@pkmn/engine 0.1.0-dev.3a273268 → 0.1.0-dev.3a62fd35

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 (59) hide show
  1. package/README.md +99 -65
  2. package/build/pkg/addon.d.ts +1 -1
  3. package/build/pkg/addon.js +7 -6
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -2
  9. package/build/pkg/data.js.map +1 -1
  10. package/build/pkg/gen1.d.ts +5 -4
  11. package/build/pkg/gen1.js +48 -32
  12. package/build/pkg/gen1.js.map +1 -1
  13. package/build/pkg/index.d.ts +17 -13
  14. package/build/pkg/index.js.map +1 -1
  15. package/build/pkg/protocol.d.ts +4 -2
  16. package/build/pkg/protocol.js +61 -40
  17. package/build/pkg/protocol.js.map +1 -1
  18. package/build/test/display.js +31 -13
  19. package/build/test/display.js.map +1 -1
  20. package/build/tools/debug.js +3 -1
  21. package/build/tools/debug.js.map +1 -1
  22. package/build.zig +158 -125
  23. package/package.json +47 -24
  24. package/src/bin/install-pkmn-engine +24 -19
  25. package/src/lib/common/battle.zig +17 -0
  26. package/src/lib/common/data.zig +19 -31
  27. package/src/lib/common/debug.zig +21 -11
  28. package/src/lib/common/js.zig +118 -0
  29. package/src/lib/common/optional.zig +67 -0
  30. package/src/lib/common/options.zig +12 -3
  31. package/src/lib/common/protocol.zig +932 -395
  32. package/src/lib/common/rational.zig +357 -0
  33. package/src/lib/common/rng.zig +29 -20
  34. package/src/lib/common/util.zig +12 -0
  35. package/src/lib/gen1/README.md +285 -182
  36. package/src/lib/gen1/calc.zig +426 -0
  37. package/src/lib/gen1/chance.zig +1060 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +4 -4
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +101 -87
  42. package/src/lib/gen1/helpers.zig +577 -32
  43. package/src/lib/gen1/mechanics.zig +1048 -737
  44. package/src/lib/gen2/README.md +105 -85
  45. package/src/lib/gen2/calc.zig +143 -0
  46. package/src/lib/gen2/chance.zig +1314 -0
  47. package/src/lib/gen2/data/items.zig +14 -20
  48. package/src/lib/gen2/data/moves.zig +664 -570
  49. package/src/lib/gen2/data/species.zig +2 -2
  50. package/src/lib/gen2/data/types.zig +137 -34
  51. package/src/lib/gen2/data.zig +130 -92
  52. package/src/lib/gen2/generated.zig +806 -0
  53. package/src/lib/gen2/helpers.zig +16 -22
  54. package/src/lib/gen2/mechanics.zig +3506 -12
  55. package/src/lib/node.zig +131 -0
  56. package/src/lib/pkmn.zig +88 -6
  57. package/src/lib/wasm.zig +13 -0
  58. package/src/lib/binding/node.zig +0 -229
  59. package/src/lib/binding/wasm.zig +0 -10
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,52 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
67
67
 
68
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
69
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
70
-
71
- if (turnOrder(battle, c1, c2) == .P1) {
72
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
73
- } else {
74
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
75
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
70
 
77
71
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
72
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
81
  }
85
82
 
86
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
87
87
  }
88
88
 
89
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
90
90
  const p1 = battle.side(.P1);
91
91
  const p2 = battle.side(.P2);
92
92
 
93
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
94
94
  assert(!showdown or p1_slot == 1);
95
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
96
96
 
97
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
98
98
  assert(!showdown or p2_slot == 1);
99
99
  if (p2_slot == 0) return Result.Win;
100
100
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
103
103
 
104
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
105
105
  }
106
106
 
107
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +114,7 @@ fn selectMove(
114
114
  player: Player,
115
115
  choice: Choice,
116
116
  foe_choice: Choice,
117
- from: *?Move,
117
+ skip_turn: *bool,
118
118
  ) ?Result {
119
119
  if (choice.type == .Pass) return null;
120
120
 
@@ -123,20 +123,27 @@ fn selectMove(
123
123
  const stored = side.stored();
124
124
 
125
125
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
127
 
128
128
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
130
133
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
133
138
  return null;
134
139
  }
135
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
141
  if (!showdown) volatiles.Flinch = false;
137
142
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
140
147
  return null;
141
148
  }
142
149
 
@@ -146,13 +153,14 @@ fn selectMove(
146
153
  // pre-move select
147
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
155
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
150
160
  return null;
151
161
  }
152
162
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
163
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -164,11 +172,7 @@ fn selectMove(
164
172
  assert(choice.data == 0);
165
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
174
  if (foe_choice.type == .Switch) {
167
- const slot = if (player == .P1)
168
- battle.last_selected_indexes.p1
169
- else
170
- battle.last_selected_indexes.p2;
171
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
172
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
177
  if (last.id == .MirrorMove) return Result.Error;
174
178
  }
@@ -177,6 +181,7 @@ fn selectMove(
177
181
  }
178
182
 
179
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
180
185
  if (showdown) {
181
186
  saveMove(battle, player, choice);
182
187
  } else {
@@ -191,16 +196,13 @@ fn selectMove(
191
196
  if (choice.data == 0) {
192
197
  const struggle = ok: {
193
198
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
200
  }
196
201
  break :ok true;
197
202
  };
198
-
199
203
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
204
  }
205
+ saveMove(battle, player, choice);
204
206
 
205
207
  return null;
206
208
  }
@@ -213,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
215
  if (c.data == 0) {
214
216
  side.last_selected_move = .Struggle;
215
217
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
219
  const move = side.active.move(c.data);
218
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
221
  // sometimes required...), but a 0 PP move can be used automatically
220
222
  assert(showdown or move.pp != 0);
221
223
 
222
224
  side.last_selected_move = move.id;
223
- if (player == .P1) {
224
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
225
- } else {
226
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
227
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
228
226
  }
229
227
  }
230
228
  }
231
229
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
231
  var side = battle.side(player);
234
232
  var foe = battle.foe(player);
235
233
  var active = &side.active;
@@ -242,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
240
  side.order[0] = side.order[slot - 1];
243
241
  side.order[slot - 1] = out;
244
242
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
243
+ battle.lastMove(player).index = 1;
250
244
 
251
245
  side.last_used_move = .None;
252
246
  foe.last_used_move = .None;
@@ -262,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
256
 
263
257
  foe.active.volatiles.Binding = false;
264
258
 
265
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
266
261
 
267
262
  if (showdown and incoming.status == Status.TOX) {
268
263
  incoming.status = Status.init(.PSN);
269
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
265
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
267
  }
273
268
  }
274
269
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
271
  assert(c1.type != .Pass or c2.type != .Pass);
277
272
 
278
273
  if (c1.type == .Pass) return .P2;
@@ -302,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
297
  const spe2 = battle.side(.P2).active.stats.spe;
303
298
  if (spe1 == spe2) {
304
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
306
303
 
307
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
308
305
  if (!showdown) return if (p1) .P1 else .P2;
309
306
 
310
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +324,55 @@ fn doTurn(
327
324
  battle: anytype,
328
325
  player: Player,
329
326
  player_choice: Choice,
330
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
331
329
  foe_player: Player,
332
330
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
335
334
  ) !?Result {
336
335
  assert(player_choice.type != .Pass);
337
336
 
338
337
  var residual = true;
339
338
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
341
348
  if (!replace) {
342
349
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
344
351
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
347
354
  } else if (foe_choice.type == .Pass) return null;
348
355
 
356
+ options.chance.clearPending();
357
+
349
358
  residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  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
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +422,13 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,22 +458,23 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
448
464
 
449
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
466
  }
451
467
 
452
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
453
469
 
454
470
  fn beforeMove(
455
471
  battle: anytype,
456
472
  player: Player,
457
- from: ?Move,
473
+ skip: bool,
458
474
  residual: *bool,
459
- log: anytype,
475
+ options: anytype,
460
476
  ) !BeforeMove {
477
+ var log = options.log;
461
478
  var side = battle.side(player);
462
479
  const foe = battle.foe(player);
463
480
  var active = &side.active;
@@ -466,58 +483,69 @@ fn beforeMove(
466
483
  var volatiles = &active.volatiles;
467
484
 
468
485
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
486
+ const before = stored.status;
470
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
471
- stored.status -= 1;
472
- if (Status.duration(stored.status) == 0) {
473
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
474
501
  stored.status = 0; // clears EXT if present
475
502
  } else {
476
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
477
504
  }
478
505
  side.last_used_move = .None;
479
506
  return .done;
480
507
  }
481
508
 
482
509
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
484
511
  side.last_used_move = .None;
485
512
  return .done;
486
513
  }
487
514
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
490
517
  return .done;
491
518
  }
492
519
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
496
525
  return .done;
497
526
  }
498
527
 
499
528
  if (volatiles.Recharging) {
500
529
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
502
531
  return .done;
503
532
  }
504
533
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
509
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
510
539
  }
511
- }
512
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
514
541
 
515
- // Pokémon Showdown checks for Flinch *after* instead of before
516
- if (showdown and volatiles.Flinch) {
517
- volatiles.Flinch = false;
518
- try log.cant(ident, .Flinch);
519
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
520
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
521
549
 
522
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
523
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -529,14 +557,20 @@ fn beforeMove(
529
557
  if (volatiles.Confusion) {
530
558
  assert(volatiles.confusion > 0);
531
559
 
532
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
533
567
  if (volatiles.confusion == 0) {
534
568
  volatiles.Confusion = false;
535
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
536
570
  } else {
537
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
538
572
 
539
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
540
574
  assert(!volatiles.MultiHit);
541
575
  if (!volatiles.Rage) volatiles.state = 0;
542
576
  volatiles.Bide = false;
@@ -546,6 +580,7 @@ fn beforeMove(
546
580
  volatiles.Charging = false;
547
581
  volatiles.Binding = false;
548
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
549
584
  {
550
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
551
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -565,7 +600,7 @@ fn beforeMove(
565
600
 
566
601
  const uncapped = battle.last_damage;
567
602
  // Skipping adjustDamage / randomizeDamage / checkHit
568
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
569
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
570
605
  if (showdown) battle.last_damage = uncapped;
571
606
 
@@ -574,83 +609,108 @@ fn beforeMove(
574
609
  }
575
610
  }
576
611
 
577
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
578
613
 
579
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
580
615
  if (!volatiles.Rage) volatiles.state = 0;
581
616
  volatiles.Bide = false;
582
617
  volatiles.Thrashing = false;
583
618
  volatiles.Charging = false;
584
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
585
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
586
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
587
623
  return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
596
644
 
597
- volatiles.attacks -= 1;
598
645
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
600
647
  return .done;
601
648
  }
602
649
 
603
650
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
605
652
 
606
653
  battle.last_damage = volatiles.state *% 2;
607
654
  volatiles.state = 0;
608
655
 
609
656
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
611
658
  return .done;
612
659
  }
613
660
 
614
661
  const sub = showdown and foe.active.volatiles.Substitute;
615
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
616
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
617
664
 
618
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
619
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
620
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
621
668
  if (showdown) {
622
669
  residual.* = false;
623
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
624
671
  }
625
672
 
626
673
  return .done;
627
674
  }
628
675
 
629
676
  if (volatiles.Thrashing) {
630
- assert(volatiles.attacks > 0);
631
- assert(from != null);
632
- volatiles.attacks -= 1;
633
- if (!showdown and handleThrashing(battle, active)) {
634
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
635
681
  }
636
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
637
- if (showdown and handleThrashing(battle, active)) {
638
- try log.start(battle.active(player), .ConfusionSilent);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
639
695
  }
640
696
  return .skip_can;
641
697
  }
642
698
 
643
699
  if (volatiles.Binding) {
644
- assert(volatiles.attacks > 0);
645
- volatiles.attacks -= 1;
646
- try log.move(
647
- battle.active(player),
648
- side.last_selected_move,
649
- battle.active(player.foe()),
650
- side.last_selected_move,
651
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
652
708
  if (showdown or battle.last_damage != 0) {
653
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
654
714
  }
655
715
  return .done;
656
716
  }
@@ -664,56 +724,57 @@ fn canMove(
664
724
  mslot: u4,
665
725
  auto: bool,
666
726
  skip_pp: bool,
667
- from: ?Move,
727
+ from: Move,
668
728
  residual: *bool,
669
- log: anytype,
729
+ options: anytype,
670
730
  ) !bool {
671
731
  var side = battle.side(player);
672
732
  const player_ident = battle.active(player);
673
733
  const move = Move.get(side.last_selected_move);
674
734
 
675
- const foe_last = battle.foe(player).last_used_move;
676
- const special = from != null and (from.? == .Metronome and
677
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
678
-
679
- var skip = skip_pp;
680
735
  if (side.active.volatiles.Charging) {
681
736
  side.active.volatiles.Charging = false;
682
737
  side.active.volatiles.Invulnerable = false;
683
738
  } else if (move.effect == .Charge) {
684
- try log.move(player_ident, side.last_selected_move, .{}, from);
685
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
686
742
  return false;
687
743
  }
688
744
 
689
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
690
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
691
747
 
692
748
  const target = if (move.target == .Self) player else player.foe();
693
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
694
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
695
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
696
- // meaning sometimes we lose this information. from is still set because it not being null is
697
- // relevant for control flow, but we don't have anything useful to put in the log. This is
698
- // regrettable, but this information is more "nice to have" than required
699
- const f = if (from != null and from.? == .None) null else from;
700
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
701
751
 
702
752
  if (move.effect.onBegin()) {
703
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
704
754
  return false;
705
755
  }
706
756
 
707
757
  if (move.effect == .Thrashing) {
708
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
709
759
  } else if (!showdown and move.effect == .Binding) {
710
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
711
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
712
762
  }
713
763
 
714
764
  return true;
715
765
  }
716
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
717
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
718
779
  if (side.last_selected_move == .Struggle) return;
719
780
 
@@ -723,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
723
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
724
785
  if (volatiles.Bide) return;
725
786
 
726
- assert(active.move(mslot).pp > 0 or auto);
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
728
790
  if (volatiles.Transform) return;
729
791
 
730
- assert(side.stored().move(mslot).pp > 0 or auto);
731
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
732
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
733
796
  }
734
797
 
@@ -736,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
736
799
  var active = &side.active;
737
800
  const volatiles = &active.volatiles;
738
801
 
739
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
740
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
741
804
  if (showdown and volatiles.Transform) return;
742
805
 
743
806
  assert(mslot > 0 and mslot <= 4);
744
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
745
808
  }
746
809
 
747
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -749,10 +812,12 @@ fn doMove(
749
812
  battle: anytype,
750
813
  player: Player,
751
814
  mslot: u4,
815
+ rewrap: bool,
752
816
  auto: bool,
753
817
  residual: *bool,
754
- log: anytype,
818
+ options: anytype,
755
819
  ) !?Result {
820
+ var log = options.log;
756
821
  var side = battle.side(player);
757
822
  const foe = battle.foe(player);
758
823
 
@@ -767,23 +832,27 @@ fn doMove(
767
832
  var hits: u4 = 1;
768
833
  var effectiveness = Effectiveness.neutral;
769
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
770
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
771
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
772
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
773
841
  }
774
842
 
775
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
776
844
  // calling moveHit early covers most of that but we also need to check type immunity first
777
845
  var miss = showdown and miss: {
778
846
  immune = move.target != .Self and !status and !counter and
779
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
780
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
781
849
  if (immune and move.effect != .Binding) break :miss true;
782
850
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
783
851
  battle.last_damage = 0;
784
852
  break :miss true;
785
853
  }
786
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
787
856
  };
788
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
789
858
 
@@ -791,16 +860,16 @@ fn doMove(
791
860
  const skip = status or immune;
792
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
793
862
  if (showdown and move.effect.isMulti()) {
794
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
795
864
  hits = side.active.volatiles.attacks;
796
865
  late = false;
797
866
  }
798
867
 
799
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
800
869
  const check = !showdown or (!counter and move.effect != .OHKO);
801
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
802
871
 
803
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
804
873
 
805
874
  battle.last_damage = 0;
806
875
 
@@ -822,17 +891,15 @@ fn doMove(
822
891
  effectiveness = adjustDamage(battle, player);
823
892
  immune = effectiveness == 0;
824
893
  }
825
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
826
895
  }
827
896
  }
828
897
 
829
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
830
- if (showdown and skip) battle.last_damage = 0;
831
-
898
+ const zero = battle.last_damage == 0;
832
899
  miss = if (showdown or skip)
833
900
  miss
834
901
  else
835
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
836
903
 
837
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
838
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -840,11 +907,11 @@ fn doMove(
840
907
 
841
908
  if (!showdown or !miss) {
842
909
  if (move.effect == .MirrorMove) {
843
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
844
911
  } else if (move.effect == .Metronome) {
845
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
846
913
  } else if (move.effect.onEnd()) {
847
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
848
915
  return null;
849
916
  }
850
917
  }
@@ -856,36 +923,41 @@ fn doMove(
856
923
  ohko = (!showdown or (!immune and !invulnerable)) and
857
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
858
925
  if (ohko) {
859
- try log.immune(foe_ident, .OHKO);
860
- } else if (immune and !invulnerable) {
861
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
862
929
  } else if (mist) {
863
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
864
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
865
932
  } else {
866
- try log.lastmiss();
867
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
868
936
  }
869
937
  if (move.effect == .JumpKick) {
870
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
871
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
872
940
  battle.last_damage = 1;
873
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
874
942
  if (showdown and side.stored().hp == 0) residual.* = false;
875
943
  } else if (move.effect == .Explode) {
876
944
  try Effects.explode(battle, player);
877
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
878
946
  } else if (showdown and move.effect == .Disable) {
879
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
880
950
  }
881
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
882
954
  }
883
955
 
884
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
885
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
886
958
  // it up above before damage calculation).
887
959
  if (!showdown and move.effect.isMulti()) {
888
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
889
961
  hits = side.active.volatiles.attacks;
890
962
  }
891
963
 
@@ -896,18 +968,20 @@ fn doMove(
896
968
  var hit: u4 = 0;
897
969
  while (hit < hits) {
898
970
  if (hit == 0) {
899
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
900
972
  if (effectiveness > Effectiveness.neutral) {
901
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
902
974
  } else if (effectiveness < Effectiveness.neutral) {
903
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
904
976
  }
905
977
  }
906
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
907
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
908
980
  hit += 1;
909
981
  if (foe.stored().hp == 0) break;
910
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
911
985
  // If the substitute breaks during a multi-hit attack, the attack ends
912
986
  if (nullified) break;
913
987
  }
@@ -917,17 +991,23 @@ fn doMove(
917
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
918
992
  side.active.volatiles.attacks = 0;
919
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
920
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
921
995
  }
922
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
923
997
  } else if (showdown) {
924
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
925
999
  if (move.effect == .Binding) {
926
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
927
1001
  if (immune) {
928
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
929
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
930
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
931
1011
  return null;
932
1012
  }
933
1013
  }
@@ -940,12 +1020,12 @@ fn doMove(
940
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
941
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
942
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
943
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
944
1024
 
945
1025
  if (foe.stored().hp == 0) return null;
946
1026
 
947
1027
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
948
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
949
1029
 
950
1030
  if (!move.effect.isSpecial()) {
951
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -956,29 +1036,29 @@ fn doMove(
956
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
957
1037
  // puts the |-status| message before |-hitcount| instead of after.
958
1038
  if (move.effect == .Twineedle) {
959
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
960
1040
  } else if (move.effect == .Disable) {
961
- const result = try Effects.disable(battle, player, move, log);
962
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
963
1043
  return result;
964
1044
  } else {
965
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
966
1046
  }
967
1047
  }
968
1048
 
969
1049
  return null;
970
1050
  }
971
1051
 
972
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
973
1053
  const side = battle.side(player);
974
1054
 
975
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
976
- var chance = @as(u16, Species.chance(side.stored().species));
977
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
978
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
979
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
980
1060
 
981
- return Rolls.criticalHit(battle, chance);
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
982
1062
  }
983
1063
 
984
1064
  fn calcDamage(
@@ -1030,9 +1110,9 @@ fn calcDamage(
1030
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1031
1111
  }
1032
1112
 
1033
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1034
1114
 
1035
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1036
1116
 
1037
1117
  if (def == 0) return false;
1038
1118
 
@@ -1044,7 +1124,7 @@ fn calcDamage(
1044
1124
  d = @min(997, d);
1045
1125
  d += 2;
1046
1126
 
1047
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1048
1128
 
1049
1129
  return true;
1050
1130
  }
@@ -1058,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1058
1138
  var d = battle.last_damage;
1059
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1060
1140
 
1061
- const neutral = @enumToInt(Effectiveness.Neutral);
1062
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1063
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1064
1144
 
1065
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1066
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1080,17 +1160,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1080
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1081
1161
  }
1082
1162
 
1083
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1084
1164
  if (battle.last_damage <= 1) return;
1085
- const random = Rolls.damage(battle);
1086
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1087
1169
  }
1088
1170
 
1089
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1090
1172
  const side = battle.side(player);
1091
1173
  const foe = battle.foe(player);
1092
1174
 
1093
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1094
1177
 
1095
1178
  battle.last_damage = switch (side.last_selected_move) {
1096
1179
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1099,10 +1182,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1099
1182
  .DragonRage => 40,
1100
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1101
1184
  .Psywave => power: {
1102
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1103
1186
  // GLITCH: Psywave infinite glitch loop
1104
1187
  if (!showdown and max <= 1) return Result.Error;
1105
- break :power Rolls.psywave(battle, max);
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1106
1189
  },
1107
1190
  else => unreachable,
1108
1191
  };
@@ -1110,57 +1193,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1110
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1111
1194
 
1112
1195
  const sub = showdown and foe.active.volatiles.Substitute;
1113
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1114
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1115
1198
 
1116
1199
  return null;
1117
1200
  }
1118
1201
 
1119
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1120
1203
  const foe = battle.foe(player);
1121
1204
 
1122
1205
  if (battle.last_damage == 0) {
1123
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1124
1207
  return null;
1125
1208
  }
1126
1209
 
1127
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1128
- const foe_last_used_move =
1129
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1130
1211
  const foe_last_selected_move =
1131
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1132
- .Counter
1213
+ .Splash
1133
1214
  else
1134
1215
  foe.last_selected_move);
1135
1216
 
1136
- const used = foe_last_used_move.bp > 0 and
1137
- foe.last_used_move != .Counter and
1138
- (foe_last_used_move.type == .Normal or
1139
- foe_last_used_move.type == .Fighting);
1140
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1141
1218
  const selected = foe_last_selected_move.bp > 0 and
1142
1219
  foe.last_selected_move != .Counter and
1143
1220
  (foe_last_selected_move.type == .Normal or
1144
1221
  foe_last_selected_move.type == .Fighting);
1145
1222
 
1146
1223
  if (!used and !selected) {
1147
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1148
1225
  return null;
1149
1226
  }
1150
1227
 
1151
1228
  if (!used or !selected) {
1152
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1153
1230
  if (!showdown) return Result.Error;
1154
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1155
1232
  return null;
1156
1233
  }
1157
1234
 
1158
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1159
1236
 
1160
1237
  // Pokémon Showdown calls checkHit before Counter
1161
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1162
1240
 
1163
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1164
1244
  return null;
1165
1245
  }
1166
1246
 
@@ -1169,7 +1249,7 @@ fn applyDamage(
1169
1249
  target_player: Player,
1170
1250
  sub_player: Player,
1171
1251
  reason: Damage,
1172
- log: anytype,
1252
+ options: anytype,
1173
1253
  ) !bool {
1174
1254
  assert(showdown or battle.last_damage != 0);
1175
1255
 
@@ -1184,19 +1264,20 @@ fn applyDamage(
1184
1264
  subbed.active.volatiles.substitute = 0;
1185
1265
  subbed.active.volatiles.Substitute = false;
1186
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1187
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1188
1269
  return true;
1189
1270
  } else {
1190
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1191
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1192
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1193
1274
  return false;
1194
1275
  }
1195
1276
  }
1196
1277
 
1197
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1198
1279
  target.stored().hp -= battle.last_damage;
1199
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1200
1281
  return false;
1201
1282
  }
1202
1283
 
@@ -1204,61 +1285,78 @@ fn mirrorMove(
1204
1285
  battle: anytype,
1205
1286
  player: Player,
1206
1287
  mslot: u4,
1288
+ rewrap: bool,
1207
1289
  auto: bool,
1208
1290
  residual: *bool,
1209
- log: anytype,
1210
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1211
1293
  var side = battle.side(player);
1212
1294
  const foe = battle.foe(player);
1213
1295
 
1214
1296
  side.last_selected_move = foe.last_used_move;
1215
1297
 
1216
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1217
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1218
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1219
1303
  }
1220
1304
 
1221
- incrementPP(side, mslot);
1222
-
1223
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1224
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1225
1309
  }
1226
1310
 
1227
1311
  fn metronome(
1228
1312
  battle: anytype,
1229
1313
  player: Player,
1230
1314
  mslot: u4,
1315
+ rewrap: bool,
1231
1316
  auto: bool,
1232
1317
  residual: *bool,
1233
- log: anytype,
1234
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1235
1320
  var side = battle.side(player);
1236
1321
 
1237
- side.last_selected_move = Rolls.metronome(battle);
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1238
1323
  incrementPP(side, mslot);
1239
1324
 
1240
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1329
  }
1243
1330
 
1244
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1245
1332
  var immune = false;
1246
1333
  var mist = false;
1247
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1248
1337
  assert(!immune);
1249
1338
  if (mist) {
1250
1339
  assert(!showdown);
1251
1340
  const foe_ident = battle.active(player.foe());
1252
- try log.activate(foe_ident, .Mist);
1253
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1254
1343
  } else {
1255
- try log.lastmiss();
1256
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1257
1347
  }
1348
+
1258
1349
  return false;
1259
1350
  }
1260
1351
 
1261
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1262
1360
  var side = battle.side(player);
1263
1361
  const foe = battle.foe(player);
1264
1362
 
@@ -1297,10 +1395,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1297
1395
  const overwritten = overwrite and state > 0;
1298
1396
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1299
1397
 
1300
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1301
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1302
1400
  accuracy = accuracy * boost[0] / boost[1];
1303
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1304
1402
  accuracy = accuracy * boost[0] / boost[1];
1305
1403
  accuracy = @min(255, @max(1, accuracy));
1306
1404
 
@@ -1309,7 +1407,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1309
1407
  if (overwrite) side.active.volatiles.state = accuracy;
1310
1408
 
1311
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1312
- break :miss !Rolls.hit(battle, accuracy);
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1313
1411
  };
1314
1412
 
1315
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1319,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1319
1417
  }
1320
1418
 
1321
1419
  if (!miss) return true;
1322
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1323
1421
  side.active.volatiles.Binding = false;
1324
1422
  return false;
1325
1423
  }
@@ -1327,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1327
1425
  fn checkFaint(
1328
1426
  battle: anytype,
1329
1427
  player: Player,
1330
- log: anytype,
1331
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1332
1430
  const side = battle.side(player);
1333
1431
  if (side.stored().hp > 0) return null;
1334
1432
 
@@ -1336,33 +1434,32 @@ fn checkFaint(
1336
1434
  const foe_fainted = foe.stored().hp == 0;
1337
1435
 
1338
1436
  const player_out = findFirstAlive(side) == 0;
1339
- const foe_out = findFirstAlive(foe) == 0;
1340
- const tie = player_out and foe_out;
1341
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1342
1439
 
1343
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1344
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1345
1442
 
1346
1443
  assert(!side.active.volatiles.MultiHit);
1347
1444
  assert(!foe.active.volatiles.MultiHit);
1348
1445
 
1349
- if (tie) {
1350
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1351
1448
  return Result.Tie;
1352
1449
  } else if (player_out) {
1353
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1354
1451
  return if (player == .P1) Result.Lose else Result.Win;
1355
1452
  } else if (foe_out) {
1356
- try log.win(player);
1453
+ try options.log.win(.{player});
1357
1454
  return if (player == .P1) Result.Win else Result.Lose;
1358
1455
  }
1359
1456
 
1360
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1361
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1362
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1363
1460
  }
1364
1461
 
1365
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1366
1463
  var side = battle.side(player);
1367
1464
  var foe = battle.foe(player);
1368
1465
  assert(side.stored().hp == 0);
@@ -1395,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1395
1492
  side.stored().stats.spe;
1396
1493
  }
1397
1494
 
1398
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1399
1497
  return null;
1400
1498
  }
1401
1499
 
1402
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1403
1501
  var side = battle.side(player);
1404
1502
  var stored = side.stored();
1405
1503
  const ident = battle.active(player);
1406
1504
  var volatiles = &side.active.volatiles;
1407
1505
 
1408
1506
  const brn = Status.is(stored.status, .BRN);
1409
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1410
1508
  var damage = @max(stored.stats.hp / 16, 1);
1411
-
1412
1509
  if (volatiles.Toxic) {
1413
1510
  volatiles.toxic += 1;
1414
1511
  damage *= volatiles.toxic;
1415
1512
  }
1513
+ damage = @min(damage, stored.hp);
1416
1514
 
1417
- const amount = @min(damage, stored.hp);
1418
- if (showdown and amount == 0) break :blk;
1419
-
1420
- stored.hp -= amount;
1421
-
1422
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1423
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1424
1520
  }
1425
1521
 
1426
1522
  if (volatiles.LeechSeed) {
@@ -1444,47 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1444
1540
  const amount = @min(damage, stored.hp);
1445
1541
  stored.hp -= amount;
1446
1542
 
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) {
1449
- try log.damage(ident, stored, .LeechSeed);
1450
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1451
- if (showdown) battle.last_damage = damage;
1452
- }
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1453
1545
 
1454
1546
  const before = foe_stored.hp;
1455
1547
  // Uncapped damage is added back to the foe
1456
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1457
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1458
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1459
1551
  }
1460
1552
  }
1461
1553
 
1462
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1463
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1464
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1465
1557
 
1466
- if (showdown and options.ebc and checkEBC(battle)) {
1467
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1468
1562
  return Result.Tie;
1469
1563
  }
1470
1564
 
1471
- battle.turn += 1;
1472
-
1473
1565
  if (showdown and battle.turn >= 1000) {
1474
- try log.tie();
1566
+ try options.log.tie(.{});
1475
1567
  return Result.Tie;
1476
1568
  } else if (battle.turn >= 65535) {
1477
1569
  return Result.Error;
1478
1570
  }
1479
1571
 
1480
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1481
1573
 
1482
1574
  return Result.Default;
1483
1575
  }
1484
1576
 
1485
1577
  fn checkEBC(battle: anytype) bool {
1486
1578
  for (battle.sides, 0..) |side, i| {
1487
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1488
1580
 
1489
1581
  var foe_all_ghosts = true;
1490
1582
  var foe_all_transform = true;
@@ -1536,10 +1628,10 @@ fn checkEBC(battle: anytype) bool {
1536
1628
  return false;
1537
1629
  }
1538
1630
 
1539
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1540
- if (side.active.volatiles.disabled_move != 0) {
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1541
1633
  // A Pokémon that transforms after being disabled may end up with less move slots
1542
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1543
1635
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1544
1636
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1545
1637
  m
@@ -1547,127 +1639,124 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1547
1639
  side.last_selected_move;
1548
1640
  if (m != .None and m == last) {
1549
1641
  side.active.volatiles.Charging = false;
1550
- try log.disabled(ident, last);
1642
+ try options.log.cant(.{ ident, .Disable, last });
1551
1643
  return true;
1552
1644
  }
1553
1645
  }
1554
1646
  return false;
1555
1647
  }
1556
1648
 
1557
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1558
1650
  const side = battle.side(who);
1559
1651
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1560
- try Effects.boost(battle, who, Move.get(.Rage), log);
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1561
1653
  }
1562
1654
  }
1563
1655
 
1564
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1565
1657
  var volatiles = &active.volatiles;
1566
1658
  assert(volatiles.Thrashing);
1567
1659
  if (volatiles.attacks > 0) return false;
1568
1660
 
1569
1661
  volatiles.Thrashing = false;
1570
1662
  volatiles.Confusion = true;
1571
- volatiles.confusion = Rolls.confusionDuration(battle);
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1572
1664
  return true;
1573
1665
  }
1574
1666
 
1575
- inline fn onBegin(
1667
+ fn onBegin(
1576
1668
  battle: anytype,
1577
1669
  player: Player,
1578
1670
  move: Move.Data,
1579
1671
  mslot: u8,
1580
1672
  residual: *bool,
1581
- log: anytype,
1673
+ options: anytype,
1582
1674
  ) !void {
1583
- assert(move.effect.onBegin());
1584
1675
  return switch (move.effect) {
1585
- .Confusion => Effects.confusion(battle, player, move, log),
1586
- .Conversion => Effects.conversion(battle, player, log),
1587
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1588
- .Haze => Effects.haze(battle, player, log),
1589
- .Heal => Effects.heal(battle, player, log),
1590
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1591
- .LightScreen => Effects.lightScreen(battle, player, log),
1592
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1593
- .Mist => Effects.mist(battle, player, log),
1594
- .Paralyze => Effects.paralyze(battle, player, move, log),
1595
- .Poison => Effects.poison(battle, player, move, log),
1596
- .Reflect => Effects.reflect(battle, player, log),
1597
- .Splash => Effects.splash(battle, player, log),
1598
- .Substitute => Effects.substitute(battle, player, residual, log),
1599
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1600
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1601
1692
  else => unreachable,
1602
1693
  };
1603
1694
  }
1604
1695
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1606
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1697
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1609
1699
  // zig fmt: off
1610
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1613
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1615
1705
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1707
  else => unreachable,
1618
1708
  };
1619
1709
  }
1620
1710
 
1621
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1622
1712
  battle: anytype,
1623
1713
  player: Player,
1624
1714
  move: Move.Data,
1625
1715
  residual: *bool,
1626
- log: anytype,
1716
+ options: anytype,
1627
1717
  ) !void {
1628
- assert(move.effect.alwaysHappens());
1629
1718
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1720
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1633
1722
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1724
  .JumpKick, .Binding => {},
1636
1725
  else => unreachable,
1637
1726
  };
1638
1727
  }
1639
1728
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1730
  return switch (move.effect) {
1642
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1643
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1644
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1645
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1646
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1739
  // zig fmt: off
1651
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1653
1742
  // zig fmt: on
1654
1743
  else => {},
1655
1744
  };
1656
1745
  }
1657
1746
 
1658
1747
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1749
  var side = battle.side(player);
1661
1750
 
1662
1751
  side.active.volatiles.Bide = true;
1663
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1664
1753
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = Rolls.duration(battle);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1666
1755
 
1667
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1668
1757
  }
1669
1758
 
1670
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1760
  var foe = battle.foe(player);
1672
1761
  var foe_stored = foe.stored();
1673
1762
 
@@ -1678,83 +1767,92 @@ pub const Effects = struct {
1678
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1679
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1680
1769
  assert(move.type == .Fire);
1681
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1682
1775
  foe_stored.status = 0;
1683
1776
  }
1684
1777
  return;
1685
1778
  }
1686
1779
 
1687
1780
  if (foe.active.types.includes(move.type)) return;
1688
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1689
1784
 
1690
1785
  foe_stored.status = Status.init(.BRN);
1691
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1787
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1789
  }
1695
1790
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1792
  var side = battle.side(player);
1698
1793
  var volatiles = &side.active.volatiles;
1699
1794
 
1700
1795
  volatiles.Charging = true;
1701
1796
  const move = side.last_selected_move;
1702
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1705
1800
  }
1706
1801
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1803
  var foe = battle.foe(player);
1709
1804
  const sub = foe.active.volatiles.Substitute;
1710
1805
 
1711
1806
  if (move.effect == .ConfusionChance) {
1712
- if (!Rolls.confusionChance(battle)) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1713
1808
  } else {
1714
1809
  if (showdown) {
1715
- if (!try checkHit(battle, player, move, log)) {
1716
- return;
1717
- } else if (sub) {
1718
- return log.fail(battle.active(player.foe()), .None);
1719
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1720
1812
  } else {
1721
- if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- } else if (!try checkHit(battle, player, move, log)) {
1724
- return;
1725
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1726
1815
  }
1816
+ try options.chance.commit(player, .hit);
1727
1817
  }
1728
1818
 
1729
1819
  if (foe.active.volatiles.Confusion) return;
1730
1820
  foe.active.volatiles.Confusion = true;
1731
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1732
1822
 
1733
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1734
1824
  }
1735
1825
 
1736
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1737
1827
  const foe = battle.foe(player);
1738
1828
 
1739
1829
  if (foe.active.volatiles.Invulnerable) {
1740
- try log.lastmiss();
1741
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1742
1832
  }
1743
1833
 
1744
1834
  battle.side(player).active.types = foe.active.types;
1745
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1746
1841
  }
1747
1842
 
1748
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1749
1844
  var foe = battle.foe(player);
1750
1845
  var volatiles = &foe.active.volatiles;
1751
1846
  const foe_ident = battle.active(player.foe());
1752
1847
 
1753
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1754
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1755
1853
 
1756
- if (volatiles.disabled_move != 0) {
1757
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1758
1856
  return null;
1759
1857
  }
1760
1858
 
@@ -1770,7 +1868,7 @@ pub const Effects = struct {
1770
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1771
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1772
1870
  if (n == 0) {
1773
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1774
1872
  return null;
1775
1873
  } else if (err) {
1776
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1778,16 +1876,18 @@ pub const Effects = struct {
1778
1876
  return Result.Error;
1779
1877
  }
1780
1878
 
1781
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1782
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1783
1882
 
1784
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1785
1885
  return null;
1786
1886
  }
1787
1887
 
1788
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1789
- var side = battle.side(player);
1790
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1791
1891
 
1792
1892
  if (battle.last_damage == 0) {
1793
1893
  assert(showdown);
@@ -1800,7 +1900,7 @@ pub const Effects = struct {
1800
1900
  if (stored.hp == stored.stats.hp) return;
1801
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1802
1902
 
1803
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1804
1904
  }
1805
1905
 
1806
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1814,26 +1914,28 @@ pub const Effects = struct {
1814
1914
  side.active.volatiles.LeechSeed = false;
1815
1915
  }
1816
1916
 
1817
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1818
1918
  var volatiles = &battle.foe(player).active.volatiles;
1819
1919
 
1820
1920
  if (volatiles.Substitute) return;
1821
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1822
1924
 
1823
1925
  volatiles.Flinch = true;
1824
1926
  volatiles.Recharging = false;
1825
1927
  }
1826
1928
 
1827
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1828
1930
  var side = battle.side(player);
1829
1931
 
1830
1932
  if (side.active.volatiles.FocusEnergy) return;
1831
1933
  side.active.volatiles.FocusEnergy = true;
1832
1934
 
1833
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1834
1936
  }
1835
1937
 
1836
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1939
  var foe = battle.foe(player);
1838
1940
  var foe_stored = foe.stored();
1839
1941
  const foe_ident = battle.active(player.foe());
@@ -1845,21 +1947,22 @@ pub const Effects = struct {
1845
1947
  }
1846
1948
 
1847
1949
  if (foe.active.types.includes(move.type)) return;
1848
- if (!Rolls.secondaryChance(battle, true)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1849
1951
  // Freeze Clause Mod
1850
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1851
1953
 
1852
1954
  foe_stored.status = Status.init(.FRZ);
1853
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1854
1956
 
1855
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1856
1958
  }
1857
1959
 
1858
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1859
1962
  var side = battle.side(player);
1860
1963
  var foe = battle.foe(player);
1861
1964
 
1862
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1863
1966
  var foe_stored = foe.stored();
1864
1967
 
1865
1968
  const player_ident = battle.active(player);
@@ -1871,96 +1974,100 @@ pub const Effects = struct {
1871
1974
  side.active.stats = side_stored.stats;
1872
1975
  foe.active.stats = foe_stored.stats;
1873
1976
 
1874
- try log.activate(player_ident, .Haze);
1875
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1876
1979
 
1877
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1878
1981
  if (showdown) {
1879
1982
  for (&battle.sides, 0..) |*s, i| {
1880
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1881
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1882
1985
  if (p != player and Status.any(s.stored().status)) {
1883
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1884
1987
  s.stored().status = 0;
1885
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1886
1989
  s.stored().status = Status.init(.PSN);
1887
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1888
1991
  }
1889
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1890
1993
  }
1891
1994
  } else {
1892
1995
  if (Status.any(foe_stored.status)) {
1893
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1894
1997
  foe.last_selected_move = .SKIP_TURN;
1895
1998
  }
1896
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1897
2000
  foe_stored.status = 0;
1898
2001
  }
1899
- try clearVolatiles(battle, player, log);
1900
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1901
2004
  }
1902
2005
  }
1903
2006
 
1904
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1905
2008
  var side = battle.side(player);
1906
2009
  var stored = side.stored();
1907
2010
  const ident = battle.active(player);
1908
2011
 
1909
2012
  // GLITCH: HP recovery move failure glitches
1910
2013
  const delta = stored.stats.hp - stored.hp;
1911
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1912
2017
 
1913
2018
  const rest = side.last_selected_move == .Rest;
1914
2019
  if (rest) {
1915
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1916
2021
  if (showdown) battle.rng.advance(1);
1917
2022
  stored.status = Status.slf(2);
1918
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1919
2024
  stored.hp = stored.stats.hp;
1920
2025
  } else {
1921
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1922
2027
  }
1923
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1924
2029
  }
1925
2030
 
1926
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1927
2032
  battle.side(player).active.volatiles.Recharging = true;
1928
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1929
2034
  }
1930
2035
 
1931
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1932
2037
  var foe = battle.foe(player);
1933
2038
 
1934
2039
  if (showdown) {
1935
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1936
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1937
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1938
2043
  }
1939
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1940
2045
  if (foe.active.volatiles.LeechSeed) return;
1941
2046
  } else {
1942
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1943
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1944
- try log.lastmiss();
1945
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1946
2051
  }
1947
2052
  }
1948
2053
 
2054
+ try options.chance.commit(player, .hit);
1949
2055
  foe.active.volatiles.LeechSeed = true;
1950
2056
 
1951
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1952
2058
  }
1953
2059
 
1954
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1955
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1956
2063
 
1957
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1958
2065
  side.active.volatiles.LightScreen = true;
1959
2066
 
1960
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
1961
2068
  }
1962
2069
 
1963
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1964
2071
  var side = battle.side(player);
1965
2072
  var foe = battle.foe(player);
1966
2073
 
@@ -1976,46 +2083,51 @@ pub const Effects = struct {
1976
2083
  const has_mimic = has_mimic: {
1977
2084
  for (side.active.moves, 0..) |m, i| {
1978
2085
  if (m.id == .Mimic) {
1979
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
1980
2087
  break :has_mimic true;
1981
2088
  }
1982
2089
  }
1983
2090
  break :has_mimic false;
1984
2091
  };
1985
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1986
- // trigger |-miss| instead of |-fail|
1987
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1988
- return try log.fail(battle.active(player.foe()), .None);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1989
2097
  }
1990
2098
  }
1991
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
1992
2101
 
1993
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1994
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
1995
2104
 
1996
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1997
2106
  }
1998
2107
 
1999
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2000
2109
  var side = battle.side(player);
2001
2110
 
2002
2111
  if (side.active.volatiles.Mist) return;
2003
2112
  side.active.volatiles.Mist = true;
2004
2113
 
2005
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2006
2115
  }
2007
2116
 
2008
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2118
  var side = battle.side(player);
2010
2119
 
2011
2120
  assert(!side.active.volatiles.MultiHit);
2012
2121
  side.active.volatiles.MultiHit = true;
2013
2122
 
2014
- side.active.volatiles.attacks =
2015
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2016
2127
  }
2017
2128
 
2018
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2019
2131
  var foe = battle.foe(player);
2020
2132
  var foe_stored = foe.stored();
2021
2133
  const foe_ident = battle.active(player.foe());
@@ -2025,27 +2137,29 @@ pub const Effects = struct {
2025
2137
 
2026
2138
  if (showdown) {
2027
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2028
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2029
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2030
2143
  }
2031
2144
  if (Status.any(foe_stored.status)) {
2032
- return log.fail(
2145
+ return log.fail(.{
2033
2146
  foe_ident,
2034
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2035
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2036
2149
  }
2037
2150
  if (!showdown) {
2038
- if (immune) return log.immune(foe_ident, .None);
2039
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2040
2153
  }
2154
+ try options.chance.commit(player, .hit);
2041
2155
 
2042
2156
  foe_stored.status = Status.init(.PAR);
2043
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2044
2158
 
2045
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2046
2160
  }
2047
2161
 
2048
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2049
2163
  var foe = battle.foe(player);
2050
2164
  var foe_stored = foe.stored();
2051
2165
 
@@ -2057,50 +2171,60 @@ pub const Effects = struct {
2057
2171
 
2058
2172
  // Body Slam can't paralyze a Normal type Pokémon
2059
2173
  if (foe.active.types.includes(move.type)) return;
2060
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2061
2177
 
2062
2178
  foe_stored.status = Status.init(.PAR);
2063
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2064
2180
 
2065
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2066
2182
  }
2067
2183
 
2068
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2069
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2070
2188
  }
2071
2189
 
2072
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2073
2192
  var foe = battle.foe(player);
2074
2193
  var foe_stored = foe.stored();
2075
2194
  const foe_ident = battle.active(player.foe());
2076
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2077
2196
 
2078
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2079
2198
  return;
2080
2199
  } else if (foe.active.volatiles.Substitute) {
2081
2200
  if (move.effect != .Poison) return;
2082
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2083
2202
  } else if (Status.any(foe_stored.status)) {
2084
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2085
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2086
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2087
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2088
2207
  if (!showdown)
2089
- .Poison
2208
+ Fail.Poison
2090
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2091
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2092
2211
  else
2093
- .None
2212
+ Fail.None
2094
2213
  else
2095
- .None);
2214
+ Fail.None });
2096
2215
  } else if (foe.active.types.includes(.Poison)) {
2097
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2098
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2099
2218
  }
2100
2219
 
2101
2220
  if (move.effect == .Poison) {
2102
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2103
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2223
+ } else {
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2227
+ }
2104
2228
 
2105
2229
  foe_stored.status = Status.init(.PSN);
2106
2230
  if (toxic) {
@@ -2109,7 +2233,7 @@ pub const Effects = struct {
2109
2233
  foe.active.volatiles.toxic = 0;
2110
2234
  }
2111
2235
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2237
  }
2114
2238
 
2115
2239
  fn rage(battle: anytype, player: Player) !void {
@@ -2118,28 +2242,37 @@ pub const Effects = struct {
2118
2242
  volatiles.Rage = true;
2119
2243
  }
2120
2244
 
2121
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2122
2246
  var side = battle.side(player);
2123
2247
  var stored = side.stored();
2124
2248
 
2125
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2126
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2127
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2128
2255
 
2129
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2130
2262
  if (showdown and stored.hp == 0) residual.* = false;
2131
2263
  }
2132
2264
 
2133
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2134
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2135
2268
 
2136
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2137
2270
  side.active.volatiles.Reflect = true;
2138
2271
 
2139
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2140
2273
  }
2141
2274
 
2142
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2143
2276
  var foe = battle.foe(player);
2144
2277
  var foe_stored = foe.stored();
2145
2278
  const foe_ident = battle.active(player.foe());
@@ -2150,13 +2283,14 @@ pub const Effects = struct {
2150
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2151
2284
  } else {
2152
2285
  if (Status.any(foe_stored.status)) {
2153
- return log.fail(
2286
+ return options.log.fail(.{
2154
2287
  foe_ident,
2155
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2156
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2157
2290
  }
2158
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2159
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2160
2294
  }
2161
2295
 
2162
2296
  // Sleep Clause Mod
@@ -2167,63 +2301,68 @@ pub const Effects = struct {
2167
2301
  }
2168
2302
  foe.active.volatiles.Recharging = false;
2169
2303
 
2170
- foe_stored.status = Status.slp(Rolls.sleep(battle));
2171
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2172
2307
  }
2173
2308
 
2174
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2175
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2176
2311
  }
2177
2312
 
2178
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2179
2314
  var side = battle.side(player);
2180
2315
  if (side.active.volatiles.Substitute) {
2181
- try log.fail(battle.active(player), .Substitute);
2182
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2183
2317
  }
2184
2318
 
2185
2319
  assert(side.stored().stats.hp <= 1023);
2186
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2187
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2188
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2189
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2190
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2191
2325
  // avoid having to convert to floating point)
2192
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2193
2327
  if (side.stored().hp < required_hp) {
2194
- try log.fail(battle.active(player), .Weak);
2195
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2196
2329
  }
2197
2330
 
2198
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2199
2332
  side.stored().hp -= hp;
2200
2333
  side.active.volatiles.substitute = hp + 1;
2201
2334
  side.active.volatiles.Substitute = true;
2202
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2203
2336
  if (hp > 0) {
2204
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2205
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2206
2339
  }
2207
2340
  }
2208
2341
 
2209
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2210
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2211
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2212
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2213
- _ = try checkHit(battle, player, move, log);
2214
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2215
2354
  }
2216
2355
 
2217
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2218
2357
  var volatiles = &battle.side(player).active.volatiles;
2219
2358
  assert(!volatiles.Thrashing);
2220
2359
  assert(!volatiles.Bide);
2221
2360
 
2222
2361
  volatiles.Thrashing = true;
2223
- volatiles.attacks = Rolls.duration(battle);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2224
2363
  }
2225
2364
 
2226
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2227
2366
  var side = battle.side(player);
2228
2367
  const foe = battle.foe(player);
2229
2368
  const foe_ident = battle.active(player.foe());
@@ -2249,10 +2388,10 @@ pub const Effects = struct {
2249
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2250
2389
  }
2251
2390
 
2252
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2253
2392
  }
2254
2393
 
2255
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2256
2395
  var side = battle.side(player);
2257
2396
  var foe = battle.foe(player);
2258
2397
 
@@ -2260,12 +2399,16 @@ pub const Effects = struct {
2260
2399
  side.active.volatiles.Binding = true;
2261
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2262
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2263
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2264
2405
 
2265
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2266
2408
  }
2267
2409
 
2268
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2269
2412
  var side = battle.side(player);
2270
2413
  const ident = battle.active(player);
2271
2414
 
@@ -2275,87 +2418,87 @@ pub const Effects = struct {
2275
2418
  switch (move.effect) {
2276
2419
  .AttackUp1, .AttackUp2, .Rage => {
2277
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2278
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2279
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2280
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2281
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2282
2425
  if (stats.atk == MAX_STAT_VALUE) {
2283
2426
  boosts.atk -= 1;
2284
2427
  if (showdown) {
2285
- try log.boost(ident, reason, n);
2286
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2287
2430
  if (move.effect == .Rage) return;
2288
2431
  }
2289
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2290
2433
  }
2291
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2292
2435
  const stat = unmodifiedStats(battle, side).atk;
2293
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2294
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2295
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2296
2439
  if (showdown and move.effect == .Rage) return;
2297
2440
  },
2298
2441
  .DefenseUp1, .DefenseUp2 => {
2299
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2300
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2301
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2302
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2303
2446
  if (stats.def == MAX_STAT_VALUE) {
2304
2447
  boosts.def -= 1;
2305
2448
  if (showdown) {
2306
- try log.boost(ident, .Defense, n);
2307
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2308
2451
  }
2309
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2310
2453
  }
2311
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2312
2455
  const stat = unmodifiedStats(battle, side).def;
2313
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2314
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2315
2458
  },
2316
2459
  .SpeedUp2 => {
2317
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2318
- if (boosts.spe == 6) return try log.fail(ident, .None);
2319
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2320
2463
  if (stats.spe == MAX_STAT_VALUE) {
2321
2464
  boosts.spe -= 1;
2322
2465
  if (showdown) {
2323
- try log.boost(ident, .Speed, 2);
2324
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2325
2468
  }
2326
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2327
2470
  }
2328
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2329
2472
  const stat = unmodifiedStats(battle, side).spe;
2330
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2331
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2332
2475
  },
2333
2476
  .SpecialUp1, .SpecialUp2 => {
2334
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2335
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2336
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2337
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2338
2481
  if (stats.spc == MAX_STAT_VALUE) {
2339
2482
  boosts.spc -= 1;
2340
2483
  if (showdown) {
2341
- try log.boost(ident, .SpecialAttack, n);
2342
- try log.boost(ident, .SpecialAttack, -1);
2343
- try log.boost(ident, .SpecialDefense, n);
2344
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2345
2488
  }
2346
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2347
2490
  }
2348
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2349
2492
  const stat = unmodifiedStats(battle, side).spc;
2350
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2351
- try log.boost(ident, .SpecialAttack, n);
2352
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2353
2496
  },
2354
2497
  .EvasionUp1 => {
2355
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2356
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2357
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2358
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2359
2502
  },
2360
2503
  else => unreachable,
2361
2504
  }
@@ -2364,102 +2507,106 @@ pub const Effects = struct {
2364
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2365
2508
  }
2366
2509
 
2367
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2368
2512
  var foe = battle.foe(player);
2369
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2370
2515
 
2371
- if (foe.active.volatiles.Substitute) {
2372
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2373
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2374
2517
 
2375
- if (move.effect.isStatDownChance()) {
2376
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2377
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2378
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2379
2525
  }
2380
2526
 
2381
2527
  var stats = &foe.active.stats;
2382
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2383
2530
 
2384
2531
  switch (move.effect) {
2385
2532
  .AttackDown1, .AttackDownChance => {
2386
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2387
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2388
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2389
2536
  if (stats.atk == 1) {
2390
2537
  boosts.atk += 1;
2391
2538
  if (showdown) {
2392
- try log.boost(foe_ident, .Attack, -1);
2393
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2394
2541
  }
2395
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2396
2543
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2398
2545
  const stat = unmodifiedStats(battle, foe).atk;
2399
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2400
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2401
2548
  },
2402
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2403
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2404
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2405
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2406
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2407
2554
  if (stats.def == 1) {
2408
2555
  boosts.def += 1;
2409
2556
  if (showdown) {
2410
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2411
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2412
2559
  }
2413
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2414
2561
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2416
2563
  const stat = unmodifiedStats(battle, foe).def;
2417
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2418
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2419
2566
  },
2420
2567
  .SpeedDown1, .SpeedDownChance => {
2421
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2422
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2423
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2424
2571
  if (stats.spe == 1) {
2425
2572
  boosts.spe += 1;
2426
2573
  if (showdown) {
2427
- try log.boost(foe_ident, .Speed, -1);
2428
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2429
2576
  }
2430
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2431
2578
  }
2432
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2433
2580
  const stat = unmodifiedStats(battle, foe).spe;
2434
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2435
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2436
2583
  assert(boosts.spe >= -6);
2437
2584
  },
2438
2585
  .SpecialDownChance => {
2439
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2440
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2441
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2442
2589
  if (stats.spc == 1) {
2443
2590
  boosts.spc += 1;
2444
2591
  if (showdown) {
2445
- try log.boost(foe_ident, .SpecialAttack, -1);
2446
- try log.boost(foe_ident, .SpecialAttack, 1);
2447
- try log.boost(foe_ident, .SpecialDefense, -1);
2448
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2449
2596
  }
2450
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2451
2598
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2453
2600
  const stat = unmodifiedStats(battle, foe).spc;
2454
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .SpecialAttack, -1);
2456
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2457
2604
  },
2458
2605
  .AccuracyDown1 => {
2459
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2460
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2461
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2462
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2463
2610
  },
2464
2611
  else => unreachable,
2465
2612
  }
@@ -2483,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2483
2630
  }
2484
2631
  }
2485
2632
 
2486
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2487
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2488
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2489
2636
  }
2490
2637
 
2491
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2492
2640
  var side = battle.side(who);
2493
2641
  var volatiles = &side.active.volatiles;
2494
2642
  const ident = battle.active(who);
2495
2643
 
2496
- if (volatiles.disabled_move != 0) {
2497
- volatiles.disabled_move = 0;
2498
- volatiles.disabled_duration = 0;
2499
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2500
2650
  }
2501
2651
  if (volatiles.Confusion) {
2502
2652
  // volatiles.confusion is left unchanged
2503
2653
  volatiles.Confusion = false;
2504
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2505
2655
  }
2506
2656
  if (volatiles.Mist) {
2507
2657
  volatiles.Mist = false;
2508
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2509
2659
  }
2510
2660
  if (volatiles.FocusEnergy) {
2511
2661
  volatiles.FocusEnergy = false;
2512
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2513
2663
  }
2514
2664
  if (volatiles.LeechSeed) {
2515
2665
  volatiles.LeechSeed = false;
2516
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2517
2667
  }
2518
2668
  if (!showdown and volatiles.Toxic) {
2519
2669
  volatiles.Toxic = false;
@@ -2521,152 +2671,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2521
2671
  }
2522
2672
  if (volatiles.LightScreen) {
2523
2673
  volatiles.LightScreen = false;
2524
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2525
2675
  }
2526
2676
  if (volatiles.Reflect) {
2527
2677
  volatiles.Reflect = false;
2528
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2529
2679
  }
2530
2680
  if (showdown and volatiles.Toxic) {
2531
2681
  volatiles.Toxic = false;
2532
2682
  // Pokémon Showdown erroneously clears the toxic counter
2533
2683
  volatiles.toxic = 0;
2534
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2535
2685
  }
2536
2686
  }
2537
2687
 
2538
2688
  pub const Rolls = struct {
2539
- inline fn speedTie(battle: anytype) bool {
2540
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2541
- return battle.rng.next() < Gen12.percent(50) + 1;
2542
- }
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (showdown)
2693
+ battle.rng.range(u8, 0, 2) == 0
2694
+ else
2695
+ battle.rng.next() < Gen12.percent(50) + 1;
2543
2696
 
2544
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2545
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2546
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2697
+ try options.chance.speedTie(p1);
2698
+ return p1;
2547
2699
  }
2548
2700
 
2549
- inline fn damage(battle: anytype) u8 {
2550
- if (showdown) return battle.rng.range(u8, 217, 256);
2551
- while (true) {
2552
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2553
- if (r >= 217) return r;
2554
- }
2555
- }
2701
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2702
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2703
+ val == .true
2704
+ else if (showdown)
2705
+ battle.rng.chance(u8, rate, 256)
2706
+ else
2707
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2556
2708
 
2557
- inline fn hit(battle: anytype, accuracy: u16) bool {
2558
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2559
- return battle.rng.next() < accuracy;
2709
+ try options.chance.criticalHit(player, crit, rate);
2710
+ return crit;
2560
2711
  }
2561
2712
 
2562
- inline fn confusionDuration(battle: anytype) u3 {
2563
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2564
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2565
- }
2713
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2714
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2715
+ val
2716
+ else roll: {
2717
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2718
+ while (true) {
2719
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2720
+ if (r >= 217) break :roll r;
2721
+ }
2722
+ };
2566
2723
 
2567
- inline fn confused(battle: anytype) bool {
2568
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2569
- return battle.rng.next() >= Gen12.percent(50) + 1;
2724
+ assert(roll >= 217 and roll <= 255);
2725
+ try options.chance.damage(player, roll);
2726
+ return roll;
2570
2727
  }
2571
2728
 
2572
- inline fn paralyzed(battle: anytype) bool {
2573
- if (showdown) return battle.rng.chance(u8, 63, 256);
2574
- return battle.rng.next() < Gen12.percent(25);
2729
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2730
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2731
+ val == .true
2732
+ else if (showdown)
2733
+ battle.rng.chance(u8, accuracy, 256)
2734
+ else
2735
+ battle.rng.next() < accuracy;
2736
+
2737
+ options.chance.hit(ok, accuracy);
2738
+ return ok;
2575
2739
  }
2576
2740
 
2577
- inline fn confusionChance(battle: anytype) bool {
2578
- if (showdown) return battle.rng.chance(u8, 25, 256);
2579
- return battle.rng.next() < Gen12.percent(10);
2741
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2742
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2743
+ val == .true
2744
+ else if (showdown)
2745
+ !battle.rng.chance(u8, 128, 256)
2746
+ else
2747
+ battle.rng.next() >= Gen12.percent(50) + 1;
2748
+
2749
+ try options.chance.confused(player, cfz);
2750
+ return cfz;
2580
2751
  }
2581
2752
 
2582
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2583
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2584
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2753
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2754
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2755
+ val == .true
2756
+ else if (showdown)
2757
+ battle.rng.chance(u8, 63, 256)
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(25);
2760
+
2761
+ try options.chance.paralyzed(player, par);
2762
+ return par;
2585
2763
  }
2586
2764
 
2587
- inline fn poisonChance(battle: anytype, low: bool) bool {
2588
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2589
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2765
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2766
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2767
+ val == .true
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 25, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(10);
2772
+
2773
+ try options.chance.secondaryChance(player, proc, 25);
2774
+ return proc;
2590
2775
  }
2591
2776
 
2592
- inline fn sleep(battle: anytype) u3 {
2593
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2594
- while (true) {
2595
- const r = battle.rng.next() & 7;
2596
- if (r != 0) return @intCast(u3, r);
2597
- }
2777
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2778
+ const rate: u8 = if (low) 26 else 77;
2779
+
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, rate, 256)
2784
+ else
2785
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2786
+
2787
+ try options.chance.secondaryChance(player, proc, rate);
2788
+ return proc;
2598
2789
  }
2599
2790
 
2600
- inline fn duration(battle: anytype) u3 {
2601
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2602
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2791
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 52 else 103;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2603
2803
  }
2604
2804
 
2605
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2606
- if (showdown) {
2607
- if (check_pp == 0) {
2608
- var i: usize = moves.len;
2609
- while (i > 0) {
2610
- i -= 1;
2611
- if (moves[i].id != .None) {
2612
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2613
- }
2614
- }
2615
- } else {
2616
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2617
- var i: usize = 0;
2618
- while (i < moves.len and r > 0) : (i += 1) {
2619
- if (moves[i].pp > 0) {
2620
- r -= 1;
2621
- if (r == 0) break;
2622
- }
2623
- }
2624
- return @intCast(u4, i + 1);
2805
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2806
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2807
+ val == .true
2808
+ else if (showdown)
2809
+ battle.rng.chance(u8, 85, 256)
2810
+ else
2811
+ battle.rng.next() < Gen12.percent(33) + 1;
2812
+
2813
+ try options.chance.secondaryChance(player, proc, 85);
2814
+ return proc;
2815
+ }
2816
+
2817
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2818
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2819
+ val
2820
+ else if (showdown)
2821
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2822
+ else move: {
2823
+ while (true) {
2824
+ const r = battle.rng.next();
2825
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2826
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2827
+ break :move @enumFromInt(r);
2625
2828
  }
2626
- }
2829
+ };
2627
2830
 
2628
- while (true) {
2629
- const r = @intCast(u4, battle.rng.next() & 3);
2630
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2631
- }
2831
+ try options.chance.metronome(player, move);
2832
+ return move;
2632
2833
  }
2633
2834
 
2634
- inline fn disableDuration(battle: anytype) u4 {
2635
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2636
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2835
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2836
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2837
+ val - 1
2838
+ else if (showdown)
2839
+ battle.rng.range(u8, 0, max)
2840
+ else power: {
2841
+ while (true) {
2842
+ const r = battle.rng.next();
2843
+ if (r < max) break :power r;
2844
+ }
2845
+ };
2846
+
2847
+ assert(power < max);
2848
+ try options.chance.psywave(player, power, max);
2849
+ return power;
2637
2850
  }
2638
2851
 
2639
- inline fn metronome(battle: anytype) Move {
2640
- if (showdown) {
2641
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2642
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2643
- return @intToEnum(Move, r + mod);
2644
- }
2645
- while (true) {
2646
- const r = battle.rng.next();
2647
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2648
- if (r >= @enumToInt(Move.Struggle)) continue;
2649
- return @intToEnum(Move, r);
2650
- }
2852
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2853
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2854
+ @intCast(val)
2855
+ else if (showdown)
2856
+ battle.rng.range(u3, 1, 8)
2857
+ else duration: {
2858
+ while (true) {
2859
+ const r = battle.rng.next() & 7;
2860
+ if (r != 0) break :duration @intCast(r);
2861
+ }
2862
+ };
2863
+
2864
+ assert(duration >= 1 and duration <= 7);
2865
+ options.chance.duration(.sleep, player, player.foe(), duration);
2866
+ return duration;
2651
2867
  }
2652
2868
 
2653
- inline fn psywave(battle: anytype, max: u8) u8 {
2654
- if (showdown) return battle.rng.range(u8, 0, max);
2655
- while (true) {
2656
- const r = battle.rng.next();
2657
- if (r < max) return r;
2658
- }
2869
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2870
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2871
+ val
2872
+ else if (showdown)
2873
+ battle.rng.range(u4, 1, 9)
2874
+ else
2875
+ @intCast((battle.rng.next() & 7) + 1);
2876
+
2877
+ assert(duration >= 1 and duration <= 8);
2878
+ options.chance.duration(.disable, player, player.foe(), duration);
2879
+ return duration;
2659
2880
  }
2660
2881
 
2661
- inline fn distribution(battle: anytype) u3 {
2662
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2663
- const r = (battle.rng.next() & 3);
2664
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2882
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2883
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2884
+ @intCast(val)
2885
+ else if (showdown)
2886
+ battle.rng.range(u3, 2, 6)
2887
+ else
2888
+ @intCast((battle.rng.next() & 3) + 2);
2889
+
2890
+ assert(duration >= 2 and duration <= 5);
2891
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2892
+ return duration;
2665
2893
  }
2666
2894
 
2667
- inline fn unboost(battle: anytype) bool {
2668
- if (showdown) return battle.rng.chance(u8, 85, 256);
2669
- return battle.rng.next() < Gen12.percent(33) + 1;
2895
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2896
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2897
+ @intCast(val)
2898
+ else if (showdown)
2899
+ battle.rng.range(u3, 2, 4)
2900
+ else
2901
+ @intCast((battle.rng.next() & 1) + 2);
2902
+
2903
+ assert(duration >= 2 and duration <= 3);
2904
+ options.chance.duration(.attacking, player, player, duration);
2905
+ return duration;
2906
+ }
2907
+
2908
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2909
+
2910
+ fn distribution(
2911
+ battle: anytype,
2912
+ comptime effect: Move.Effect,
2913
+ player: Player,
2914
+ options: anytype,
2915
+ ) !u3 {
2916
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2917
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2918
+ @intCast(val)
2919
+ else if (showdown)
2920
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2921
+ else n: {
2922
+ const r = (battle.rng.next() & 3);
2923
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2924
+ };
2925
+
2926
+ assert(n >= 2 and n <= 5);
2927
+ if (effect == .Binding) {
2928
+ options.chance.duration(.binding, player, player, n);
2929
+ } else {
2930
+ try options.chance.multiHit(player, n);
2931
+ }
2932
+ return n;
2933
+ }
2934
+
2935
+ fn moveSlot(
2936
+ battle: anytype,
2937
+ player: Player,
2938
+ moves: []MoveSlot,
2939
+ check_pp: u4,
2940
+ options: anytype,
2941
+ ) !u4 {
2942
+ // TODO: consider throwing error instead of rerolling?
2943
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2944
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2945
+ val
2946
+ else
2947
+ null
2948
+ else
2949
+ null;
2950
+
2951
+ const slot: u4 = overridden orelse slot: {
2952
+ if (showdown) {
2953
+ if (check_pp == 0) {
2954
+ var i: usize = moves.len;
2955
+ while (i > 0) {
2956
+ i -= 1;
2957
+ if (moves[i].id != .None) {
2958
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2959
+ }
2960
+ }
2961
+ } else {
2962
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2963
+ var i: usize = 0;
2964
+ while (i < moves.len and r > 0) : (i += 1) {
2965
+ if (moves[i].pp > 0) {
2966
+ r -= 1;
2967
+ if (r == 0) break :slot @intCast(i + 1);
2968
+ }
2969
+ }
2970
+ }
2971
+ }
2972
+
2973
+ while (true) {
2974
+ const r: u4 = @intCast(battle.rng.next() & 3);
2975
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2976
+ }
2977
+ };
2978
+
2979
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2980
+ return slot;
2670
2981
  }
2671
2982
  };
2672
2983
 
@@ -2674,14 +2985,14 @@ test "RNG agreement" {
2674
2985
  if (!showdown) return;
2675
2986
  var expected: [256]u32 = undefined;
2676
2987
  for (0..expected.len) |i| {
2677
- expected[i] = @intCast(u32, i * 0x1000000);
2988
+ expected[i] = @intCast(i * 0x1000000);
2678
2989
  }
2679
2990
 
2680
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2681
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2682
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2683
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2684
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
2991
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2992
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2993
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2994
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2995
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2685
2996
 
2686
2997
  for (0..expected.len) |i| {
2687
2998
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2717,7 +3028,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2717
3028
  const side = battle.side(player);
2718
3029
  const foe = battle.foe(player);
2719
3030
 
2720
- var active = side.active;
3031
+ const active = &side.active;
2721
3032
  const stored = side.stored();
2722
3033
 
2723
3034
  // While players are not given any input options on the cartridge in these cases,
@@ -2731,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2731
3042
  // strictly correct as the player would not have been presented the option to move or
2732
3043
  // switch at all.
2733
3044
  if (isForced(active)) {
2734
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3045
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2735
3046
  n += 1;
2736
3047
  return n;
2737
3048
  }
@@ -2771,7 +3082,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2771
3082
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2772
3083
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2773
3084
  const struggle =
2774
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3085
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2775
3086
  const s = if (struggle) 0 else slot;
2776
3087
  out[n] = .{ .type = .Move, .data = s };
2777
3088
  n += 1;
@@ -2786,7 +3097,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3097
  const m = active.moves[slot - 1];
2787
3098
  if (m.id == .None) break;
2788
3099
  if (m.pp == 0) continue;
2789
- if (active.volatiles.disabled_move == slot) continue;
3100
+ if (active.volatiles.disable_move == slot) continue;
2790
3101
  out[n] = .{ .type = .Move, .data = slot };
2791
3102
  n += 1;
2792
3103
  }