142
1263
  (foe_last_selected_move.type == .Normal or
1143
1264
  foe_last_selected_move.type == .Fighting);
1144
1265
 
1145
1266
  if (!used and !selected) {
1146
- try log.fail(battle.active(player), .None);
1267
+ try options.log.fail(battle.active(player), .None);
1147
1268
  return null;
1148
1269
  }
1149
1270
 
1150
1271
  if (!used or !selected) {
1151
1272
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1152
1273
  if (!showdown) return Result.Error;
1153
- try log.fail(battle.active(player), .None);
1274
+ try options.log.fail(battle.active(player), .None);
1154
1275
  return null;
1155
1276
  }
1156
1277
 
1157
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1278
+ battle.last_damage *|= 2;
1158
1279
 
1159
1280
  // Pokémon Showdown calls checkHit before Counter
1160
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1281
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1282
+ try options.chance.commit(player, .hit);
1161
1283
 
1162
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1284
+ const sub = showdown and foe.active.volatiles.Substitute;
1285
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1286
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1163
1287
  return null;
1164
1288
  }
1165
1289
 
@@ -1168,7 +1292,7 @@ fn applyDamage(
1168
1292
  target_player: Player,
1169
1293
  sub_player: Player,
1170
1294
  reason: Damage,
1171
- log: anytype,
1295
+ options: anytype,
1172
1296
  ) !bool {
1173
1297
  assert(showdown or battle.last_damage != 0);
1174
1298
 
@@ -1183,19 +1307,20 @@ fn applyDamage(
1183
1307
  subbed.active.volatiles.substitute = 0;
1184
1308
  subbed.active.volatiles.Substitute = false;
1185
1309
  // battle.last_damage is not updated with the amount of HP the Substitute had
1186
- try log.end(battle.active(sub_player), .Substitute);
1310
+ try options.log.end(battle.active(sub_player), .Substitute);
1311
+ options.calc.capped(target_player);
1187
1312
  return true;
1188
1313
  } else {
1189
1314
  // 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);
1315
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1316
+ try options.log.activate(battle.active(sub_player), .Substitute);
1192
1317
  return false;
1193
1318
  }
1194
1319
  }
1195
1320
 
1196
1321
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1197
1322
  target.stored().hp -= battle.last_damage;
1198
- try log.damage(battle.active(target_player), target.stored(), reason);
1323
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1199
1324
  return false;
1200
1325
  }
1201
1326
 
@@ -1203,73 +1328,78 @@ fn mirrorMove(
1203
1328
  battle: anytype,
1204
1329
  player: Player,
1205
1330
  mslot: u4,
1331
+ rewrap: bool,
1206
1332
  auto: bool,
1207
1333
  residual: *bool,
1208
- log: anytype,
1209
- ) !?Result {
1334
+ options: anytype,
1335
+ ) anyerror!?Result {
1210
1336
  var side = battle.side(player);
1211
1337
  const foe = battle.foe(player);
1212
1338
 
1213
1339
  side.last_selected_move = foe.last_used_move;
1214
1340
 
1215
1341
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1216
- try log.fail(battle.active(player), .None);
1342
+ try options.log.fail(battle.active(player), .None);
1217
1343
  return null;
1344
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1345
+ incrementPP(side, mslot);
1218
1346
  }
1219
1347
 
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);
1348
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1349
+ return null;
1350
+ }
1351
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1224
1352
  }
1225
1353
 
1226
1354
  fn metronome(
1227
1355
  battle: anytype,
1228
1356
  player: Player,
1229
1357
  mslot: u4,
1358
+ rewrap: bool,
1230
1359
  auto: bool,
1231
1360
  residual: *bool,
1232
- log: anytype,
1233
- ) !?Result {
1361
+ options: anytype,
1362
+ ) anyerror!?Result {
1234
1363
  var side = battle.side(player);
1235
1364
 
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
-
1365
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1249
1366
  incrementPP(side, mslot);
1250
1367
 
1251
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1252
- return doMove(battle, player, mslot, auto, residual, log);
1368
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1369
+ return null;
1370
+ }
1371
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1253
1372
  }
1254
1373
 
1255
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1374
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1256
1375
  var immune = false;
1257
1376
  var mist = false;
1258
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1377
+
1378
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1379
+
1259
1380
  assert(!immune);
1260
1381
  if (mist) {
1261
1382
  assert(!showdown);
1262
1383
  const foe_ident = battle.active(player.foe());
1263
- try log.activate(foe_ident, .Mist);
1264
- try log.fail(foe_ident, .None);
1384
+ try options.log.activate(foe_ident, .Mist);
1385
+ try options.log.fail(foe_ident, .None);
1265
1386
  } else {
1266
- try log.lastmiss();
1267
- try log.miss(battle.active(player));
1387
+ try options.chance.commit(player, .miss);
1388
+ try options.log.lastmiss();
1389
+ try options.log.miss(battle.active(player));
1268
1390
  }
1391
+
1269
1392
  return false;
1270
1393
  }
1271
1394
 
1272
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1395
+ fn moveHit(
1396
+ battle: anytype,
1397
+ player: Player,
1398
+ move: Move.Data,
1399
+ immune: *bool,
1400
+ mist: *bool,
1401
+ options: anytype,
1402
+ ) bool {
1273
1403
  var side = battle.side(player);
1274
1404
  const foe = battle.foe(player);
1275
1405
 
@@ -1303,23 +1433,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1303
1433
  }
1304
1434
 
1305
1435
  // 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)];
1436
+ const state = side.active.volatiles.state;
1437
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1438
+ const overwritten = overwrite and state > 0;
1439
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1440
+
1441
+ var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1442
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1311
1443
  accuracy = accuracy * boost[0] / boost[1];
1312
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1444
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1313
1445
  accuracy = accuracy * boost[0] / boost[1];
1314
1446
  accuracy = @min(255, @max(1, accuracy));
1315
1447
 
1316
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1448
+ // Pokémon Showdown only overwrites if the volatile is present
1449
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1450
+ if (overwrite) side.active.volatiles.state = accuracy;
1317
1451
 
1318
1452
  // 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;
1453
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1323
1454
  };
1324
1455
 
1325
1456
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1329,7 +1460,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1329
1460
  }
1330
1461
 
1331
1462
  if (!miss) return true;
1332
- battle.last_damage = 0;
1463
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1333
1464
  side.active.volatiles.Binding = false;
1334
1465
  return false;
1335
1466
  }
@@ -1337,8 +1468,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1337
1468
  fn checkFaint(
1338
1469
  battle: anytype,
1339
1470
  player: Player,
1340
- log: anytype,
1341
- ) @TypeOf(log).Error!?Result {
1471
+ options: anytype,
1472
+ ) @TypeOf(options.log).Error!?Result {
1342
1473
  const side = battle.side(player);
1343
1474
  if (side.stored().hp > 0) return null;
1344
1475
 
@@ -1350,20 +1481,20 @@ fn checkFaint(
1350
1481
  const tie = player_out and foe_out;
1351
1482
  const more = tie or player_out or foe_out;
1352
1483
 
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;
1484
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1485
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1355
1486
 
1356
1487
  assert(!side.active.volatiles.MultiHit);
1357
1488
  assert(!foe.active.volatiles.MultiHit);
1358
1489
 
1359
1490
  if (tie) {
1360
- try log.tie();
1491
+ try options.log.tie();
1361
1492
  return Result.Tie;
1362
1493
  } else if (player_out) {
1363
- try log.win(player.foe());
1494
+ try options.log.win(player.foe());
1364
1495
  return if (player == .P1) Result.Lose else Result.Win;
1365
1496
  } else if (foe_out) {
1366
- try log.win(player);
1497
+ try options.log.win(player);
1367
1498
  return if (player == .P1) Result.Win else Result.Lose;
1368
1499
  }
1369
1500
 
@@ -1372,7 +1503,7 @@ fn checkFaint(
1372
1503
  return Result{ .p1 = foe_choice, .p2 = .Switch };
1373
1504
  }
1374
1505
 
1375
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1506
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1376
1507
  var side = battle.side(player);
1377
1508
  var foe = battle.foe(player);
1378
1509
  assert(side.stored().hp == 0);
@@ -1405,11 +1536,12 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1405
1536
  side.stored().stats.spe;
1406
1537
  }
1407
1538
 
1408
- try log.faint(battle.active(player), done);
1539
+ try options.log.faint(battle.active(player), done);
1540
+ options.calc.capped(player);
1409
1541
  return null;
1410
1542
  }
1411
1543
 
1412
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1544
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1413
1545
  var side = battle.side(player);
1414
1546
  var stored = side.stored();
1415
1547
  const ident = battle.active(player);
@@ -1430,10 +1562,19 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1430
1562
  stored.hp -= amount;
1431
1563
 
1432
1564
  // 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);
1565
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1434
1566
  }
1435
1567
 
1436
1568
  if (volatiles.LeechSeed) {
1569
+ var foe = battle.foe(player);
1570
+ var foe_stored = foe.stored();
1571
+ const foe_ident = battle.active(player.foe());
1572
+
1573
+ if (foe_stored.hp == 0) {
1574
+ assert(showdown);
1575
+ return;
1576
+ }
1577
+
1437
1578
  var damage = @max(stored.stats.hp / 16, 1);
1438
1579
 
1439
1580
  // GLITCH: Leech Seed + Toxic glitch
@@ -1445,47 +1586,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1445
1586
  const amount = @min(damage, stored.hp);
1446
1587
  stored.hp -= amount;
1447
1588
 
1448
- var foe = battle.foe(player);
1449
- var foe_stored = foe.stored();
1450
- const foe_ident = battle.active(player.foe());
1451
-
1452
1589
  // As above, Pokémon Showdown uses damageOf but its not relevant
1453
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1590
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1454
1591
 
1455
1592
  const before = foe_stored.hp;
1456
1593
  // Uncapped damage is added back to the foe
1457
1594
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1458
1595
  // 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);
1596
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1460
1597
  }
1461
1598
  }
1462
1599
 
1463
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1600
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1464
1601
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1465
1602
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1466
1603
 
1467
- if (showdown and options.ebc and checkEBC(battle)) {
1468
- try log.tie();
1604
+ battle.turn += 1;
1605
+
1606
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1607
+ try options.log.tie();
1469
1608
  return Result.Tie;
1470
1609
  }
1471
1610
 
1472
- battle.turn += 1;
1473
-
1474
1611
  if (showdown and battle.turn >= 1000) {
1475
- try log.tie();
1612
+ try options.log.tie();
1476
1613
  return Result.Tie;
1477
1614
  } else if (battle.turn >= 65535) {
1478
1615
  return Result.Error;
1479
1616
  }
1480
1617
 
1481
- try log.turn(battle.turn);
1618
+ try options.log.turn(battle.turn);
1482
1619
 
1483
1620
  return Result.Default;
1484
1621
  }
1485
1622
 
1486
1623
  fn checkEBC(battle: anytype) bool {
1487
1624
  for (battle.sides, 0..) |side, i| {
1488
- const foe = battle.sides[~@intCast(u1, i)];
1625
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1489
1626
 
1490
1627
  var foe_all_ghosts = true;
1491
1628
  var foe_all_transform = true;
@@ -1537,48 +1674,84 @@ fn checkEBC(battle: anytype) bool {
1537
1674
  return false;
1538
1675
  }
1539
1676
 
1677
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1678
+ if (side.active.volatiles.disabled_move != 0) {
1679
+ // A Pokémon that transforms after being disabled may end up with less move slots
1680
+ const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1681
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1682
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1683
+ m
1684
+ else
1685
+ side.last_selected_move;
1686
+ if (m != .None and m == last) {
1687
+ side.active.volatiles.Charging = false;
1688
+ try options.log.disabled(ident, last);
1689
+ return true;
1690
+ }
1691
+ }
1692
+ return false;
1693
+ }
1694
+
1695
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1696
+ const side = battle.side(who);
1697
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1698
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1699
+ }
1700
+ }
1701
+
1702
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1703
+ var volatiles = &active.volatiles;
1704
+ assert(volatiles.Thrashing);
1705
+ if (volatiles.attacks > 0) return false;
1706
+
1707
+ volatiles.Thrashing = false;
1708
+ volatiles.Confusion = true;
1709
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1710
+ return true;
1711
+ }
1712
+
1540
1713
  inline fn onBegin(
1541
1714
  battle: anytype,
1542
1715
  player: Player,
1543
1716
  move: Move.Data,
1544
1717
  mslot: u8,
1545
1718
  residual: *bool,
1546
- log: anytype,
1719
+ options: anytype,
1547
1720
  ) !void {
1548
1721
  assert(move.effect.onBegin());
1549
1722
  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),
1723
+ .Confusion => Effects.confusion(battle, player, move, options),
1724
+ .Conversion => Effects.conversion(battle, player, options),
1725
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1726
+ .Haze => Effects.haze(battle, player, options),
1727
+ .Heal => Effects.heal(battle, player, options),
1728
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1729
+ .LightScreen => Effects.lightScreen(battle, player, options),
1730
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1731
+ .Mist => Effects.mist(battle, player, options),
1732
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1733
+ .Poison => Effects.poison(battle, player, move, options),
1734
+ .Reflect => Effects.reflect(battle, player, options),
1735
+ .Splash => Effects.splash(battle, player, options),
1736
+ .Substitute => Effects.substitute(battle, player, residual, options),
1737
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1738
+ .Transform => Effects.transform(battle, player, options),
1566
1739
  else => unreachable,
1567
1740
  };
1568
1741
  }
1569
1742
 
1570
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1743
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1571
1744
  assert(move.effect.onEnd());
1572
1745
  return switch (move.effect) {
1573
- .Bide => Effects.bide(battle, player, log),
1746
+ .Bide => Effects.bide(battle, player, options),
1574
1747
  // zig fmt: off
1575
1748
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1576
1749
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1577
- Effects.boost(battle, player, move, log),
1750
+ Effects.boost(battle, player, move, options),
1578
1751
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1579
- Effects.unboost(battle, player, move, log),
1752
+ Effects.unboost(battle, player, move, options),
1580
1753
  // zig fmt: on
1581
- .Sleep => Effects.sleep(battle, player, move, log),
1754
+ .Sleep => Effects.sleep(battle, player, move, options),
1582
1755
  else => unreachable,
1583
1756
  };
1584
1757
  }
@@ -1588,54 +1761,51 @@ inline fn alwaysHappens(
1588
1761
  player: Player,
1589
1762
  move: Move.Data,
1590
1763
  residual: *bool,
1591
- log: anytype,
1764
+ options: anytype,
1592
1765
  ) !void {
1593
1766
  assert(move.effect.alwaysHappens());
1594
1767
  return switch (move.effect) {
1595
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1768
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1596
1769
  .Explode => Effects.explode(battle, player),
1597
- .PayDay => Effects.payDay(battle, player, log),
1770
+ .PayDay => Effects.payDay(battle, player, options),
1598
1771
  .Rage => Effects.rage(battle, player),
1599
- .Recoil => Effects.recoil(battle, player, residual, log),
1772
+ .Recoil => Effects.recoil(battle, player, residual, options),
1600
1773
  .JumpKick, .Binding => {},
1601
1774
  else => unreachable,
1602
1775
  };
1603
1776
  }
1604
1777
 
1605
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1778
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1779
  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),
1780
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1781
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1782
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1783
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1784
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1612
1785
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1613
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1614
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1786
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1787
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1615
1788
  // zig fmt: off
1616
1789
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1617
- Effects.unboost(battle, player, move, log),
1790
+ Effects.unboost(battle, player, move, options),
1618
1791
  // zig fmt: on
1619
1792
  else => {},
1620
1793
  };
1621
1794
  }
1622
1795
 
1623
1796
  pub const Effects = struct {
1624
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1797
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1625
1798
  var side = battle.side(player);
1626
1799
 
1627
1800
  side.active.volatiles.Bide = true;
1628
1801
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1629
1802
  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);
1803
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1634
1804
 
1635
- try log.start(battle.active(player), .Bide);
1805
+ try options.log.start(battle.active(player), .Bide);
1636
1806
  }
1637
1807
 
1638
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1808
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1639
1809
  var foe = battle.foe(player);
1640
1810
  var foe_stored = foe.stored();
1641
1811
 
@@ -1646,96 +1816,97 @@ pub const Effects = struct {
1646
1816
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1647
1817
  if (Status.is(foe_stored.status, .FRZ)) {
1648
1818
  assert(move.type == .Fire);
1649
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1819
+ try options.log.curestatus(
1820
+ battle.active(player.foe()),
1821
+ foe_stored.status,
1822
+ .Message,
1823
+ );
1650
1824
  foe_stored.status = 0;
1651
1825
  }
1652
1826
  return;
1653
1827
  }
1654
1828
 
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;
1829
+ if (foe.active.types.includes(move.type)) return;
1830
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1831
+ return;
1832
+ }
1663
1833
 
1664
1834
  foe_stored.status = Status.init(.BRN);
1665
1835
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1666
1836
 
1667
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1837
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1668
1838
  }
1669
1839
 
1670
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1840
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1671
1841
  var side = battle.side(player);
1672
1842
  var volatiles = &side.active.volatiles;
1673
1843
 
1674
1844
  volatiles.Charging = true;
1675
1845
  const move = side.last_selected_move;
1676
1846
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1677
- try log.laststill();
1678
- try log.prepare(battle.active(player), move);
1847
+ try options.log.laststill();
1848
+ try options.log.prepare(battle.active(player), move);
1679
1849
  }
1680
1850
 
1681
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1851
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1682
1852
  var foe = battle.foe(player);
1683
1853
  const sub = foe.active.volatiles.Substitute;
1684
1854
 
1685
1855
  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;
1856
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1691
1857
  } else {
1692
1858
  if (showdown) {
1693
- if (!try checkHit(battle, player, move, log)) {
1859
+ if (!try checkHit(battle, player, move, options)) {
1694
1860
  return;
1695
1861
  } else if (sub) {
1696
- return log.fail(battle.active(player.foe()), .None);
1862
+ return options.log.fail(battle.active(player.foe()), .None);
1697
1863
  }
1698
1864
  } else {
1699
1865
  if (sub) {
1700
- return log.fail(battle.active(player.foe()), .None);
1701
- } else if (!try checkHit(battle, player, move, log)) {
1866
+ return options.log.fail(battle.active(player.foe()), .None);
1867
+ } else if (!try checkHit(battle, player, move, options)) {
1702
1868
  return;
1703
1869
  }
1704
1870
  }
1871
+ try options.chance.commit(player, .hit);
1705
1872
  }
1706
1873
 
1707
1874
  if (foe.active.volatiles.Confusion) return;
1708
1875
  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);
1876
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1713
1877
 
1714
- try log.start(battle.active(player.foe()), .Confusion);
1878
+ try options.log.start(battle.active(player.foe()), .Confusion);
1715
1879
  }
1716
1880
 
1717
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1881
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1718
1882
  const foe = battle.foe(player);
1719
1883
 
1720
1884
  if (foe.active.volatiles.Invulnerable) {
1721
- try log.lastmiss();
1722
- return log.miss(battle.active(player));
1885
+ try options.log.lastmiss();
1886
+ return options.log.miss(battle.active(player));
1723
1887
  }
1724
1888
 
1725
1889
  battle.side(player).active.types = foe.active.types;
1726
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1890
+ return options.log.typechange(
1891
+ battle.active(player),
1892
+ foe.active.types,
1893
+ battle.active(player.foe()),
1894
+ );
1727
1895
  }
1728
1896
 
1729
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1897
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1730
1898
  var foe = battle.foe(player);
1731
1899
  var volatiles = &foe.active.volatiles;
1732
1900
  const foe_ident = battle.active(player.foe());
1733
1901
 
1734
1902
  // Pokémon Showdown handles hit/miss earlier in doMove
1735
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1903
+ if (!showdown) {
1904
+ if (!try checkHit(battle, player, move, options)) return null;
1905
+ try options.chance.commit(player, .hit);
1906
+ }
1736
1907
 
1737
1908
  if (volatiles.disabled_move != 0) {
1738
- try log.fail(foe_ident, .None);
1909
+ try options.log.fail(foe_ident, .None);
1739
1910
  return null;
1740
1911
  }
1741
1912
 
@@ -1751,7 +1922,7 @@ pub const Effects = struct {
1751
1922
  // Technically this is still considered simply a "miss" on the cartridge,
1752
1923
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1753
1924
  if (n == 0) {
1754
- try log.fail(foe_ident, .None);
1925
+ try options.log.fail(foe_ident, .None);
1755
1926
  return null;
1756
1927
  } else if (err) {
1757
1928
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1759,23 +1930,22 @@ pub const Effects = struct {
1759
1930
  return Result.Error;
1760
1931
  }
1761
1932
 
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);
1933
+ volatiles.disabled_move =
1934
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1935
+ volatiles.disabled_duration = Rolls.disableDuration(battle, player, options);
1767
1936
 
1768
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1937
+ const id = foe.active.move(volatiles.disabled_move).id;
1938
+ try options.log.startEffect(foe_ident, .Disable, id);
1769
1939
  return null;
1770
1940
  }
1771
1941
 
1772
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1773
1943
  var side = battle.side(player);
1774
1944
  var stored = side.stored();
1775
1945
 
1776
1946
  if (battle.last_damage == 0) {
1777
1947
  assert(showdown);
1778
- return;
1948
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1779
1949
  }
1780
1950
 
1781
1951
  const drain = @max(battle.last_damage / 2, 1);
@@ -1784,7 +1954,7 @@ pub const Effects = struct {
1784
1954
  if (stored.hp == stored.stats.hp) return;
1785
1955
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1786
1956
 
1787
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1957
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1788
1958
  }
1789
1959
 
1790
1960
  fn explode(battle: anytype, player: Player) !void {
@@ -1798,34 +1968,28 @@ pub const Effects = struct {
1798
1968
  side.active.volatiles.LeechSeed = false;
1799
1969
  }
1800
1970
 
1801
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1971
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1802
1972
  var volatiles = &battle.foe(player).active.volatiles;
1803
1973
 
1804
1974
  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;
1975
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1976
+ return;
1977
+ }
1814
1978
 
1815
1979
  volatiles.Flinch = true;
1816
1980
  volatiles.Recharging = false;
1817
1981
  }
1818
1982
 
1819
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1983
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1820
1984
  var side = battle.side(player);
1821
1985
 
1822
1986
  if (side.active.volatiles.FocusEnergy) return;
1823
1987
  side.active.volatiles.FocusEnergy = true;
1824
1988
 
1825
- try log.start(battle.active(player), .FocusEnergy);
1989
+ try options.log.start(battle.active(player), .FocusEnergy);
1826
1990
  }
1827
1991
 
1828
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1992
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1829
1993
  var foe = battle.foe(player);
1830
1994
  var foe_stored = foe.stored();
1831
1995
  const foe_ident = battle.active(player.foe());
@@ -1836,22 +2000,19 @@ pub const Effects = struct {
1836
2000
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1837
2001
  }
1838
2002
 
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
-
2003
+ if (foe.active.types.includes(move.type)) return;
2004
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1845
2005
  // Freeze Clause Mod
1846
2006
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1847
2007
 
1848
2008
  foe_stored.status = Status.init(.FRZ);
1849
2009
  // GLITCH: Hyper Beam recharging status is not cleared
1850
2010
 
1851
- try log.status(foe_ident, foe_stored.status, .None);
2011
+ try options.log.status(foe_ident, foe_stored.status, .None);
1852
2012
  }
1853
2013
 
1854
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2014
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2015
+ var log = options.log;
1855
2016
  var side = battle.side(player);
1856
2017
  var foe = battle.foe(player);
1857
2018
 
@@ -1873,7 +2034,7 @@ pub const Effects = struct {
1873
2034
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1874
2035
  if (showdown) {
1875
2036
  for (&battle.sides, 0..) |*s, i| {
1876
- const p = @intToEnum(Player, i);
2037
+ const p: Player = @enumFromInt(i);
1877
2038
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1878
2039
  if (p != player and Status.any(s.stored().status)) {
1879
2040
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1882,7 +2043,7 @@ pub const Effects = struct {
1882
2043
  s.stored().status = Status.init(.PSN);
1883
2044
  try log.status(battle.active(p), s.stored().status, .None);
1884
2045
  }
1885
- try clearVolatiles(battle, p, log);
2046
+ try clearVolatiles(battle, p, p != player, options);
1886
2047
  }
1887
2048
  } else {
1888
2049
  if (Status.any(foe_stored.status)) {
@@ -1892,71 +2053,76 @@ pub const Effects = struct {
1892
2053
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1893
2054
  foe_stored.status = 0;
1894
2055
  }
1895
- try clearVolatiles(battle, player, log);
1896
- try clearVolatiles(battle, player.foe(), log);
2056
+ try clearVolatiles(battle, player, false, options);
2057
+ try clearVolatiles(battle, player.foe(), true, options);
1897
2058
  }
1898
2059
  }
1899
2060
 
1900
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2061
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1901
2062
  var side = battle.side(player);
1902
2063
  var stored = side.stored();
1903
2064
  const ident = battle.active(player);
1904
2065
 
1905
2066
  // GLITCH: HP recovery move failure glitches
1906
2067
  const delta = stored.stats.hp - stored.hp;
1907
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2068
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2069
+ return try options.log.fail(ident, .None);
2070
+ }
1908
2071
 
1909
2072
  const rest = side.last_selected_move == .Rest;
1910
2073
  if (rest) {
1911
2074
  // Adding the sleep status runs the sleep condition handler to roll duration
1912
2075
  if (showdown) battle.rng.advance(1);
1913
2076
  stored.status = Status.slf(2);
1914
- try log.statusFrom(ident, stored.status, Move.Rest);
2077
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1915
2078
  stored.hp = stored.stats.hp;
1916
2079
  } else {
1917
2080
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1918
2081
  }
1919
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2082
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1920
2083
  }
1921
2084
 
1922
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2085
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1923
2086
  battle.side(player).active.volatiles.Recharging = true;
1924
- try log.mustrecharge(battle.active(player));
2087
+ try options.log.mustrecharge(battle.active(player));
1925
2088
  }
1926
2089
 
1927
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2090
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1928
2091
  var foe = battle.foe(player);
1929
2092
 
1930
2093
  if (showdown) {
1931
2094
  // Invulnerability trumps type immunity on Pokémon Showdown
1932
2095
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1933
- return log.immune(battle.active(player.foe()), .None);
2096
+ return options.log.immune(battle.active(player.foe()), .None);
1934
2097
  }
1935
- if (!try checkHit(battle, player, move, log)) return;
2098
+ if (!try checkHit(battle, player, move, options)) return;
1936
2099
  if (foe.active.volatiles.LeechSeed) return;
1937
2100
  } else {
1938
- if (!try checkHit(battle, player, move, log)) return;
2101
+ if (!try checkHit(battle, player, move, options)) return;
1939
2102
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1940
- try log.lastmiss();
1941
- return log.miss(battle.active(player));
2103
+ try options.log.lastmiss();
2104
+ return options.log.miss(battle.active(player));
1942
2105
  }
1943
2106
  }
1944
2107
 
2108
+ try options.chance.commit(player, .hit);
1945
2109
  foe.active.volatiles.LeechSeed = true;
1946
2110
 
1947
- try log.start(battle.active(player.foe()), .LeechSeed);
2111
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1948
2112
  }
1949
2113
 
1950
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2114
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1951
2115
  var side = battle.side(player);
1952
2116
 
1953
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2117
+ if (side.active.volatiles.LightScreen) {
2118
+ return options.log.fail(battle.active(player), .None);
2119
+ }
1954
2120
  side.active.volatiles.LightScreen = true;
1955
2121
 
1956
- try log.start(battle.active(player), .LightScreen);
2122
+ try options.log.start(battle.active(player), .LightScreen);
1957
2123
  }
1958
2124
 
1959
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2125
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1960
2126
  var side = battle.side(player);
1961
2127
  var foe = battle.foe(player);
1962
2128
 
@@ -1972,45 +2138,51 @@ pub const Effects = struct {
1972
2138
  const has_mimic = has_mimic: {
1973
2139
  for (side.active.moves, 0..) |m, i| {
1974
2140
  if (m.id == .Mimic) {
1975
- oslot = @intCast(u8, i + 1);
2141
+ oslot = @intCast(i + 1);
1976
2142
  break :has_mimic true;
1977
2143
  }
1978
2144
  }
1979
2145
  break :has_mimic false;
1980
2146
  };
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);
2147
+ if (!has_mimic) {
2148
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2149
+ if (!try checkHit(battle, player, move, options)) return;
2150
+ try options.chance.commit(player, .hit);
2151
+ return try options.log.fail(battle.active(player.foe()), .None);
1985
2152
  }
1986
2153
  }
1987
- if (!try checkHit(battle, player, move, log)) return;
2154
+ if (!try checkHit(battle, player, move, options)) return;
2155
+ try options.chance.commit(player, .hit);
1988
2156
 
1989
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2157
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1990
2158
  side.active.move(oslot).id = foe.active.move(rslot).id;
1991
2159
 
1992
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2160
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1993
2161
  }
1994
2162
 
1995
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2163
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1996
2164
  var side = battle.side(player);
1997
2165
 
1998
2166
  if (side.active.volatiles.Mist) return;
1999
2167
  side.active.volatiles.Mist = true;
2000
2168
 
2001
- try log.start(battle.active(player), .Mist);
2169
+ try options.log.start(battle.active(player), .Mist);
2002
2170
  }
2003
2171
 
2004
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2172
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2005
2173
  var side = battle.side(player);
2006
2174
 
2007
2175
  assert(!side.active.volatiles.MultiHit);
2008
2176
  side.active.volatiles.MultiHit = true;
2009
2177
 
2010
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2178
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2179
+ try Rolls.distribution(battle, .MultiHit, player, options)
2180
+ else
2181
+ 2;
2011
2182
  }
2012
2183
 
2013
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2184
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2185
+ var log = options.log;
2014
2186
  var foe = battle.foe(player);
2015
2187
  var foe_stored = foe.stored();
2016
2188
  const foe_ident = battle.active(player.foe());
@@ -2021,7 +2193,7 @@ pub const Effects = struct {
2021
2193
  if (showdown) {
2022
2194
  // Invulnerability trumps type immunity on Pokémon Showdown
2023
2195
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2196
+ if (!try checkHit(battle, player, move, options)) return;
2025
2197
  }
2026
2198
  if (Status.any(foe_stored.status)) {
2027
2199
  return log.fail(
@@ -2031,8 +2203,9 @@ pub const Effects = struct {
2031
2203
  }
2032
2204
  if (!showdown) {
2033
2205
  if (immune) return log.immune(foe_ident, .None);
2034
- if (!try checkHit(battle, player, move, log)) return;
2206
+ if (!try checkHit(battle, player, move, options)) return;
2035
2207
  }
2208
+ try options.chance.commit(player, .hit);
2036
2209
 
2037
2210
  foe_stored.status = Status.init(.PAR);
2038
2211
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2040,7 +2213,7 @@ pub const Effects = struct {
2040
2213
  try log.status(foe_ident, foe_stored.status, .None);
2041
2214
  }
2042
2215
 
2043
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2216
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2044
2217
  var foe = battle.foe(player);
2045
2218
  var foe_stored = foe.stored();
2046
2219
 
@@ -2051,32 +2224,31 @@ pub const Effects = struct {
2051
2224
  }
2052
2225
 
2053
2226
  // 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;
2227
+ if (foe.active.types.includes(move.type)) return;
2228
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2229
+ return;
2230
+ }
2062
2231
 
2063
2232
  foe_stored.status = Status.init(.PAR);
2064
2233
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2234
 
2066
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2235
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2067
2236
  }
2068
2237
 
2069
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2070
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2238
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2239
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2240
+ try options.log.fieldactivate();
2241
+ }
2071
2242
  }
2072
2243
 
2073
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2244
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2245
+ var log = options.log;
2074
2246
  var foe = battle.foe(player);
2075
2247
  var foe_stored = foe.stored();
2076
2248
  const foe_ident = battle.active(player.foe());
2077
2249
  const toxic = battle.side(player).last_selected_move == .Toxic;
2078
2250
 
2079
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2251
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2080
2252
  return;
2081
2253
  } else if (foe.active.volatiles.Substitute) {
2082
2254
  if (move.effect != .Poison) return;
@@ -2100,16 +2272,12 @@ pub const Effects = struct {
2100
2272
  }
2101
2273
 
2102
2274
  if (move.effect == .Poison) {
2103
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2275
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2276
+ try options.chance.commit(player, .hit);
2104
2277
  } 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;
2278
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2279
+ return;
2280
+ }
2113
2281
  }
2114
2282
 
2115
2283
  foe_stored.status = Status.init(.PSN);
@@ -2124,34 +2292,40 @@ pub const Effects = struct {
2124
2292
 
2125
2293
  fn rage(battle: anytype, player: Player) !void {
2126
2294
  var volatiles = &battle.side(player).active.volatiles;
2127
- if (volatiles.Rage) return;
2128
- volatiles.Rage = true;
2129
2295
  assert(!volatiles.Bide);
2130
- volatiles.state = 0;
2296
+ volatiles.Rage = true;
2131
2297
  }
2132
2298
 
2133
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2299
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2134
2300
  var side = battle.side(player);
2135
2301
  var stored = side.stored();
2136
2302
 
2137
- const damage = @intCast(i16, @max(battle.last_damage /
2303
+ assert(showdown or battle.last_damage > 0);
2304
+ if (showdown and battle.last_damage == 0) return;
2305
+
2306
+ const damage: i16 = @intCast(@max(battle.last_damage /
2138
2307
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2139
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2308
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2140
2309
 
2141
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2310
+ try options.log.damageOf(
2311
+ battle.active(player),
2312
+ stored,
2313
+ .RecoilOf,
2314
+ battle.active(player.foe()),
2315
+ );
2142
2316
  if (showdown and stored.hp == 0) residual.* = false;
2143
2317
  }
2144
2318
 
2145
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2319
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2146
2320
  var side = battle.side(player);
2147
2321
 
2148
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2322
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2149
2323
  side.active.volatiles.Reflect = true;
2150
2324
 
2151
- try log.start(battle.active(player), .Reflect);
2325
+ try options.log.start(battle.active(player), .Reflect);
2152
2326
  }
2153
2327
 
2154
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2328
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2155
2329
  var foe = battle.foe(player);
2156
2330
  var foe_stored = foe.stored();
2157
2331
  const foe_ident = battle.active(player.foe());
@@ -2162,13 +2336,14 @@ pub const Effects = struct {
2162
2336
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2163
2337
  } else {
2164
2338
  if (Status.any(foe_stored.status)) {
2165
- return log.fail(
2339
+ return options.log.fail(
2166
2340
  foe_ident,
2167
2341
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2168
2342
  );
2169
2343
  }
2170
2344
  // 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;
2345
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2346
+ try options.chance.commit(player, .hit);
2172
2347
  }
2173
2348
 
2174
2349
  // Sleep Clause Mod
@@ -2179,40 +2354,32 @@ pub const Effects = struct {
2179
2354
  }
2180
2355
  foe.active.volatiles.Recharging = false;
2181
2356
 
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);
2357
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2358
+ const last = battle.side(player).last_selected_move;
2359
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2193
2360
  }
2194
2361
 
2195
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2196
- try log.activate(battle.active(player), .Splash);
2362
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2363
+ try options.log.activate(battle.active(player), .Splash);
2197
2364
  }
2198
2365
 
2199
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2366
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2200
2367
  var side = battle.side(player);
2201
2368
  if (side.active.volatiles.Substitute) {
2202
- try log.fail(battle.active(player), .Substitute);
2369
+ try options.log.fail(battle.active(player), .Substitute);
2203
2370
  return;
2204
2371
  }
2205
2372
 
2206
2373
  assert(side.stored().stats.hp <= 1023);
2207
2374
  // 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);
2375
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2209
2376
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2210
2377
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2211
2378
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2212
2379
  // avoid having to convert to floating point)
2213
2380
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2214
2381
  if (side.stored().hp < required_hp) {
2215
- try log.fail(battle.active(player), .Weak);
2382
+ try options.log.fail(battle.active(player), .Weak);
2216
2383
  return;
2217
2384
  }
2218
2385
 
@@ -2220,34 +2387,32 @@ pub const Effects = struct {
2220
2387
  side.stored().hp -= hp;
2221
2388
  side.active.volatiles.substitute = hp + 1;
2222
2389
  side.active.volatiles.Substitute = true;
2223
- try log.start(battle.active(player), .Substitute);
2390
+ try options.log.start(battle.active(player), .Substitute);
2224
2391
  if (hp > 0) {
2225
- try log.damage(battle.active(player), side.stored(), .None);
2392
+ try options.log.damage(battle.active(player), side.stored(), .None);
2226
2393
  if (showdown and side.stored().hp == 0) residual.* = false;
2227
2394
  }
2228
2395
  }
2229
2396
 
2230
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2397
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2231
2398
  if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2232
2399
 
2233
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2234
- _ = try checkHit(battle, player, move, log);
2400
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2401
+ if (try checkHit(battle, player, move, options)) try options.chance.commit(player, .hit);
2402
+
2403
+ battle.last_damage = 0;
2235
2404
  }
2236
2405
 
2237
- fn thrashing(battle: anytype, player: Player) void {
2406
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2238
2407
  var volatiles = &battle.side(player).active.volatiles;
2239
2408
  assert(!volatiles.Thrashing);
2240
2409
  assert(!volatiles.Bide);
2241
2410
 
2242
2411
  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);
2412
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2248
2413
  }
2249
2414
 
2250
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2415
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2251
2416
  var side = battle.side(player);
2252
2417
  const foe = battle.foe(player);
2253
2418
  const foe_ident = battle.active(player.foe());
@@ -2273,10 +2438,10 @@ pub const Effects = struct {
2273
2438
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2274
2439
  }
2275
2440
 
2276
- try log.transform(battle.active(player), foe_ident);
2441
+ try options.log.transform(battle.active(player), foe_ident);
2277
2442
  }
2278
2443
 
2279
- fn binding(battle: anytype, player: Player) void {
2444
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2280
2445
  var side = battle.side(player);
2281
2446
  var foe = battle.foe(player);
2282
2447
 
@@ -2284,12 +2449,16 @@ pub const Effects = struct {
2284
2449
  side.active.volatiles.Binding = true;
2285
2450
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2286
2451
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2287
- if (!showdown) foe.active.volatiles.Recharging = false;
2452
+ if (!showdown) {
2453
+ foe.active.volatiles.Recharging = false;
2454
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2288
2455
 
2289
- side.active.volatiles.attacks = distribution(battle) - 1;
2456
+ side.active.volatiles.attacks =
2457
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2290
2458
  }
2291
2459
 
2292
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2293
2462
  var side = battle.side(player);
2294
2463
  const ident = battle.active(player);
2295
2464
 
@@ -2301,7 +2470,7 @@ pub const Effects = struct {
2301
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2302
2471
  if (boosts.atk == 6) return try log.fail(ident, .None);
2303
2472
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2304
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2305
2474
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2306
2475
  if (stats.atk == MAX_STAT_VALUE) {
2307
2476
  boosts.atk -= 1;
@@ -2312,16 +2481,18 @@ pub const Effects = struct {
2312
2481
  }
2313
2482
  return try log.fail(ident, .None);
2314
2483
  }
2315
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2316
- const stat = unmodifiedStats(battle, player).atk;
2484
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2485
+ const stat = unmodifiedStats(battle, side).atk;
2317
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2318
2487
  try log.boost(ident, reason, n);
2488
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2489
+ if (showdown and move.effect == .Rage) return;
2319
2490
  },
2320
2491
  .DefenseUp1, .DefenseUp2 => {
2321
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2322
2493
  if (boosts.def == 6) return try log.fail(ident, .None);
2323
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2324
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2325
2496
  if (stats.def == MAX_STAT_VALUE) {
2326
2497
  boosts.def -= 1;
2327
2498
  if (showdown) {
@@ -2330,15 +2501,15 @@ pub const Effects = struct {
2330
2501
  }
2331
2502
  return try log.fail(ident, .None);
2332
2503
  }
2333
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2334
- const stat = unmodifiedStats(battle, player).def;
2504
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2505
+ const stat = unmodifiedStats(battle, side).def;
2335
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2336
2507
  try log.boost(ident, .Defense, n);
2337
2508
  },
2338
2509
  .SpeedUp2 => {
2339
2510
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2340
2511
  if (boosts.spe == 6) return try log.fail(ident, .None);
2341
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2342
2513
  if (stats.spe == MAX_STAT_VALUE) {
2343
2514
  boosts.spe -= 1;
2344
2515
  if (showdown) {
@@ -2347,8 +2518,8 @@ pub const Effects = struct {
2347
2518
  }
2348
2519
  return try log.fail(ident, .None);
2349
2520
  }
2350
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2351
- const stat = unmodifiedStats(battle, player).spe;
2521
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2522
+ const stat = unmodifiedStats(battle, side).spe;
2352
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2353
2524
  try log.boost(ident, .Speed, 2);
2354
2525
  },
@@ -2356,7 +2527,7 @@ pub const Effects = struct {
2356
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2357
2528
  if (boosts.spc == 6) return try log.fail(ident, .None);
2358
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2359
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2360
2531
  if (stats.spc == MAX_STAT_VALUE) {
2361
2532
  boosts.spc -= 1;
2362
2533
  if (showdown) {
@@ -2367,8 +2538,8 @@ pub const Effects = struct {
2367
2538
  }
2368
2539
  return try log.fail(ident, .None);
2369
2540
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2371
- const stat = unmodifiedStats(battle, player).spc;
2541
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2542
+ const stat = unmodifiedStats(battle, side).spc;
2372
2543
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
2544
  try log.boost(ident, .SpecialAttack, n);
2374
2545
  try log.boost(ident, .SpecialDefense, n);
@@ -2376,7 +2547,7 @@ pub const Effects = struct {
2376
2547
  .EvasionUp1 => {
2377
2548
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2378
2549
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2379
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2380
2551
  try log.boost(ident, .Evasion, 1);
2381
2552
  },
2382
2553
  else => unreachable,
@@ -2386,32 +2557,32 @@ pub const Effects = struct {
2386
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2387
2558
  }
2388
2559
 
2389
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2390
2562
  var foe = battle.foe(player);
2391
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2392
2565
 
2393
- if (foe.active.volatiles.Substitute) {
2394
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2395
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2396
2567
 
2397
- if (move.effect.isStatDownChance()) {
2398
- const chance = if (showdown)
2399
- battle.rng.chance(u8, 85, 256)
2400
- else
2401
- battle.rng.next() < Gen12.percent(33) + 1;
2402
- if (!chance or foe.active.volatiles.Invulnerable) return;
2403
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2404
- return; // checkHit already checks for Invulnerable
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2574
+ try options.chance.commit(player, .hit);
2405
2575
  }
2406
2576
 
2407
2577
  var stats = &foe.active.stats;
2408
2578
  var boosts = &foe.active.boosts;
2579
+ const fail = showdown or !secondary;
2409
2580
 
2410
2581
  switch (move.effect) {
2411
2582
  .AttackDown1, .AttackDownChance => {
2412
2583
  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));
2584
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2585
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2415
2586
  if (stats.atk == 1) {
2416
2587
  boosts.atk += 1;
2417
2588
  if (showdown) {
@@ -2420,16 +2591,16 @@ pub const Effects = struct {
2420
2591
  }
2421
2592
  return try log.fail(foe_ident, .None);
2422
2593
  }
2423
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2424
- const stat = unmodifiedStats(battle, player.foe()).atk;
2594
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2595
+ const stat = unmodifiedStats(battle, foe).atk;
2425
2596
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2426
2597
  try log.boost(foe_ident, .Attack, -1);
2427
2598
  },
2428
2599
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2429
2600
  assert(boosts.def >= -6 and boosts.def <= 6);
2430
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2601
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2431
2602
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2432
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2603
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2433
2604
  if (stats.def == 1) {
2434
2605
  boosts.def += 1;
2435
2606
  if (showdown) {
@@ -2438,15 +2609,15 @@ pub const Effects = struct {
2438
2609
  }
2439
2610
  return try log.fail(foe_ident, .None);
2440
2611
  }
2441
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2442
- const stat = unmodifiedStats(battle, player.foe()).def;
2612
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2613
+ const stat = unmodifiedStats(battle, foe).def;
2443
2614
  stats.def = @max(1, stat * mod[0] / mod[1]);
2444
2615
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2445
2616
  },
2446
2617
  .SpeedDown1, .SpeedDownChance => {
2447
2618
  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));
2619
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2620
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2450
2621
  if (stats.spe == 1) {
2451
2622
  boosts.spe += 1;
2452
2623
  if (showdown) {
@@ -2455,16 +2626,16 @@ pub const Effects = struct {
2455
2626
  }
2456
2627
  return try log.fail(foe_ident, .None);
2457
2628
  }
2458
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2459
- const stat = unmodifiedStats(battle, player.foe()).spe;
2629
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2630
+ const stat = unmodifiedStats(battle, foe).spe;
2460
2631
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2461
2632
  try log.boost(foe_ident, .Speed, -1);
2462
2633
  assert(boosts.spe >= -6);
2463
2634
  },
2464
2635
  .SpecialDownChance => {
2465
2636
  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));
2637
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2638
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2468
2639
  if (stats.spc == 1) {
2469
2640
  boosts.spc += 1;
2470
2641
  if (showdown) {
@@ -2475,16 +2646,16 @@ pub const Effects = struct {
2475
2646
  }
2476
2647
  return try log.fail(foe_ident, .None);
2477
2648
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2479
- const stat = unmodifiedStats(battle, player.foe()).spc;
2649
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2650
+ const stat = unmodifiedStats(battle, foe).spc;
2480
2651
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2481
2652
  try log.boost(foe_ident, .SpecialAttack, -1);
2482
2653
  try log.boost(foe_ident, .SpecialDefense, -1);
2483
2654
  },
2484
2655
  .AccuracyDown1 => {
2485
2656
  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));
2657
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2658
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2488
2659
  try log.boost(foe_ident, .Accuracy, -1);
2489
2660
  },
2490
2661
  else => unreachable,
@@ -2495,8 +2666,7 @@ pub const Effects = struct {
2495
2666
  }
2496
2667
  };
2497
2668
 
2498
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2499
- const side = battle.side(who);
2669
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2500
2670
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2501
2671
  const id = ID.from(side.active.volatiles.transform);
2502
2672
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2510,16 +2680,19 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2510
2680
  }
2511
2681
  }
2512
2682
 
2513
- fn isForced(active: ActivePokemon) bool {
2683
+ inline fn isForced(active: anytype) bool {
2514
2684
  return active.volatiles.Recharging or active.volatiles.Rage or
2515
2685
  active.volatiles.Thrashing or active.volatiles.Charging;
2516
2686
  }
2517
2687
 
2518
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2688
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2689
+ var log = options.log;
2519
2690
  var side = battle.side(who);
2520
2691
  var volatiles = &side.active.volatiles;
2521
2692
  const ident = battle.active(who);
2522
2693
 
2694
+ options.chance.clearDurations(who, clear);
2695
+
2523
2696
  if (volatiles.disabled_move != 0) {
2524
2697
  volatiles.disabled_move = 0;
2525
2698
  volatiles.disabled_duration = 0;
@@ -2562,74 +2735,301 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2562
2735
  }
2563
2736
  }
2564
2737
 
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
- }
2738
+ pub const Rolls = struct {
2739
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2740
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2741
+ player == .P1
2742
+ else if (showdown)
2743
+ battle.rng.range(u8, 0, 2) == 0
2744
+ else
2745
+ battle.rng.next() < Gen12.percent(50) + 1;
2746
+
2747
+ try options.chance.speedTie(p1);
2748
+ return p1;
2574
2749
  }
2575
- return false;
2576
- }
2577
2750
 
2578
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2579
- var volatiles = &active.volatiles;
2580
- assert(volatiles.Thrashing);
2581
- if (volatiles.attacks > 0) return false;
2751
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2752
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ battle.rng.chance(u8, rate, 256)
2756
+ else
2757
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2582
2758
 
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);
2759
+ try options.chance.criticalHit(player, crit, rate);
2760
+ return crit;
2761
+ }
2589
2762
 
2590
- return true;
2591
- }
2763
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2764
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2765
+ val
2766
+ else roll: {
2767
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2768
+ while (true) {
2769
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2770
+ if (r >= 217) break :roll r;
2771
+ }
2772
+ };
2592
2773
 
2593
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2774
+ try options.chance.damage(player, roll);
2775
+ return roll;
2776
+ }
2594
2777
 
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
- }
2778
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2779
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2780
+ val == .true
2781
+ else if (showdown)
2782
+ battle.rng.chance(u8, accuracy, 256)
2783
+ else
2784
+ battle.rng.next() < accuracy;
2600
2785
 
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;
2786
+ options.chance.hit(ok, accuracy);
2787
+ return ok;
2788
+ }
2789
+
2790
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2791
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2792
+ val == .true
2793
+ else if (showdown)
2794
+ !battle.rng.chance(u8, 128, 256)
2795
+ else
2796
+ battle.rng.next() >= Gen12.percent(50) + 1;
2797
+
2798
+ try options.chance.confused(player, cfz);
2799
+ return cfz;
2800
+ }
2801
+
2802
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2803
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2804
+ val == .true
2805
+ else if (showdown)
2806
+ battle.rng.chance(u8, 63, 256)
2807
+ else
2808
+ battle.rng.next() < Gen12.percent(25);
2809
+
2810
+ try options.chance.paralyzed(player, par);
2811
+ return par;
2812
+ }
2813
+
2814
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2815
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2816
+ val == .true
2817
+ else if (showdown)
2818
+ battle.rng.chance(u8, 25, 256)
2819
+ else
2820
+ battle.rng.next() < Gen12.percent(10);
2821
+
2822
+ try options.chance.secondaryChance(player, proc, 25);
2823
+ return proc;
2824
+ }
2825
+
2826
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2827
+ const rate: u8 = if (low) 26 else 77;
2828
+
2829
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2830
+ val == .true
2831
+ else if (showdown)
2832
+ battle.rng.chance(u8, rate, 256)
2833
+ else
2834
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2835
+
2836
+ try options.chance.secondaryChance(player, proc, rate);
2837
+ return proc;
2838
+ }
2839
+
2840
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2841
+ const rate: u8 = if (low) 52 else 103;
2842
+
2843
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2844
+ val == .true
2845
+ else if (showdown)
2846
+ battle.rng.chance(u8, rate, 256)
2847
+ else
2848
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2849
+
2850
+ try options.chance.secondaryChance(player, proc, rate);
2851
+ return proc;
2852
+ }
2853
+
2854
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2855
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2856
+ val == .true
2857
+ else if (showdown)
2858
+ battle.rng.chance(u8, 85, 256)
2859
+ else
2860
+ battle.rng.next() < Gen12.percent(33) + 1;
2861
+
2862
+ try options.chance.secondaryChance(player, proc, 85);
2863
+ return proc;
2864
+ }
2865
+
2866
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2867
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2868
+ val
2869
+ else if (showdown) move: {
2870
+ const r = battle.rng.range(u8, 0, @intFromEnum(Move.Struggle) - 2);
2871
+ const mod = @as(u2, (if (r < @intFromEnum(Move.Metronome) - 1) 1 else 2));
2872
+ break :move @enumFromInt(r + mod);
2873
+ } else move: {
2874
+ while (true) {
2875
+ const r = battle.rng.next();
2876
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2877
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2878
+ break :move @enumFromInt(r);
2608
2879
  }
2880
+ };
2881
+
2882
+ try options.chance.metronome(player, move);
2883
+ return move;
2884
+ }
2885
+
2886
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2887
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2888
+ val - 1
2889
+ else if (showdown)
2890
+ battle.rng.range(u8, 0, max)
2891
+ else power: {
2892
+ while (true) {
2893
+ const r = battle.rng.next();
2894
+ if (r < max) break :power r;
2895
+ }
2896
+ };
2897
+
2898
+ try options.chance.psywave(player, power, max);
2899
+ return power;
2900
+ }
2901
+
2902
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2903
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2904
+ @intCast(val)
2905
+ else if (showdown)
2906
+ @intCast(battle.rng.range(u8, 1, 8))
2907
+ else duration: {
2908
+ while (true) {
2909
+ const r = battle.rng.next() & 7;
2910
+ if (r != 0) break :duration @intCast(r);
2911
+ }
2912
+ };
2913
+
2914
+ options.chance.duration(.sleep, player, player.foe(), duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2919
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2920
+ val
2921
+ else if (showdown)
2922
+ @intCast(battle.rng.range(u8, 1, 9))
2923
+ else
2924
+ @intCast((battle.rng.next() & 7) + 1);
2925
+
2926
+ options.chance.duration(.disable, player, player.foe(), duration);
2927
+ return duration;
2928
+ }
2929
+
2930
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2931
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ @intCast(battle.rng.range(u8, 2, 6))
2935
+ else
2936
+ @intCast((battle.rng.next() & 3) + 2);
2937
+
2938
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2939
+ return duration;
2940
+ }
2941
+
2942
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2943
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2944
+ @intCast(val)
2945
+ else if (showdown)
2946
+ @intCast(battle.rng.range(u4, 2, 4))
2947
+ else
2948
+ @intCast((battle.rng.next() & 1) + 2);
2949
+
2950
+ options.chance.duration(.attacking, player, player, duration);
2951
+ return duration;
2952
+ }
2953
+
2954
+ inline fn distribution(
2955
+ battle: anytype,
2956
+ comptime effect: Move.Effect,
2957
+ player: Player,
2958
+ options: anytype,
2959
+ ) !u3 {
2960
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2961
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2962
+ @intCast(val)
2963
+ else if (showdown)
2964
+ DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)]
2965
+ else n: {
2966
+ const r = (battle.rng.next() & 3);
2967
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2968
+ };
2969
+
2970
+ if (effect == .Binding) {
2971
+ options.chance.duration(.binding, player, player, n);
2609
2972
  } 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;
2973
+ try options.chance.multiHit(player, n);
2974
+ }
2975
+ return n;
2976
+ }
2977
+
2978
+ fn moveSlot(
2979
+ battle: anytype,
2980
+ player: Player,
2981
+ moves: []MoveSlot,
2982
+ check_pp: u4,
2983
+ options: anytype,
2984
+ ) !u4 {
2985
+ // TODO: consider throwing error instead of rerolling?
2986
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2987
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2988
+ val
2989
+ else
2990
+ null
2991
+ else
2992
+ null;
2993
+
2994
+ const slot: u4 = overridden orelse slot: {
2995
+ if (showdown) {
2996
+ if (check_pp == 0) {
2997
+ var i: usize = moves.len;
2998
+ while (i > 0) {
2999
+ i -= 1;
3000
+ if (moves[i].id != .None) {
3001
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3002
+ }
3003
+ }
3004
+ } else {
3005
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3006
+ var i: usize = 0;
3007
+ while (i < moves.len and r > 0) : (i += 1) {
3008
+ if (moves[i].pp > 0) {
3009
+ r -= 1;
3010
+ if (r == 0) break;
3011
+ }
3012
+ }
3013
+ break :slot @intCast(i + 1);
2616
3014
  }
2617
3015
  }
2618
- return @intCast(u4, i + 1);
2619
- }
2620
- }
2621
3016
 
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;
3017
+ while (true) {
3018
+ const r: u4 = @intCast(battle.rng.next() & 3);
3019
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3020
+ }
3021
+ };
3022
+
3023
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3024
+ return slot;
2625
3025
  }
2626
- }
3026
+ };
2627
3027
 
2628
3028
  test "RNG agreement" {
2629
3029
  if (!showdown) return;
2630
3030
  var expected: [256]u32 = undefined;
2631
3031
  for (0..expected.len) |i| {
2632
- expected[i] = @intCast(u32, i * 0x1000000);
3032
+ expected[i] = @intCast(i * 0x1000000);
2633
3033
  }
2634
3034
 
2635
3035
  var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
@@ -2672,7 +3072,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2672
3072
  const side = battle.side(player);
2673
3073
  const foe = battle.foe(player);
2674
3074
 
2675
- var active = side.active;
3075
+ var active = &side.active;
2676
3076
  const stored = side.stored();
2677
3077
 
2678
3078
  // While players are not given any input options on the cartridge in these cases,
@@ -2686,7 +3086,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3086
  // strictly correct as the player would not have been presented the option to move or
2687
3087
  // switch at all.
2688
3088
  if (isForced(active)) {
2689
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3089
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2690
3090
  n += 1;
2691
3091
  return n;
2692
3092
  }
@@ -2723,9 +3123,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2723
3123
  while (slot <= 4) : (slot += 1) {
2724
3124
  const m = active.moves[slot - 1];
2725
3125
  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;
3126
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3127
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3128
+ const struggle =
3129
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3130
+ const s = if (struggle) 0 else slot;
2729
3131
  out[n] = .{ .type = .Move, .data = s };
2730
3132
  n += 1;
2731
3133
  return n;