@pkmn/engine 0.1.0-dev.4005e495 → 0.1.0-dev.43ee07e2

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 (82) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +97 -59
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +44 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +97 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +21 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +22 -0
  13. package/build/pkg/addon.js +35 -57
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +26 -4
  17. package/build/pkg/data/protocol.json +69 -12
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.js +16 -19
  21. package/build/pkg/gen1.js.map +1 -1
  22. package/build/pkg/index.d.ts +24 -10
  23. package/build/pkg/index.js +15 -10
  24. package/build/pkg/index.js.map +1 -1
  25. package/build/pkg/protocol.d.ts +24 -3
  26. package/build/pkg/protocol.js +127 -104
  27. package/build/pkg/protocol.js.map +1 -1
  28. package/build/tools/debug.js +36 -68
  29. package/build/tools/debug.js.map +1 -1
  30. package/build/tools/display/debug.jsx +141 -0
  31. package/build/tools/display/debug.jsx.map +1 -0
  32. package/build/tools/display/index.js +141 -0
  33. package/build/tools/display/index.js.map +1 -0
  34. package/build/tools/display/ui.jsx +349 -0
  35. package/build/tools/display/ui.jsx.map +1 -0
  36. package/build/tools/display/util.js +18 -0
  37. package/build/tools/display/util.js.map +1 -0
  38. package/build.zig +333 -139
  39. package/package.json +84 -35
  40. package/src/bin/install-pkmn-engine +39 -24
  41. package/src/bin/pkmn-debug +1 -1
  42. package/src/lib/common/array.zig +77 -0
  43. package/src/lib/common/battle.zig +17 -0
  44. package/src/lib/common/data.zig +19 -31
  45. package/src/lib/common/debug.zig +58 -18
  46. package/src/lib/common/js.zig +120 -0
  47. package/src/lib/common/optional.zig +71 -0
  48. package/src/lib/common/options.zig +15 -0
  49. package/src/lib/common/protocol.zig +912 -372
  50. package/src/lib/common/rational.zig +449 -0
  51. package/src/lib/common/rng.zig +31 -24
  52. package/src/lib/common/util.zig +61 -0
  53. package/src/lib/gen1/calc.zig +953 -0
  54. package/src/lib/gen1/chance.zig +1185 -0
  55. package/src/lib/gen1/data/moves.zig +203 -193
  56. package/src/lib/gen1/data/species.zig +6 -8
  57. package/src/lib/gen1/data/types.zig +11 -12
  58. package/src/lib/gen1/data.zig +94 -85
  59. package/src/lib/gen1/helpers.zig +138 -38
  60. package/src/lib/gen1/mechanics.zig +1170 -812
  61. package/src/lib/gen2/calc.zig +153 -0
  62. package/src/lib/gen2/chance.zig +902 -0
  63. package/src/lib/gen2/data/items.zig +15 -23
  64. package/src/lib/gen2/data/moves.zig +665 -573
  65. package/src/lib/gen2/data/species.zig +3 -5
  66. package/src/lib/gen2/data/types.zig +138 -36
  67. package/src/lib/gen2/data.zig +130 -95
  68. package/src/lib/gen2/generated.zig +801 -0
  69. package/src/lib/gen2/helpers.zig +59 -44
  70. package/src/lib/gen2/mechanics.zig +3571 -30
  71. package/src/lib/node.zig +129 -0
  72. package/src/lib/pkmn.zig +85 -5
  73. package/src/lib/wasm.zig +12 -0
  74. package/src/tools/display/dom.ts +96 -0
  75. package/src/tools/display/ui.css +354 -0
  76. package/build/test/display.js +0 -400
  77. package/build/test/display.js.map +0 -1
  78. package/src/lib/binding/node.zig +0 -229
  79. package/src/lib/binding/wasm.zig +0 -10
  80. package/src/lib/gen1/README.md +0 -812
  81. package/src/lib/gen2/README.md +0 -309
  82. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,28 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const chance = @import("chance.zig");
3
4
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
5
+ const data = @import("data.zig");
6
+ const pkmn = @import("../pkmn.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
9
+ const std = @import("std");
10
10
 
11
11
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
12
  const Boost = protocol.Boost;
13
+ const Choice = common.Choice;
23
14
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
15
  const Effectiveness = data.Effectiveness;
16
+ const expectEqual = std.testing.expectEqual;
17
+ const Fail = protocol.Fail;
18
+ const Gen12 = rng.Gen12;
19
+ const Heal = protocol.Heal;
20
+ const ID = common.ID;
30
21
  const Move = data.Move;
31
22
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
23
+ const Player = common.Player;
24
+ const Result = common.Result;
25
+ const showdown = pkmn.options.showdown;
33
26
  const Side = data.Side;
34
27
  const Species = data.Species;
35
28
  const Stats = data.Stats;
@@ -56,54 +49,50 @@ const BOOSTS = &[_][2]u8{
56
49
 
57
50
  const MAX_STAT_VALUE = 999;
58
51
 
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 {
52
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
53
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
54
+ if (battle.turn == 0) return start(battle, options);
64
55
 
65
56
  var s1 = false;
66
57
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
58
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
59
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
60
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
61
 
73
62
  var p1 = battle.side(.P1);
74
63
  var p2 = battle.side(.P2);
75
64
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
65
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
66
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
67
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
68
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
69
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
70
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
71
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
72
  }
84
73
 
85
74
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
75
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
76
 
88
- return endTurn(battle, log);
77
+ return endTurn(battle, options);
89
78
  }
90
79
 
91
- fn start(battle: anytype, log: anytype) !Result {
80
+ fn start(battle: anytype, options: anytype) !Result {
92
81
  const p1 = battle.side(.P1);
93
82
  const p2 = battle.side(.P2);
94
83
 
95
- var p1_slot = findFirstAlive(p1);
84
+ const p1_slot = findFirstAlive(p1);
96
85
  assert(!showdown or p1_slot == 1);
97
86
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
87
 
99
- var p2_slot = findFirstAlive(p2);
88
+ const p2_slot = findFirstAlive(p2);
100
89
  assert(!showdown or p2_slot == 1);
101
90
  if (p2_slot == 0) return Result.Win;
102
91
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
92
+ try switchIn(battle, .P1, p1_slot, true, options);
93
+ try switchIn(battle, .P2, p2_slot, true, options);
105
94
 
106
- return endTurn(battle, log);
95
+ return endTurn(battle, options);
107
96
  }
108
97
 
109
98
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +106,6 @@ fn selectMove(
117
106
  choice: Choice,
118
107
  foe_choice: Choice,
119
108
  skip_turn: *bool,
120
- from: *?Move,
121
109
  ) ?Result {
122
110
  if (choice.type == .Pass) return null;
123
111
 
@@ -126,7 +114,7 @@ fn selectMove(
126
114
  const stored = side.stored();
127
115
 
128
116
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
117
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
118
 
131
119
  // pre-battle menu
132
120
  if (volatiles.Recharging) {
@@ -134,7 +122,6 @@ fn selectMove(
134
122
  return null;
135
123
  }
136
124
  if (volatiles.Rage) {
137
- from.* = side.last_used_move;
138
125
  if (showdown) {
139
126
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
140
127
  saveMove(battle, player, null);
@@ -144,7 +131,6 @@ fn selectMove(
144
131
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
145
132
  if (!showdown) volatiles.Flinch = false;
146
133
  if (volatiles.Thrashing or volatiles.Charging) {
147
- from.* = side.last_selected_move;
148
134
  if (showdown) {
149
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
136
  saveMove(battle, player, null);
@@ -165,27 +151,24 @@ fn selectMove(
165
151
  return null;
166
152
  }
167
153
  if (volatiles.Binding) {
168
- from.* = side.last_used_move;
169
154
  if (showdown) {
170
- if (foe_choice.type == .Switch) from.* = null;
171
155
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
172
156
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
173
157
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
174
158
  // set the selected move will not actually be used, it will just be reported as having
175
159
  // been used (this differs from how Pokémon Showdown works, but its impossible to
176
- // replicate the incorrect behavior with the correct mechanisms).
160
+ // replicate the incorrect behavior with the correct mechanisms)
177
161
  saveMove(battle, player, choice);
178
162
  } else {
179
163
  assert(choice.data == 0);
180
164
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
181
165
  if (foe_choice.type == .Switch) {
182
- const slot = if (player == .P1)
183
- battle.last_moves.p1_index
184
- else
185
- battle.last_moves.p2_index;
186
- const last = side.active.move(@intCast(u4, slot));
166
+ const last = side.active.move(battle.lastMove(player).index);
187
167
  if (last.id == .Metronome) side.last_selected_move = last.id;
188
- if (last.id == .MirrorMove) return Result.Error;
168
+ if (last.id == .MirrorMove) {
169
+ if (!pkmn.options.mod) return Result.Error;
170
+ side.last_selected_move = last.id;
171
+ }
189
172
  }
190
173
  }
191
174
  return null;
@@ -207,16 +190,13 @@ fn selectMove(
207
190
  if (choice.data == 0) {
208
191
  const struggle = ok: {
209
192
  for (side.active.moves, 0..) |move, i| {
210
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
193
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
211
194
  }
212
195
  break :ok true;
213
196
  };
214
-
215
197
  assert(struggle);
216
- saveMove(battle, player, choice);
217
- } else {
218
- saveMove(battle, player, choice);
219
198
  }
199
+ saveMove(battle, player, choice);
220
200
 
221
201
  return null;
222
202
  }
@@ -229,23 +209,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
229
209
  if (c.data == 0) {
230
210
  side.last_selected_move = .Struggle;
231
211
  } else {
232
- assert(showdown or side.active.volatiles.disabled_move != c.data);
212
+ assert(showdown or side.active.volatiles.disable_move != c.data);
233
213
  const move = side.active.move(c.data);
234
214
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
235
215
  // sometimes required...), but a 0 PP move can be used automatically
236
216
  assert(showdown or move.pp != 0);
237
217
 
238
218
  side.last_selected_move = move.id;
239
- if (player == .P1) {
240
- battle.last_moves.p1_index = @intCast(u3, c.data);
241
- } else {
242
- battle.last_moves.p2_index = @intCast(u3, c.data);
243
- }
219
+ battle.lastMove(player).index = @intCast(c.data);
244
220
  }
245
221
  }
246
222
  }
247
223
 
248
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
224
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
249
225
  var side = battle.side(player);
250
226
  var foe = battle.foe(player);
251
227
  var active = &side.active;
@@ -258,11 +234,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
258
234
  side.order[0] = side.order[slot - 1];
259
235
  side.order[slot - 1] = out;
260
236
 
261
- if (player == .P1) {
262
- battle.last_moves.p1_index = 1;
263
- } else {
264
- battle.last_moves.p2_index = 1;
265
- }
237
+ battle.lastMove(player).index = 1;
266
238
 
267
239
  side.last_used_move = .None;
268
240
  foe.last_used_move = .None;
@@ -275,20 +247,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
247
  active.moves = incoming.moves;
276
248
 
277
249
  statusModify(incoming.status, &active.stats);
250
+ options.chance.switched(player, slot);
278
251
 
279
252
  foe.active.volatiles.Binding = false;
280
253
 
281
- try log.switched(battle.active(player), incoming);
254
+ try options.log.switched(.{ battle.active(player), incoming });
282
255
 
283
256
  if (showdown and incoming.status == Status.TOX) {
284
257
  incoming.status = Status.init(.PSN);
285
258
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
286
259
  // rather not clutter up turnOrder just for this (incorrect) log message
287
- try log.status(battle.active(player), incoming.status, .Silent);
260
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
288
261
  }
289
262
  }
290
263
 
291
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
264
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
292
265
  assert(c1.type != .Pass or c2.type != .Pass);
293
266
 
294
267
  if (c1.type == .Pass) return .P2;
@@ -322,7 +295,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
322
295
  battle.rng.advance(1);
323
296
  }
324
297
 
325
- const p1 = Rolls.speedTie(battle);
298
+ const p1 = try Rolls.speedTie(battle, options);
326
299
  if (!showdown) return if (p1) .P1 else .P2;
327
300
 
328
301
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -347,13 +320,11 @@ fn doTurn(
347
320
  player_choice: Choice,
348
321
  player_rewrap: bool,
349
322
  player_skip: bool,
350
- player_from: ?Move,
351
323
  foe_player: Player,
352
324
  foe_choice: Choice,
353
325
  foe_rewrap: bool,
354
326
  foe_skip: bool,
355
- foe_from: ?Move,
356
- log: anytype,
327
+ options: anytype,
357
328
  ) !?Result {
358
329
  assert(player_choice.type != .Pass);
359
330
 
@@ -365,36 +336,37 @@ fn doTurn(
365
336
  player_choice,
366
337
  player_rewrap,
367
338
  player_skip,
368
- player_from,
369
339
  &residual,
370
- log,
340
+ options,
371
341
  )) |r| return r;
372
342
  if (!replace) {
373
343
  if (player_choice.type != .Switch) {
374
- if (try checkFaint(battle, foe_player, log)) |r| return r;
344
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
375
345
  }
376
- if (residual) try handleResidual(battle, player, log);
377
- if (try checkFaint(battle, player, log)) |r| return r;
346
+ if (residual) try handleResidual(battle, player, options);
347
+ if (try checkFaint(battle, player, false, options)) |r| return r;
378
348
  } else if (foe_choice.type == .Pass) return null;
379
349
 
350
+ if (!showdown) options.chance.clearPending();
351
+
380
352
  residual = true;
381
353
  replace = battle.side(foe_player).stored().hp == 0;
382
- if (try executeMove(
354
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
355
+ if (if (calc) null else try executeMove(
383
356
  battle,
384
357
  foe_player,
385
358
  foe_choice,
386
359
  foe_rewrap,
387
360
  foe_skip,
388
- foe_from,
389
361
  &residual,
390
- log,
362
+ options,
391
363
  )) |r| return r;
392
364
  if (!replace) {
393
- if (foe_choice.type != .Switch) {
394
- if (try checkFaint(battle, player, log)) |r| return r;
365
+ if (!calc and foe_choice.type != .Switch) {
366
+ if (try checkFaint(battle, player, true, options)) |r| return r;
395
367
  }
396
- if (residual) try handleResidual(battle, foe_player, log);
397
- if (try checkFaint(battle, foe_player, log)) |r| return r;
368
+ if (residual) try handleResidual(battle, foe_player, options);
369
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
398
370
  }
399
371
 
400
372
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -413,14 +385,13 @@ fn executeMove(
413
385
  choice: Choice,
414
386
  rewrap: bool,
415
387
  skip: bool,
416
- from: ?Move,
417
388
  residual: *bool,
418
- log: anytype,
389
+ options: anytype,
419
390
  ) !?Result {
420
391
  var side = battle.side(player);
421
392
 
422
393
  if (choice.type == .Switch) {
423
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
394
+ try switchIn(battle, player, choice.data, false, options);
424
395
  return null;
425
396
  }
426
397
 
@@ -430,13 +401,13 @@ fn executeMove(
430
401
  if (side.last_selected_move == .SKIP_TURN) {
431
402
  assert(!showdown);
432
403
  if (battle.foe(player).active.volatiles.Binding) {
433
- try log.cant(battle.active(player), .Bound);
404
+ try options.log.cant(.{ battle.active(player), .Bound });
434
405
  }
435
406
  return null;
436
407
  }
437
408
 
438
409
  assert(choice.type == .Move);
439
- var mslot = @intCast(u4, choice.data);
410
+ var mslot: u4 = @intCast(choice.data);
440
411
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
441
412
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
442
413
  var auto = showdown and side.last_selected_move != .None;
@@ -445,17 +416,16 @@ fn executeMove(
445
416
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
446
417
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
447
418
  assert(!showdown);
448
- mslot = @intCast(u4, if (player == .P1)
449
- battle.last_moves.p1_index
450
- else
451
- battle.last_moves.p2_index);
419
+ mslot = @intCast(battle.lastMove(player).index);
452
420
  const stored = side.stored();
453
421
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
454
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
455
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
422
+ auto = pkmn.options.mod or isForced(&side.active) or
423
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
424
+ side.last_selected_move == .HyperBeam or
425
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
456
426
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
457
427
  // thawed, in which case we will desync unless the last_selected_move happened to be at
458
- // index 1 and the current Pokémon has the same move in its first slot.
428
+ // index 1 and the current Pokémon has the same move in its first slot
459
429
  if (!auto) {
460
430
  // side.active.moves(slot) is safe to check even though the slot in question might not
461
431
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -469,15 +439,12 @@ fn executeMove(
469
439
  } else if (showdown and side.active.volatiles.Charging) {
470
440
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
471
441
  assert(mslot == 1);
472
- mslot = @intCast(u4, if (player == .P1)
473
- battle.last_moves.p1_index
474
- else
475
- battle.last_moves.p2_index);
442
+ mslot = @intCast(battle.lastMove(player).index);
476
443
  }
477
444
 
478
445
  var skip_can = false;
479
446
  var skip_pp = false;
480
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
447
+ switch (try beforeMove(battle, player, skip, residual, options)) {
481
448
  .done => return null,
482
449
  .skip_can => skip_can = true,
483
450
  .skip_pp => skip_pp = true,
@@ -485,11 +452,30 @@ fn executeMove(
485
452
  .err => return @as(?Result, Result.Error),
486
453
  }
487
454
 
488
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
489
- return null;
455
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
456
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
457
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
458
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
459
+ side.last_selected_move != side.active.move(battle.lastMove(player).index).id)
460
+ {
461
+ assert(mslot == 1);
462
+ const has_beam = has_beam: {
463
+ for (side.active.moves, 0..) |m, i| {
464
+ if (m.id == .HyperBeam) {
465
+ mslot = @intCast(i + 1);
466
+ break :has_beam true;
467
+ }
468
+ }
469
+ break :has_beam false;
470
+ };
471
+ if (!has_beam) skip_pp = true;
490
472
  }
491
473
 
492
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
474
+ const can = skip_can or
475
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
476
+ if (!can) return null;
477
+
478
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
493
479
  }
494
480
 
495
481
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -498,10 +484,10 @@ fn beforeMove(
498
484
  battle: anytype,
499
485
  player: Player,
500
486
  skip: bool,
501
- from: ?Move,
502
487
  residual: *bool,
503
- log: anytype,
488
+ options: anytype,
504
489
  ) !BeforeMove {
490
+ var log = options.log;
505
491
  var side = battle.side(player);
506
492
  const foe = battle.foe(player);
507
493
  var active = &side.active;
@@ -510,27 +496,42 @@ fn beforeMove(
510
496
  var volatiles = &active.volatiles;
511
497
 
512
498
  if (Status.is(stored.status, .SLP)) {
513
- const status = stored.status;
499
+ const before = stored.status;
500
+ const slf = Status.is(stored.status, .EXT);
514
501
  // Even if the EXT bit is set this will still correctly modify the sleep duration
515
- stored.status -= 1;
516
- if (Status.duration(stored.status) == 0) {
517
- try log.curestatus(ident, status, .Message);
502
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
503
+ .started, .ended => stored.status = 0,
504
+ .continuing => if (Status.duration(stored.status) > 1) {
505
+ stored.status -= 1;
506
+ },
507
+ else => unreachable,
508
+ } else {
509
+ stored.status -= 1;
510
+ }
511
+
512
+ const duration = Status.duration(stored.status);
513
+ try options.chance.sleep(player, if (slf)
514
+ .None
515
+ else if (duration == 0) .ended else .continuing);
516
+
517
+ if (duration == 0) {
518
+ try log.curestatus(.{ ident, before, .Message });
518
519
  stored.status = 0; // clears EXT if present
519
520
  } else {
520
- try log.cant(ident, .Sleep);
521
+ try log.cant(.{ ident, .Sleep });
521
522
  }
522
523
  side.last_used_move = .None;
523
524
  return .done;
524
525
  }
525
526
 
526
527
  if (Status.is(stored.status, .FRZ)) {
527
- try log.cant(ident, .Freeze);
528
+ try log.cant(.{ ident, .Freeze });
528
529
  side.last_used_move = .None;
529
530
  return .done;
530
531
  }
531
532
 
532
533
  if (skip or foe.active.volatiles.Binding) {
533
- try log.cant(ident, .Bound);
534
+ try log.cant(.{ ident, .Bound });
534
535
  return .done;
535
536
  }
536
537
 
@@ -538,44 +539,61 @@ fn beforeMove(
538
539
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
539
540
  // Pokémon can sometimes flinch multiple times from the same original hit
540
541
  if (!showdown) volatiles.Flinch = false;
541
- try log.cant(ident, .Flinch);
542
+ try log.cant(.{ ident, .Flinch });
542
543
  return .done;
543
544
  }
544
545
 
545
546
  if (volatiles.Recharging) {
546
547
  volatiles.Recharging = false;
547
- try log.cant(ident, .Recharge);
548
+ try log.cant(.{ ident, .Recharge });
548
549
  return .done;
549
550
  }
550
551
 
551
- if (volatiles.disabled_duration > 0) {
552
- volatiles.disabled_duration -= 1;
553
- if (volatiles.disabled_duration == 0) {
554
- volatiles.disabled_move = 0;
555
- try log.end(ident, .Disable);
552
+ if (volatiles.disable_duration > 0) {
553
+ volatiles.disable_duration =
554
+ decrement(.disable, player, options, volatiles.disable_duration);
555
+ try options.chance.disable(
556
+ player,
557
+ if (volatiles.disable_duration == 0) .ended else .continuing,
558
+ );
559
+
560
+ if (volatiles.disable_duration == 0) {
561
+ volatiles.disable_move = 0;
562
+ try log.end(.{ ident, .Disable });
556
563
  }
557
564
  }
558
565
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
559
- if (showdown and try disabled(side, ident, log)) return .done;
566
+ if (showdown and try disabled(side, ident, options)) return .done;
560
567
 
561
568
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
562
569
  // before the side had a selected a move - we simply need to assume this leads to a desync
563
570
  if (side.last_selected_move == .None) {
564
- assert(!showdown);
571
+ assert(!pkmn.options.mod);
565
572
  return .err;
566
573
  }
567
574
 
568
575
  if (volatiles.Confusion) {
569
576
  assert(volatiles.confusion > 0);
577
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
578
+ .started, .ended => volatiles.confusion = 0,
579
+ .continuing => if (volatiles.confusion > 1) {
580
+ volatiles.confusion -= 1;
581
+ },
582
+ .overwritten => {},
583
+ else => unreachable,
584
+ } else {
585
+ volatiles.confusion -= 1;
586
+ }
587
+
588
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
570
589
 
571
- volatiles.confusion -= 1;
572
590
  if (volatiles.confusion == 0) {
573
591
  volatiles.Confusion = false;
574
- try log.end(ident, .Confusion);
592
+ try log.end(.{ ident, .Confusion });
575
593
  } else {
576
- try log.activate(ident, .Confusion);
594
+ try log.activate(.{ ident, .Confusion });
577
595
 
578
- if (Rolls.confused(battle)) {
596
+ if (try Rolls.confused(battle, player, options)) {
579
597
  assert(!volatiles.MultiHit);
580
598
  if (!volatiles.Rage) volatiles.state = 0;
581
599
  volatiles.Bide = false;
@@ -585,6 +603,9 @@ fn beforeMove(
585
603
  volatiles.Charging = false;
586
604
  volatiles.Binding = false;
587
605
  volatiles.Invulnerable = false;
606
+
607
+ options.chance.observe(.attacking, player, .None);
608
+ options.chance.observe(.binding, player, .None);
588
609
  {
589
610
  // This feels (and is) disgusting but the cartridge literally just overwrites
590
611
  // the opponent's defense with the user's defense and resets it after. As a
@@ -592,7 +613,9 @@ fn beforeMove(
592
613
  const def = foe.active.stats.def;
593
614
  foe.active.stats.def = active.stats.def;
594
615
  defer foe.active.stats.def = def;
595
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
616
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
617
+ return .err;
618
+ }
596
619
  }
597
620
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
598
621
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -604,7 +627,7 @@ fn beforeMove(
604
627
 
605
628
  const uncapped = battle.last_damage;
606
629
  // Skipping adjustDamage / randomizeDamage / checkHit
607
- _ = try applyDamage(battle, player, target, .Confusion, log);
630
+ _ = try applyDamage(battle, player, target, .Confusion, options);
608
631
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
609
632
  if (showdown) battle.last_damage = uncapped;
610
633
 
@@ -613,16 +636,20 @@ fn beforeMove(
613
636
  }
614
637
  }
615
638
 
616
- if (!showdown and try disabled(side, ident, log)) return .done;
639
+ if (!showdown and try disabled(side, ident, options)) return .done;
617
640
 
618
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
641
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
619
642
  if (!volatiles.Rage) volatiles.state = 0;
620
643
  volatiles.Bide = false;
621
644
  volatiles.Thrashing = false;
622
645
  volatiles.Charging = false;
623
646
  volatiles.Binding = false;
647
+
648
+ options.chance.observe(.attacking, player, .None);
649
+ options.chance.observe(.binding, player, .None);
650
+
624
651
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
625
- try log.cant(ident, .Paralysis);
652
+ try log.cant(.{ ident, .Paralysis });
626
653
  return .done;
627
654
  }
628
655
 
@@ -638,73 +665,82 @@ fn beforeMove(
638
665
  volatiles.state +%= battle.last_damage;
639
666
  }
640
667
 
641
- assert(volatiles.attacks > 0);
668
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
669
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
642
670
 
643
- volatiles.attacks -= 1;
644
671
  if (volatiles.attacks != 0) {
645
- try log.activate(ident, .Bide);
672
+ try log.activate(.{ ident, .Bide });
646
673
  return .done;
647
674
  }
648
675
 
649
676
  volatiles.Bide = false;
650
- try log.end(ident, .Bide);
677
+ try log.end(.{ ident, .Bide });
651
678
 
652
679
  battle.last_damage = volatiles.state *% 2;
653
680
  volatiles.state = 0;
654
681
 
655
682
  if (battle.last_damage == 0) {
656
- try log.fail(ident, .None);
683
+ try log.fail(.{ ident, .None });
657
684
  return .done;
658
685
  }
659
686
 
660
687
  const sub = showdown and foe.active.volatiles.Substitute;
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
662
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
688
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
689
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
663
690
 
664
691
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
665
692
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
666
693
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
667
694
  if (showdown) {
668
695
  residual.* = false;
669
- try handleResidual(battle, player, log);
696
+ try handleResidual(battle, player, options);
670
697
  }
671
698
 
672
699
  return .done;
673
700
  }
674
701
 
675
702
  if (volatiles.Thrashing) {
676
- assert(volatiles.attacks > 0);
677
- assert(from != null);
678
- volatiles.attacks -= 1;
679
- if (!showdown and handleThrashing(battle, active)) {
680
- try log.start(battle.active(player), .ConfusionSilent);
681
- }
682
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
683
- if (showdown) {
684
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
685
- // used in useMove and doesn't have the notion of skipping canMove semantics
686
- side.last_used_move = side.last_selected_move;
687
- if (handleThrashing(battle, active)) {
688
- try log.start(battle.active(player), .ConfusionSilent);
689
- }
703
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
704
+
705
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
706
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
707
+
708
+ if (volatiles.attacks == 0) {
709
+ const overwritten = volatiles.Confusion;
710
+
711
+ volatiles.Thrashing = false;
712
+ volatiles.Confusion = true;
713
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
714
+
715
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
716
+ // ended (the engine's protocol is always from the omniscient perspective and clients
717
+ // can be expected to recognize this pattern and pass the information only to the
718
+ // correct player)
719
+ try log.start(.{ battle.active(player), .ConfusionSilent });
720
+ options.chance.observe(.confusion, player, if (overwritten)
721
+ if (pkmn.options.overwrite) .overwritten else .continuing
722
+ else
723
+ .started);
724
+ if (!overwritten) options.calc.confusion(player);
690
725
  }
726
+
727
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
728
+ // used in useMove and doesn't have the notion of skipping canMove semantics
729
+ if (showdown) side.last_used_move = side.last_selected_move;
730
+
691
731
  return .skip_can;
692
732
  }
693
733
 
694
734
  if (volatiles.Binding) {
695
- assert(volatiles.attacks > 0);
696
- volatiles.attacks -= 1;
697
- try log.move(
698
- battle.active(player),
699
- side.last_selected_move,
700
- battle.active(player.foe()),
701
- side.last_selected_move,
702
- );
735
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
736
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
737
+
738
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
703
739
  if (showdown or battle.last_damage != 0) {
704
740
  const sub = showdown and foe.active.volatiles.Substitute;
705
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
706
742
  if (battle.foe(player).stored().hp > 0 and !sub) {
707
- try buildRage(battle, player.foe(), log);
743
+ try buildRage(battle, player.foe(), options);
708
744
  }
709
745
  }
710
746
  return .done;
@@ -719,53 +755,46 @@ fn canMove(
719
755
  mslot: u4,
720
756
  auto: bool,
721
757
  skip_pp: bool,
722
- from: ?Move,
758
+ from: Move,
723
759
  residual: *bool,
724
- log: anytype,
760
+ options: anytype,
725
761
  ) !bool {
726
762
  var side = battle.side(player);
727
763
  const player_ident = battle.active(player);
728
764
  const move = Move.get(side.last_selected_move);
729
765
 
730
- const foe_last = battle.foe(player).last_used_move;
731
- const special = from != null and (from.? == .Metronome and
732
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
733
-
734
- var skip = skip_pp;
735
766
  if (side.active.volatiles.Charging) {
736
767
  side.active.volatiles.Charging = false;
737
768
  side.active.volatiles.Invulnerable = false;
738
769
  } else if (move.effect == .Charge) {
739
- try log.move(player_ident, side.last_selected_move, .{}, from);
770
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
771
  setCounterable(battle, player, side, move);
741
- try Effects.charge(battle, player, log);
772
+ try Effects.charge(battle, player, options);
742
773
  return false;
743
774
  }
744
775
 
745
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
746
- if (!skip) decrementPP(side, mslot, auto);
776
+ side.last_used_move = side.last_selected_move;
777
+ if (!skip_pp) decrementPP(side, mslot, auto);
747
778
 
748
779
  const target = if (move.target == .Self) player else player.foe();
749
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
750
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
751
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
752
- // meaning sometimes we lose this information. from is still set because it not being null is
753
- // relevant for control flow, but we don't have anything useful to put in the log. This is
754
- // regrettable, but this information is more "nice to have" than required
755
- const f = if (from != null and from.? == .None) null else from;
756
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
780
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
781
  setCounterable(battle, player, side, move);
758
782
 
759
783
  if (move.effect.onBegin()) {
760
- try onBegin(battle, player, move, mslot, residual, log);
784
+ try onBegin(battle, player, move, mslot, residual, options);
761
785
  return false;
762
786
  }
763
787
 
764
788
  if (move.effect == .Thrashing) {
765
- Effects.thrashing(battle, player);
766
- } else if (!showdown and move.effect == .Binding) {
767
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
768
- Effects.binding(battle, player, false);
789
+ Effects.thrashing(battle, player, options);
790
+ } else if (move.effect == .Binding) {
791
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
792
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
793
+ if (showdown) {
794
+ battle.foe(player).active.volatiles.Recharging = false;
795
+ } else {
796
+ try Effects.binding(battle, player, false, options);
797
+ }
769
798
  }
770
799
 
771
800
  return true;
@@ -779,11 +808,7 @@ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data)
779
808
  // as the desync results from actually having two separate battle states that subtly disagree
780
809
  const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
810
  (move.type == .Normal or move.type == .Fighting);
782
- if (player == .P1) {
783
- battle.last_moves.p1_counterable = @boolToInt(counterable);
784
- } else {
785
- battle.last_moves.p2_counterable = @boolToInt(counterable);
786
- }
811
+ battle.lastMove(player).counterable = @intFromBool(counterable);
787
812
  }
788
813
 
789
814
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
@@ -795,25 +820,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
820
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
796
821
  if (volatiles.Bide) return;
797
822
 
798
- assert(active.move(mslot).pp > 0 or auto);
799
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
823
+ var move_slot = active.move(mslot);
824
+ assert(move_slot.pp > 0 or auto);
825
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
800
826
  if (volatiles.Transform) return;
801
827
 
802
- assert(side.stored().move(mslot).pp > 0 or auto);
803
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
828
+ move_slot = side.stored().move(mslot);
829
+ assert(move_slot.pp > 0 or auto);
830
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
804
831
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
805
832
  }
806
833
 
807
- fn incrementPP(side: *Side, mslot: u4) void {
834
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
808
835
  var active = &side.active;
809
836
  const volatiles = &active.volatiles;
810
837
 
811
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
838
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
812
839
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
813
840
  if (showdown and volatiles.Transform) return;
814
841
 
842
+ const n = options.calc.overridden(player, .pp) orelse 1;
843
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
844
+
815
845
  assert(mslot > 0 and mslot <= 4);
816
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
846
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
817
847
  }
818
848
 
819
849
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -824,8 +854,9 @@ fn doMove(
824
854
  rewrap: bool,
825
855
  auto: bool,
826
856
  residual: *bool,
827
- log: anytype,
857
+ options: anytype,
828
858
  ) !?Result {
859
+ var log = options.log;
829
860
  var side = battle.side(player);
830
861
  const foe = battle.foe(player);
831
862
 
@@ -840,40 +871,44 @@ fn doMove(
840
871
  var hits: u4 = 1;
841
872
  var effectiveness = Effectiveness.neutral;
842
873
 
874
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
875
+ if (showdown and !counter) battle.last_damage = 0;
876
+
843
877
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
844
878
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
845
- return specialDamage(battle, player, move, log);
879
+ return specialDamage(battle, player, move, options);
846
880
  }
847
881
 
848
882
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
849
883
  // calling moveHit early covers most of that but we also need to check type immunity first
850
884
  var miss = showdown and miss: {
851
885
  immune = move.target != .Self and !status and !counter and
852
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
853
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
886
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
887
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
854
888
  if (immune and move.effect != .Binding) break :miss true;
855
889
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
856
890
  battle.last_damage = 0;
857
891
  break :miss true;
858
892
  }
859
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
893
+ break :miss (move.target != .Self and
894
+ !try moveHit(battle, player, move, &immune, &mist, options));
860
895
  };
861
896
  assert(!immune or miss or (showdown and move.effect == .Binding));
862
897
 
863
898
  var late = showdown and move.effect != .Explode;
864
899
  const skip = status or immune;
865
- if ((!showdown or (!skip or counter)) and !miss) blk: {
900
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
866
901
  if (showdown and move.effect.isMulti()) {
867
- Effects.multiHit(battle, player, move);
902
+ try Effects.multiHit(battle, player, move, options);
868
903
  hits = side.active.volatiles.attacks;
869
904
  late = false;
870
905
  }
871
906
 
872
907
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
873
908
  const check = !showdown or (!counter and move.effect != .OHKO);
874
- if (check) crit = checkCriticalHit(battle, player, move);
909
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
875
910
 
876
- if (counter) return counterDamage(battle, player, move, log);
911
+ if (counter) return counterDamage(battle, player, move, options);
877
912
 
878
913
  battle.last_damage = 0;
879
914
 
@@ -884,8 +919,9 @@ fn doMove(
884
919
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
885
920
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
886
921
  battle.last_damage = if (ohko) 65535 else 0;
887
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
888
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
922
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
923
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
924
+ if (!showdown) try options.chance.commit(player, .err);
889
925
  return @as(?Result, Result.Error);
890
926
  }
891
927
  if (battle.last_damage == 0) {
@@ -895,17 +931,16 @@ fn doMove(
895
931
  effectiveness = adjustDamage(battle, player);
896
932
  immune = effectiveness == 0;
897
933
  }
898
- randomizeDamage(battle);
934
+ try randomizeDamage(battle, player, options);
899
935
  }
900
936
  }
901
937
 
902
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
903
- if (showdown and skip) battle.last_damage = 0;
904
-
905
- miss = if (showdown or skip)
906
- miss
907
- else
908
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
938
+ var missed: bool = undefined;
939
+ const zero = battle.last_damage == 0;
940
+ if (!showdown and !skip) {
941
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
942
+ miss = missed or zero;
943
+ }
909
944
 
910
945
  assert(showdown or miss or battle.last_damage > 0 or skip);
911
946
  assert((!showdown and miss) or !(ohko and immune));
@@ -913,11 +948,11 @@ fn doMove(
913
948
 
914
949
  if (!showdown or !miss) {
915
950
  if (move.effect == .MirrorMove) {
916
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
951
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
917
952
  } else if (move.effect == .Metronome) {
918
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
953
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
919
954
  } else if (move.effect.onEnd()) {
920
- try onEnd(battle, player, move, log);
955
+ try onEnd(battle, player, move, options);
921
956
  return null;
922
957
  }
923
958
  }
@@ -929,36 +964,60 @@ fn doMove(
929
964
  ohko = (!showdown or (!immune and !invulnerable)) and
930
965
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
931
966
  if (ohko) {
932
- try log.immune(foe_ident, .OHKO);
967
+ try log.immune(.{ foe_ident, .OHKO });
933
968
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
- try log.immune(foe_ident, .None);
969
+ try log.immune(.{ foe_ident, .None });
970
+ if (!showdown) {
971
+ if (move.effect == .Binding) {
972
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
973
+ // then simply clears it later on if the move happens to miss in moveHit.
974
+ // However, moveHit can return true and we'll still end up in the outer miss
975
+ // handling block because attacking into an immune Pokemon does zero damage
976
+ // (considered missing)
977
+ assert(zero);
978
+ // Thus we still need to actually save the hit result (but not the crit roll).
979
+ // Using .miss for this commit would accomplish what we want, but is somewhat
980
+ // misleading as its entirely possible the move actually did hit (and the target
981
+ // is now trapped) so we use the .binding value instead which is effectively
982
+ // identical, just doesn't claim to know about the actual results of the hit
983
+ // roll)
984
+ try options.chance.commit(player, .binding);
985
+ } else {
986
+ // The .glitch option allows for conditionally committing if we are in a
987
+ // division-by-zero freeze alternative timeline scenario
988
+ try options.chance.commit(player, .glitch);
989
+ }
990
+ }
935
991
  } else if (mist) {
936
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
937
- try log.fail(foe_ident, .None);
992
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
993
+ try log.fail(.{ foe_ident, .None });
938
994
  } else {
939
- try log.lastmiss();
940
- try log.miss(battle.active(player));
995
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
996
+ try log.lastmiss(.{});
997
+ try log.miss(.{battle.active(player)});
941
998
  }
942
999
  if (move.effect == .JumpKick) {
943
1000
  // Recoil is supposed to be damage/8 but damage will always be 0 here
944
- assert(battle.last_damage == 0);
1001
+ assert(showdown or battle.last_damage == 0);
945
1002
  battle.last_damage = 1;
946
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1003
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
947
1004
  if (showdown and side.stored().hp == 0) residual.* = false;
948
1005
  } else if (move.effect == .Explode) {
949
1006
  try Effects.explode(battle, player);
950
- try buildRage(battle, player.foe(), log);
1007
+ try buildRage(battle, player.foe(), options);
951
1008
  } else if (showdown and move.effect == .Disable) {
952
- try buildRage(battle, player.foe(), log);
1009
+ try buildRage(battle, player.foe(), options);
953
1010
  }
954
1011
  return null;
1012
+ } else if (!showdown) {
1013
+ try options.chance.commit(player, .hit);
955
1014
  }
956
1015
 
957
1016
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
958
1017
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
959
- // it up above before damage calculation).
1018
+ // it up above before damage calculation)
960
1019
  if (!showdown and move.effect.isMulti()) {
961
- Effects.multiHit(battle, player, move);
1020
+ try Effects.multiHit(battle, player, move, options);
962
1021
  hits = side.active.volatiles.attacks;
963
1022
  }
964
1023
 
@@ -969,18 +1028,20 @@ fn doMove(
969
1028
  var hit: u4 = 0;
970
1029
  while (hit < hits) {
971
1030
  if (hit == 0) {
972
- if (crit) try log.crit(battle.active(player.foe()));
1031
+ if (crit) try log.crit(.{battle.active(player.foe())});
973
1032
  if (effectiveness > Effectiveness.neutral) {
974
- try log.supereffective(battle.active(player.foe()));
1033
+ try log.supereffective(.{battle.active(player.foe())});
975
1034
  } else if (effectiveness < Effectiveness.neutral) {
976
- try log.resisted(battle.active(player.foe()));
1035
+ try log.resisted(.{battle.active(player.foe())});
977
1036
  }
978
1037
  }
979
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
980
- if (hit == 0 and ohko) try log.ohko();
1038
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1039
+ if (hit == 0 and ohko) try log.ohko(.{});
981
1040
  hit += 1;
982
1041
  if (foe.stored().hp == 0) break;
983
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1042
+ if (!late and (!sub or move.effect == .Explode)) {
1043
+ try buildRage(battle, player.foe(), options);
1044
+ }
984
1045
  // If the substitute breaks during a multi-hit attack, the attack ends
985
1046
  if (nullified) break;
986
1047
  }
@@ -990,41 +1051,39 @@ fn doMove(
990
1051
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
991
1052
  side.active.volatiles.attacks = 0;
992
1053
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
993
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1054
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
994
1055
  }
995
- try log.hitcount(battle.active(player.foe()), hit);
996
- } else if (showdown) {
1056
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1057
+ } else if (showdown and move.effect == .Binding) {
997
1058
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
998
- if (move.effect == .Binding) {
999
- Effects.binding(battle, player, rewrap);
1000
- if (immune) {
1001
- battle.last_damage = 0;
1002
- assert(foe.stored().hp > 0);
1003
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1004
- if (sub) {
1005
- try log.activate(battle.active(player.foe()), .Substitute);
1006
- } else {
1007
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1008
- try buildRage(battle, player.foe(), log);
1009
- }
1010
- return null;
1059
+ try Effects.binding(battle, player, rewrap, options);
1060
+ if (immune) {
1061
+ battle.last_damage = 0;
1062
+ assert(foe.stored().hp > 0);
1063
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1064
+ if (sub) {
1065
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1066
+ } else {
1067
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1068
+ try buildRage(battle, player.foe(), options);
1011
1069
  }
1070
+ return null;
1012
1071
  }
1013
1072
  }
1014
1073
 
1015
1074
  // Substitute being broken nullifies the move's effect completely so even
1016
- // if an effect was intended to "always happen" it will still get skipped.
1075
+ // if an effect was intended to "always happen" it will still get skipped
1017
1076
  if (nullified) return null;
1018
1077
 
1019
1078
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1020
1079
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1021
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1022
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1080
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1081
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1023
1082
 
1024
1083
  if (foe.stored().hp == 0) return null;
1025
1084
 
1026
1085
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1027
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1086
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1028
1087
 
1029
1088
  if (!move.effect.isSpecial()) {
1030
1089
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1033,31 +1092,33 @@ fn doMove(
1033
1092
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1034
1093
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1035
1094
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1036
- // puts the |-status| message before |-hitcount| instead of after.
1095
+ // puts the |-status| message before |-hitcount| instead of after
1037
1096
  if (move.effect == .Twineedle) {
1038
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1097
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1039
1098
  } else if (move.effect == .Disable) {
1040
- const result = try Effects.disable(battle, player, move, log);
1041
- if (showdown) try buildRage(battle, player.foe(), log);
1099
+ const result = try Effects.disable(battle, player, move, options);
1100
+ if (showdown) try buildRage(battle, player.foe(), options);
1042
1101
  return result;
1043
1102
  } else {
1044
- try moveEffect(battle, player, move, log);
1103
+ try moveEffect(battle, player, move, options);
1045
1104
  }
1046
1105
  }
1047
1106
 
1048
1107
  return null;
1049
1108
  }
1050
1109
 
1051
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1110
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1052
1111
  const side = battle.side(player);
1053
1112
 
1054
1113
  // Base speed is used for the critical hit calculation, even when Transform-ed
1055
- var chance = @as(u16, Species.chance(side.stored().species));
1056
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1057
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1058
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1059
-
1060
- return Rolls.criticalHit(battle, chance);
1114
+ var rate: u16 = Species.chance(side.stored().species);
1115
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1116
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1117
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1118
+
1119
+ const spurious =
1120
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1121
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1061
1122
  }
1062
1123
 
1063
1124
  fn calcDamage(
@@ -1066,6 +1127,7 @@ fn calcDamage(
1066
1127
  target_player: Player,
1067
1128
  m: ?Move.Data,
1068
1129
  crit: bool,
1130
+ options: anytype,
1069
1131
  ) bool {
1070
1132
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1071
1133
  const cfz = m == null;
@@ -1077,28 +1139,8 @@ fn calcDamage(
1077
1139
 
1078
1140
  const special = move.type.special();
1079
1141
 
1080
- // zig fmt: off
1081
- var atk: u32 =
1082
- if (crit)
1083
- if (special) side.stored().stats.spc
1084
- else side.stored().stats.atk
1085
- else
1086
- if (special) side.active.stats.spc
1087
- else side.active.stats.atk;
1088
- var def: u32 =
1089
- if (crit)
1090
- if (special) target.stored().stats.spc
1091
- else target.stored().stats.def
1092
- else
1093
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1094
- if (special)
1095
- target.active.stats.spc *
1096
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1097
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1098
- else
1099
- target.active.stats.def *
1100
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1101
- // zig fmt: on
1142
+ var atk = attack(side, crit, special);
1143
+ var def = defense(target, crit, special, cfz);
1102
1144
 
1103
1145
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1104
1146
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1106,12 +1148,12 @@ fn calcDamage(
1106
1148
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1107
1149
  atk = @max((atk / 4) & 255, 1);
1108
1150
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1109
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1151
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1110
1152
  }
1111
1153
 
1112
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1154
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1113
1155
 
1114
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1156
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1115
1157
 
1116
1158
  if (def == 0) return false;
1117
1159
 
@@ -1123,11 +1165,41 @@ fn calcDamage(
1123
1165
  d = @min(997, d);
1124
1166
  d += 2;
1125
1167
 
1126
- battle.last_damage = @intCast(u16, d);
1168
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1169
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1170
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1171
+ // that results in counter intuitive probabilities in the common case
1172
+ if (pkmn.options.chance and !pkmn.options.mod) {
1173
+ atk = attack(side, !crit, special);
1174
+ def = defense(target, !crit, special, false);
1175
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1176
+ }
1177
+
1178
+ battle.last_damage = @intCast(d);
1127
1179
 
1128
1180
  return true;
1129
1181
  }
1130
1182
 
1183
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1186
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1187
+ }
1188
+
1189
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1190
+ return if (crit)
1191
+ if (special) target.stored().stats.spc else target.stored().stats.def
1192
+ else
1193
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1194
+ if (special)
1195
+ target.active.stats.spc *
1196
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1197
+ else
1198
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1199
+ target.active.stats.def *
1200
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1201
+ }
1202
+
1131
1203
  fn adjustDamage(battle: anytype, player: Player) u16 {
1132
1204
  const side = battle.side(player);
1133
1205
  const foe = battle.foe(player);
@@ -1137,9 +1209,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1137
1209
  var d = battle.last_damage;
1138
1210
  if (side.active.types.includes(move.type)) d +%= d / 2;
1139
1211
 
1140
- const neutral = @enumToInt(Effectiveness.Neutral);
1141
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1142
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1212
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1213
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1214
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1143
1215
 
1144
1216
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1145
1217
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1159,17 +1231,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1159
1231
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1160
1232
  }
1161
1233
 
1162
- fn randomizeDamage(battle: anytype) void {
1234
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1163
1235
  if (battle.last_damage <= 1) return;
1164
- const random = Rolls.damage(battle);
1165
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1236
+ const random = try Rolls.damage(battle, player, options);
1237
+ options.calc.base(player.foe(), battle.last_damage);
1238
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1239
+ options.calc.final(player.foe(), battle.last_damage);
1166
1240
  }
1167
1241
 
1168
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1242
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1169
1243
  const side = battle.side(player);
1170
1244
  const foe = battle.foe(player);
1171
1245
 
1172
- if (!try checkHit(battle, player, move, log)) return null;
1246
+ if (!try checkHit(battle, player, move, options)) return null;
1173
1247
 
1174
1248
  battle.last_damage = switch (side.last_selected_move) {
1175
1249
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1178,28 +1252,28 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1178
1252
  .DragonRage => 40,
1179
1253
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1180
1254
  .Psywave => power: {
1181
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1255
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1182
1256
  // GLITCH: Psywave infinite glitch loop
1183
- if (!showdown and max <= 1) return Result.Error;
1184
- break :power Rolls.psywave(battle, max);
1257
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1258
+ break :power try Rolls.psywave(battle, player, max, options);
1185
1259
  },
1186
1260
  else => unreachable,
1187
1261
  };
1188
1262
 
1189
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1263
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1190
1264
 
1191
1265
  const sub = showdown and foe.active.volatiles.Substitute;
1192
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1193
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1266
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1267
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1194
1268
 
1195
1269
  return null;
1196
1270
  }
1197
1271
 
1198
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1272
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1199
1273
  const foe = battle.foe(player);
1200
1274
 
1201
1275
  if (battle.last_damage == 0) {
1202
- try log.fail(battle.active(player), .None);
1276
+ try options.log.fail(.{ battle.active(player), .None });
1203
1277
  return null;
1204
1278
  }
1205
1279
 
@@ -1210,36 +1284,32 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1210
1284
  else
1211
1285
  foe.last_selected_move);
1212
1286
 
1213
- const used = (if (player.foe() == .P1)
1214
- battle.last_moves.p1_counterable
1215
- else
1216
- battle.last_moves.p2_counterable) != 0;
1217
-
1287
+ const used = battle.lastMove(player.foe()).counterable != 0;
1218
1288
  const selected = foe_last_selected_move.bp > 0 and
1219
1289
  foe.last_selected_move != .Counter and
1220
1290
  (foe_last_selected_move.type == .Normal or
1221
1291
  foe_last_selected_move.type == .Fighting);
1222
1292
 
1223
1293
  if (!used and !selected) {
1224
- try log.fail(battle.active(player), .None);
1294
+ try options.log.fail(.{ battle.active(player), .None });
1225
1295
  return null;
1226
1296
  }
1227
1297
 
1228
1298
  if (!used or !selected) {
1229
1299
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1230
- if (!showdown) return Result.Error;
1231
- try log.fail(battle.active(player), .None);
1300
+ if (!pkmn.options.mod) return Result.Error;
1301
+ try options.log.fail(.{ battle.active(player), .None });
1232
1302
  return null;
1233
1303
  }
1234
1304
 
1235
1305
  battle.last_damage *|= 2;
1236
1306
 
1237
- // Pokémon Showdown calls checkHit before Counter
1238
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1307
+ // Pokémon Showdown calls moveHit before Counter
1308
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
1309
 
1240
1310
  const sub = showdown and foe.active.volatiles.Substitute;
1241
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1242
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1311
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1312
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1243
1313
  return null;
1244
1314
  }
1245
1315
 
@@ -1248,7 +1318,7 @@ fn applyDamage(
1248
1318
  target_player: Player,
1249
1319
  sub_player: Player,
1250
1320
  reason: Damage,
1251
- log: anytype,
1321
+ options: anytype,
1252
1322
  ) !bool {
1253
1323
  assert(showdown or battle.last_damage != 0);
1254
1324
 
@@ -1263,19 +1333,20 @@ fn applyDamage(
1263
1333
  subbed.active.volatiles.substitute = 0;
1264
1334
  subbed.active.volatiles.Substitute = false;
1265
1335
  // battle.last_damage is not updated with the amount of HP the Substitute had
1266
- try log.end(battle.active(sub_player), .Substitute);
1336
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1337
+ if (reason != .Confusion) options.calc.capped(sub_player);
1267
1338
  return true;
1268
1339
  } else {
1269
1340
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1270
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1271
- try log.activate(battle.active(sub_player), .Substitute);
1341
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1342
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1272
1343
  return false;
1273
1344
  }
1274
1345
  }
1275
1346
 
1276
1347
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1277
1348
  target.stored().hp -= battle.last_damage;
1278
- try log.damage(battle.active(target_player), target.stored(), reason);
1349
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1279
1350
  return false;
1280
1351
  }
1281
1352
 
@@ -1286,22 +1357,24 @@ fn mirrorMove(
1286
1357
  rewrap: bool,
1287
1358
  auto: bool,
1288
1359
  residual: *bool,
1289
- log: anytype,
1290
- ) !?Result {
1360
+ options: anytype,
1361
+ ) anyerror!?Result {
1291
1362
  var side = battle.side(player);
1292
1363
  const foe = battle.foe(player);
1293
1364
 
1294
1365
  side.last_selected_move = foe.last_used_move;
1295
1366
 
1296
1367
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1297
- try log.fail(battle.active(player), .None);
1368
+ try options.log.fail(.{ battle.active(player), .None });
1298
1369
  return null;
1299
1370
  } else if (!showdown or foe.last_used_move != .Struggle) {
1300
- incrementPP(side, mslot);
1371
+ incrementPP(side, player, mslot, options);
1301
1372
  }
1302
1373
 
1303
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1304
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1374
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1375
+ return null;
1376
+ }
1377
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1305
1378
  }
1306
1379
 
1307
1380
  fn metronome(
@@ -1311,35 +1384,51 @@ fn metronome(
1311
1384
  rewrap: bool,
1312
1385
  auto: bool,
1313
1386
  residual: *bool,
1314
- log: anytype,
1315
- ) !?Result {
1387
+ options: anytype,
1388
+ ) anyerror!?Result {
1316
1389
  var side = battle.side(player);
1317
1390
 
1318
- side.last_selected_move = Rolls.metronome(battle);
1319
- incrementPP(side, mslot);
1391
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1392
+ incrementPP(side, player, mslot, options);
1320
1393
 
1321
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1322
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1394
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1395
+ return null;
1396
+ }
1397
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1323
1398
  }
1324
1399
 
1325
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1400
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1326
1401
  var immune = false;
1327
1402
  var mist = false;
1328
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1403
+
1404
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1405
+ if (!showdown) try options.chance.commit(player, .hit);
1406
+ return true;
1407
+ }
1408
+
1329
1409
  assert(!immune);
1330
1410
  if (mist) {
1331
1411
  assert(!showdown);
1332
1412
  const foe_ident = battle.active(player.foe());
1333
- try log.activate(foe_ident, .Mist);
1334
- try log.fail(foe_ident, .None);
1413
+ try options.log.activate(.{ foe_ident, .Mist });
1414
+ try options.log.fail(.{ foe_ident, .None });
1335
1415
  } else {
1336
- try log.lastmiss();
1337
- try log.miss(battle.active(player));
1416
+ try options.log.lastmiss(.{});
1417
+ try options.log.miss(.{battle.active(player)});
1338
1418
  }
1419
+
1420
+ if (!showdown) try options.chance.commit(player, .miss);
1339
1421
  return false;
1340
1422
  }
1341
1423
 
1342
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1424
+ fn moveHit(
1425
+ battle: anytype,
1426
+ player: Player,
1427
+ move: Move.Data,
1428
+ immune: *bool,
1429
+ mist: *bool,
1430
+ options: anytype,
1431
+ ) !bool {
1343
1432
  var side = battle.side(player);
1344
1433
  const foe = battle.foe(player);
1345
1434
 
@@ -1378,10 +1467,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1378
1467
  const overwritten = overwrite and state > 0;
1379
1468
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1380
1469
 
1381
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1382
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1470
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1471
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1383
1472
  accuracy = accuracy * boost[0] / boost[1];
1384
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1473
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1385
1474
  accuracy = accuracy * boost[0] / boost[1];
1386
1475
  accuracy = @min(255, @max(1, accuracy));
1387
1476
 
@@ -1390,7 +1479,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1390
1479
  if (overwrite) side.active.volatiles.state = accuracy;
1391
1480
 
1392
1481
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1393
- break :miss !Rolls.hit(battle, accuracy);
1482
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1394
1483
  };
1395
1484
 
1396
1485
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1400,16 +1489,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1400
1489
  }
1401
1490
 
1402
1491
  if (!miss) return true;
1403
- battle.last_damage = 0;
1492
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1493
+
1404
1494
  side.active.volatiles.Binding = false;
1495
+ options.chance.observe(.binding, player, .None);
1496
+
1405
1497
  return false;
1406
1498
  }
1407
1499
 
1408
1500
  fn checkFaint(
1409
1501
  battle: anytype,
1410
1502
  player: Player,
1411
- log: anytype,
1412
- ) @TypeOf(log).Error!?Result {
1503
+ cap: bool,
1504
+ options: anytype,
1505
+ ) @TypeOf(options.log).Error!?Result {
1413
1506
  const side = battle.side(player);
1414
1507
  if (side.stored().hp > 0) return null;
1415
1508
 
@@ -1417,33 +1510,32 @@ fn checkFaint(
1417
1510
  const foe_fainted = foe.stored().hp == 0;
1418
1511
 
1419
1512
  const player_out = findFirstAlive(side) == 0;
1420
- const foe_out = findFirstAlive(foe) == 0;
1421
- const tie = player_out and foe_out;
1422
- const more = tie or player_out or foe_out;
1513
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1514
+ const more = player_out or foe_out;
1423
1515
 
1424
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1425
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1516
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1517
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1426
1518
 
1427
1519
  assert(!side.active.volatiles.MultiHit);
1428
1520
  assert(!foe.active.volatiles.MultiHit);
1429
1521
 
1430
- if (tie) {
1431
- try log.tie();
1522
+ if (player_out and foe_out) {
1523
+ try options.log.tie(.{});
1432
1524
  return Result.Tie;
1433
1525
  } else if (player_out) {
1434
- try log.win(player.foe());
1526
+ try options.log.win(.{player.foe()});
1435
1527
  return if (player == .P1) Result.Lose else Result.Win;
1436
1528
  } else if (foe_out) {
1437
- try log.win(player);
1529
+ try options.log.win(.{player});
1438
1530
  return if (player == .P1) Result.Win else Result.Lose;
1439
1531
  }
1440
1532
 
1441
1533
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1442
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1443
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1534
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1535
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1444
1536
  }
1445
1537
 
1446
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1538
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1447
1539
  var side = battle.side(player);
1448
1540
  var foe = battle.foe(player);
1449
1541
  assert(side.stored().hp == 0);
@@ -1452,7 +1544,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1452
1544
  assert(!foe_volatiles.MultiHit);
1453
1545
  if (foe_volatiles.Bide) {
1454
1546
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1455
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1547
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1456
1548
  if (foe_volatiles.state != 0) return Result.Error;
1457
1549
  }
1458
1550
 
@@ -1476,32 +1568,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1476
1568
  side.stored().stats.spe;
1477
1569
  }
1478
1570
 
1479
- try log.faint(battle.active(player), done);
1571
+ try options.log.faint(.{ battle.active(player), done });
1572
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1573
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1574
+ if (cap) options.calc.capped(player);
1480
1575
  return null;
1481
1576
  }
1482
1577
 
1483
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1578
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1484
1579
  var side = battle.side(player);
1485
1580
  var stored = side.stored();
1486
1581
  const ident = battle.active(player);
1487
1582
  var volatiles = &side.active.volatiles;
1488
1583
 
1489
1584
  const brn = Status.is(stored.status, .BRN);
1490
- if (brn or Status.is(stored.status, .PSN)) blk: {
1585
+ if (brn or Status.is(stored.status, .PSN)) {
1491
1586
  var damage = @max(stored.stats.hp / 16, 1);
1492
-
1493
1587
  if (volatiles.Toxic) {
1494
1588
  volatiles.toxic += 1;
1495
1589
  damage *= volatiles.toxic;
1496
1590
  }
1591
+ damage = @min(damage, stored.hp);
1497
1592
 
1498
- const amount = @min(damage, stored.hp);
1499
- if (showdown and amount == 0) break :blk;
1500
-
1501
- stored.hp -= amount;
1502
-
1503
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1504
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1593
+ if (!showdown or damage > 0) {
1594
+ stored.hp -= damage;
1595
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1596
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1597
+ }
1505
1598
  }
1506
1599
 
1507
1600
  if (volatiles.LeechSeed) {
@@ -1525,43 +1618,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1525
1618
  const amount = @min(damage, stored.hp);
1526
1619
  stored.hp -= amount;
1527
1620
 
1528
- // As above, Pokémon Showdown uses damageOf but its not relevant
1529
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1621
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1622
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1530
1623
 
1531
1624
  const before = foe_stored.hp;
1532
1625
  // Uncapped damage is added back to the foe
1533
1626
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1534
1627
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1535
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1628
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1536
1629
  }
1537
1630
  }
1538
1631
 
1539
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1632
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1540
1633
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1541
1634
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1542
1635
 
1543
1636
  battle.turn += 1;
1544
1637
 
1545
- if (showdown and options.ebc and checkEBC(battle)) {
1546
- try log.tie();
1638
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1639
+ try options.log.tie(.{});
1547
1640
  return Result.Tie;
1548
1641
  }
1549
1642
 
1550
- if (showdown and battle.turn >= 1000) {
1551
- try log.tie();
1643
+ if (pkmn.options.mod and battle.turn >= 1000) {
1644
+ try options.log.tie(.{});
1552
1645
  return Result.Tie;
1553
1646
  } else if (battle.turn >= 65535) {
1554
1647
  return Result.Error;
1555
1648
  }
1556
1649
 
1557
- try log.turn(battle.turn);
1650
+ try options.log.turn(.{battle.turn});
1558
1651
 
1559
1652
  return Result.Default;
1560
1653
  }
1561
1654
 
1562
1655
  fn checkEBC(battle: anytype) bool {
1563
1656
  for (battle.sides, 0..) |side, i| {
1564
- const foe = battle.sides[~@intCast(u1, i)];
1657
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1565
1658
 
1566
1659
  var foe_all_ghosts = true;
1567
1660
  var foe_all_transform = true;
@@ -1613,10 +1706,10 @@ fn checkEBC(battle: anytype) bool {
1613
1706
  return false;
1614
1707
  }
1615
1708
 
1616
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1617
- if (side.active.volatiles.disabled_move != 0) {
1709
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1710
+ if (side.active.volatiles.disable_move != 0) {
1618
1711
  // A Pokémon that transforms after being disabled may end up with less move slots
1619
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1712
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1620
1713
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1621
1714
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1622
1715
  m
@@ -1624,127 +1717,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1624
1717
  side.last_selected_move;
1625
1718
  if (m != .None and m == last) {
1626
1719
  side.active.volatiles.Charging = false;
1627
- try log.disabled(ident, last);
1720
+ try options.log.cant(.{ ident, .Disable, last });
1628
1721
  return true;
1629
1722
  }
1630
1723
  }
1631
1724
  return false;
1632
1725
  }
1633
1726
 
1634
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1727
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1635
1728
  const side = battle.side(who);
1636
1729
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1637
- try Effects.boost(battle, who, Move.get(.Rage), log);
1730
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1638
1731
  }
1639
1732
  }
1640
1733
 
1641
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1642
- var volatiles = &active.volatiles;
1643
- assert(volatiles.Thrashing);
1644
- if (volatiles.attacks > 0) return false;
1645
-
1646
- volatiles.Thrashing = false;
1647
- volatiles.Confusion = true;
1648
- volatiles.confusion = Rolls.confusionDuration(battle);
1649
- return true;
1650
- }
1651
-
1652
- inline fn onBegin(
1734
+ fn onBegin(
1653
1735
  battle: anytype,
1654
1736
  player: Player,
1655
1737
  move: Move.Data,
1656
1738
  mslot: u8,
1657
1739
  residual: *bool,
1658
- log: anytype,
1740
+ options: anytype,
1659
1741
  ) !void {
1660
- assert(move.effect.onBegin());
1661
1742
  return switch (move.effect) {
1662
- .Confusion => Effects.confusion(battle, player, move, log),
1663
- .Conversion => Effects.conversion(battle, player, log),
1664
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1665
- .Haze => Effects.haze(battle, player, log),
1666
- .Heal => Effects.heal(battle, player, log),
1667
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1668
- .LightScreen => Effects.lightScreen(battle, player, log),
1669
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1670
- .Mist => Effects.mist(battle, player, log),
1671
- .Paralyze => Effects.paralyze(battle, player, move, log),
1672
- .Poison => Effects.poison(battle, player, move, log),
1673
- .Reflect => Effects.reflect(battle, player, log),
1674
- .Splash => Effects.splash(battle, player, log),
1675
- .Substitute => Effects.substitute(battle, player, residual, log),
1676
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1677
- .Transform => Effects.transform(battle, player, log),
1743
+ .Confusion => Effects.confusion(battle, player, move, options),
1744
+ .Conversion => Effects.conversion(battle, player, options),
1745
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1746
+ .Haze => Effects.haze(battle, player, options),
1747
+ .Heal => Effects.heal(battle, player, options),
1748
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1749
+ .LightScreen => Effects.lightScreen(battle, player, options),
1750
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1751
+ .Mist => Effects.mist(battle, player, options),
1752
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1753
+ .Poison => Effects.poison(battle, player, move, options),
1754
+ .Reflect => Effects.reflect(battle, player, options),
1755
+ .Splash => Effects.splash(battle, player, options),
1756
+ .Substitute => Effects.substitute(battle, player, residual, options),
1757
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1758
+ .Transform => Effects.transform(battle, player, options),
1678
1759
  else => unreachable,
1679
1760
  };
1680
1761
  }
1681
1762
 
1682
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1683
- assert(move.effect.onEnd());
1763
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1684
1764
  return switch (move.effect) {
1685
- .Bide => Effects.bide(battle, player, log),
1765
+ .Bide => Effects.bide(battle, player, options),
1686
1766
  // zig fmt: off
1687
1767
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1688
1768
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1689
- Effects.boost(battle, player, move, log),
1769
+ Effects.boost(battle, player, move, options),
1690
1770
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1691
- Effects.unboost(battle, player, move, log),
1771
+ Effects.unboost(battle, player, move, options),
1692
1772
  // zig fmt: on
1693
- .Sleep => Effects.sleep(battle, player, move, log),
1773
+ .Sleep => Effects.sleep(battle, player, move, options),
1694
1774
  else => unreachable,
1695
1775
  };
1696
1776
  }
1697
1777
 
1698
- inline fn alwaysHappens(
1778
+ fn alwaysHappens(
1699
1779
  battle: anytype,
1700
1780
  player: Player,
1701
1781
  move: Move.Data,
1702
1782
  residual: *bool,
1703
- log: anytype,
1783
+ options: anytype,
1704
1784
  ) !void {
1705
- assert(move.effect.alwaysHappens());
1706
1785
  return switch (move.effect) {
1707
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1786
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1708
1787
  .Explode => Effects.explode(battle, player),
1709
- .PayDay => Effects.payDay(battle, player, log),
1788
+ .PayDay => Effects.payDay(battle, player, options),
1710
1789
  .Rage => Effects.rage(battle, player),
1711
- .Recoil => Effects.recoil(battle, player, residual, log),
1790
+ .Recoil => Effects.recoil(battle, player, residual, options),
1712
1791
  .JumpKick, .Binding => {},
1713
1792
  else => unreachable,
1714
1793
  };
1715
1794
  }
1716
1795
 
1717
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1796
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1718
1797
  return switch (move.effect) {
1719
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1720
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1721
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1722
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1723
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1798
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1799
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1800
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1801
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1802
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1724
1803
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1725
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1726
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1804
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1805
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1727
1806
  // zig fmt: off
1728
1807
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1729
- Effects.unboost(battle, player, move, log),
1808
+ Effects.unboost(battle, player, move, options),
1730
1809
  // zig fmt: on
1731
1810
  else => {},
1732
1811
  };
1733
1812
  }
1734
1813
 
1735
1814
  pub const Effects = struct {
1736
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1815
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1737
1816
  var side = battle.side(player);
1738
1817
 
1739
1818
  side.active.volatiles.Bide = true;
1740
1819
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1820
+
1741
1821
  side.active.volatiles.state = 0;
1742
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1822
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1823
+ options.chance.observe(.attacking, player, .started);
1743
1824
 
1744
- try log.start(battle.active(player), .Bide);
1825
+ try options.log.start(.{ battle.active(player), .Bide });
1745
1826
  }
1746
1827
 
1747
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1828
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1748
1829
  var foe = battle.foe(player);
1749
1830
  var foe_stored = foe.stored();
1750
1831
 
@@ -1755,83 +1836,91 @@ pub const Effects = struct {
1755
1836
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1756
1837
  if (Status.is(foe_stored.status, .FRZ)) {
1757
1838
  assert(move.type == .Fire);
1758
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1839
+ try options.log.curestatus(.{
1840
+ battle.active(player.foe()),
1841
+ foe_stored.status,
1842
+ .Message,
1843
+ });
1759
1844
  foe_stored.status = 0;
1760
1845
  }
1761
1846
  return;
1762
1847
  }
1763
1848
 
1764
1849
  if (foe.active.types.includes(move.type)) return;
1765
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1850
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1851
+ return;
1852
+ }
1766
1853
 
1767
1854
  foe_stored.status = Status.init(.BRN);
1768
1855
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1769
1856
 
1770
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1857
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1771
1858
  }
1772
1859
 
1773
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1860
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1774
1861
  var side = battle.side(player);
1775
1862
  var volatiles = &side.active.volatiles;
1776
1863
 
1777
1864
  volatiles.Charging = true;
1778
1865
  const move = side.last_selected_move;
1779
1866
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1780
- try log.laststill();
1781
- try log.prepare(battle.active(player), move);
1867
+ try options.log.laststill(.{});
1868
+ try options.log.prepare(.{ battle.active(player), move });
1782
1869
  }
1783
1870
 
1784
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1871
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1785
1872
  var foe = battle.foe(player);
1786
1873
  const sub = foe.active.volatiles.Substitute;
1787
1874
 
1788
1875
  if (move.effect == .ConfusionChance) {
1789
- if (!Rolls.confusionChance(battle)) return;
1876
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1790
1877
  } else {
1791
1878
  if (showdown) {
1792
- if (!try checkHit(battle, player, move, log)) {
1793
- return;
1794
- } else if (sub) {
1795
- return log.fail(battle.active(player.foe()), .None);
1796
- }
1879
+ if (!try checkHit(battle, player, move, options)) return;
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1797
1881
  } else {
1798
- if (sub) {
1799
- return log.fail(battle.active(player.foe()), .None);
1800
- } else if (!try checkHit(battle, player, move, log)) {
1801
- return;
1802
- }
1882
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1883
+ if (!try checkHit(battle, player, move, options)) return;
1803
1884
  }
1804
1885
  }
1805
1886
 
1806
1887
  if (foe.active.volatiles.Confusion) return;
1807
1888
  foe.active.volatiles.Confusion = true;
1808
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1809
1889
 
1810
- try log.start(battle.active(player.foe()), .Confusion);
1890
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1891
+ options.chance.observe(.confusion, player.foe(), .started);
1892
+ options.calc.confusion(player.foe());
1893
+
1894
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1811
1895
  }
1812
1896
 
1813
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1897
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1814
1898
  const foe = battle.foe(player);
1815
1899
 
1816
1900
  if (foe.active.volatiles.Invulnerable) {
1817
- try log.lastmiss();
1818
- return log.miss(battle.active(player));
1901
+ try options.log.lastmiss(.{});
1902
+ return options.log.miss(.{battle.active(player)});
1819
1903
  }
1820
1904
 
1821
1905
  battle.side(player).active.types = foe.active.types;
1822
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1906
+ return options.log.start(.{
1907
+ battle.active(player),
1908
+ .TypeChange,
1909
+ foe.active.types,
1910
+ battle.active(player.foe()),
1911
+ });
1823
1912
  }
1824
1913
 
1825
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1914
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1826
1915
  var foe = battle.foe(player);
1827
1916
  var volatiles = &foe.active.volatiles;
1828
1917
  const foe_ident = battle.active(player.foe());
1829
1918
 
1830
1919
  // Pokémon Showdown handles hit/miss earlier in doMove
1831
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1920
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1832
1921
 
1833
- if (volatiles.disabled_move != 0) {
1834
- try log.fail(foe_ident, .None);
1922
+ if (volatiles.disable_move != 0) {
1923
+ try options.log.fail(.{ foe_ident, .None });
1835
1924
  return null;
1836
1925
  }
1837
1926
 
@@ -1846,25 +1935,27 @@ pub const Effects = struct {
1846
1935
 
1847
1936
  // Technically this is still considered simply a "miss" on the cartridge,
1848
1937
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1849
- if (n == 0) {
1850
- try log.fail(foe_ident, .None);
1938
+ if (n == 0 or (pkmn.options.mod and err)) {
1939
+ try options.log.fail(.{ foe_ident, .None });
1851
1940
  return null;
1852
1941
  } else if (err) {
1853
1942
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1854
- assert(!showdown);
1855
1943
  return Result.Error;
1856
1944
  }
1857
1945
 
1858
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1859
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1946
+ volatiles.disable_move =
1947
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1948
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1949
+ options.chance.observe(.disable, player.foe(), .started);
1860
1950
 
1861
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1951
+ const id = foe.active.move(volatiles.disable_move).id;
1952
+ try options.log.start(.{ foe_ident, .Disable, id });
1862
1953
  return null;
1863
1954
  }
1864
1955
 
1865
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1866
- var side = battle.side(player);
1867
- var stored = side.stored();
1956
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1957
+ var stored = battle.side(player).stored();
1958
+ const ident = battle.active(player);
1868
1959
 
1869
1960
  if (battle.last_damage == 0) {
1870
1961
  assert(showdown);
@@ -1877,7 +1968,7 @@ pub const Effects = struct {
1877
1968
  if (stored.hp == stored.stats.hp) return;
1878
1969
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1879
1970
 
1880
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1971
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1881
1972
  }
1882
1973
 
1883
1974
  fn explode(battle: anytype, player: Player) !void {
@@ -1891,26 +1982,28 @@ pub const Effects = struct {
1891
1982
  side.active.volatiles.LeechSeed = false;
1892
1983
  }
1893
1984
 
1894
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1985
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1895
1986
  var volatiles = &battle.foe(player).active.volatiles;
1896
1987
 
1897
1988
  if (volatiles.Substitute) return;
1898
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1989
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1990
+ return;
1991
+ }
1899
1992
 
1900
1993
  volatiles.Flinch = true;
1901
1994
  volatiles.Recharging = false;
1902
1995
  }
1903
1996
 
1904
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1997
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1905
1998
  var side = battle.side(player);
1906
1999
 
1907
2000
  if (side.active.volatiles.FocusEnergy) return;
1908
2001
  side.active.volatiles.FocusEnergy = true;
1909
2002
 
1910
- try log.start(battle.active(player), .FocusEnergy);
2003
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1911
2004
  }
1912
2005
 
1913
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2006
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1914
2007
  var foe = battle.foe(player);
1915
2008
  var foe_stored = foe.stored();
1916
2009
  const foe_ident = battle.active(player.foe());
@@ -1922,21 +2015,22 @@ pub const Effects = struct {
1922
2015
  }
1923
2016
 
1924
2017
  if (foe.active.types.includes(move.type)) return;
1925
- if (!Rolls.secondaryChance(battle, true)) return;
2018
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1926
2019
  // Freeze Clause Mod
1927
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2020
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1928
2021
 
1929
2022
  foe_stored.status = Status.init(.FRZ);
1930
2023
  // GLITCH: Hyper Beam recharging status is not cleared
1931
2024
 
1932
- try log.status(foe_ident, foe_stored.status, .None);
2025
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1933
2026
  }
1934
2027
 
1935
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2028
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2029
+ var log = options.log;
1936
2030
  var side = battle.side(player);
1937
2031
  var foe = battle.foe(player);
1938
2032
 
1939
- var side_stored = side.stored();
2033
+ const side_stored = side.stored();
1940
2034
  var foe_stored = foe.stored();
1941
2035
 
1942
2036
  const player_ident = battle.active(player);
@@ -1948,96 +2042,101 @@ pub const Effects = struct {
1948
2042
  side.active.stats = side_stored.stats;
1949
2043
  foe.active.stats = foe_stored.stats;
1950
2044
 
1951
- try log.activate(player_ident, .Haze);
1952
- try log.clearallboost();
2045
+ try log.activate(.{ player_ident, .Haze });
2046
+ try log.clearallboost(.{});
1953
2047
 
1954
2048
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1955
2049
  if (showdown) {
1956
2050
  for (&battle.sides, 0..) |*s, i| {
1957
- const p = @intToEnum(Player, i);
2051
+ const p: Player = @enumFromInt(i);
1958
2052
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1959
2053
  if (p != player and Status.any(s.stored().status)) {
1960
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2054
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1961
2055
  s.stored().status = 0;
2056
+ options.chance.observe(.sleep, p, .None);
1962
2057
  } else if (showdown and s.stored().status == Status.TOX) {
1963
2058
  s.stored().status = Status.init(.PSN);
1964
- try log.status(battle.active(p), s.stored().status, .None);
2059
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1965
2060
  }
1966
- try clearVolatiles(battle, p, log);
2061
+ try clearVolatiles(battle, p, options);
1967
2062
  }
1968
2063
  } else {
1969
2064
  if (Status.any(foe_stored.status)) {
1970
2065
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1971
2066
  foe.last_selected_move = .SKIP_TURN;
2067
+ options.chance.observe(.sleep, player.foe(), .None);
1972
2068
  }
1973
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2069
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1974
2070
  foe_stored.status = 0;
1975
2071
  }
1976
- try clearVolatiles(battle, player, log);
1977
- try clearVolatiles(battle, player.foe(), log);
2072
+ try clearVolatiles(battle, player, options);
2073
+ try clearVolatiles(battle, player.foe(), options);
1978
2074
  }
1979
2075
  }
1980
2076
 
1981
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2077
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1982
2078
  var side = battle.side(player);
1983
2079
  var stored = side.stored();
1984
2080
  const ident = battle.active(player);
1985
2081
 
1986
2082
  // GLITCH: HP recovery move failure glitches
1987
2083
  const delta = stored.stats.hp - stored.hp;
1988
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2084
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2085
+ return options.log.fail(.{ ident, .None });
2086
+ }
1989
2087
 
1990
2088
  const rest = side.last_selected_move == .Rest;
1991
2089
  if (rest) {
1992
2090
  // Adding the sleep status runs the sleep condition handler to roll duration
1993
2091
  if (showdown) battle.rng.advance(1);
1994
2092
  stored.status = Status.slf(2);
1995
- try log.statusFrom(ident, stored.status, Move.Rest);
2093
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1996
2094
  stored.hp = stored.stats.hp;
1997
2095
  } else {
1998
2096
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1999
2097
  }
2000
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2098
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
2001
2099
  }
2002
2100
 
2003
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2101
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
2004
2102
  battle.side(player).active.volatiles.Recharging = true;
2005
- try log.mustrecharge(battle.active(player));
2103
+ try options.log.mustrecharge(.{battle.active(player)});
2006
2104
  }
2007
2105
 
2008
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2106
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2107
  var foe = battle.foe(player);
2010
2108
 
2011
2109
  if (showdown) {
2012
2110
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2111
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
2014
- return log.immune(battle.active(player.foe()), .None);
2112
+ return options.log.immune(.{ battle.active(player.foe()), .None });
2015
2113
  }
2016
- if (!try checkHit(battle, player, move, log)) return;
2114
+ if (!try checkHit(battle, player, move, options)) return;
2017
2115
  if (foe.active.volatiles.LeechSeed) return;
2018
2116
  } else {
2019
- if (!try checkHit(battle, player, move, log)) return;
2117
+ if (!try checkHit(battle, player, move, options)) return;
2020
2118
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
2021
- try log.lastmiss();
2022
- return log.miss(battle.active(player));
2119
+ try options.log.lastmiss(.{});
2120
+ return options.log.miss(.{battle.active(player)});
2023
2121
  }
2024
2122
  }
2025
2123
 
2026
2124
  foe.active.volatiles.LeechSeed = true;
2027
2125
 
2028
- try log.start(battle.active(player.foe()), .LeechSeed);
2126
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
2029
2127
  }
2030
2128
 
2031
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2129
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
2032
2130
  var side = battle.side(player);
2131
+ const ident = battle.active(player);
2033
2132
 
2034
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2133
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2035
2134
  side.active.volatiles.LightScreen = true;
2036
2135
 
2037
- try log.start(battle.active(player), .LightScreen);
2136
+ try options.log.start(.{ ident, .LightScreen });
2038
2137
  }
2039
2138
 
2040
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2139
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2041
2140
  var side = battle.side(player);
2042
2141
  var foe = battle.foe(player);
2043
2142
 
@@ -2053,7 +2152,7 @@ pub const Effects = struct {
2053
2152
  const has_mimic = has_mimic: {
2054
2153
  for (side.active.moves, 0..) |m, i| {
2055
2154
  if (m.id == .Mimic) {
2056
- oslot = @intCast(u8, i + 1);
2155
+ oslot = @intCast(i + 1);
2057
2156
  break :has_mimic true;
2058
2157
  }
2059
2158
  }
@@ -2061,38 +2160,41 @@ pub const Effects = struct {
2061
2160
  };
2062
2161
  if (!has_mimic) {
2063
2162
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2064
- if (!try checkHit(battle, player, move, log)) return;
2065
- return try log.fail(battle.active(player.foe()), .None);
2163
+ if (!try checkHit(battle, player, move, options)) return;
2164
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2066
2165
  }
2067
2166
  }
2068
- if (!try checkHit(battle, player, move, log)) return;
2167
+ if (!try checkHit(battle, player, move, options)) return;
2069
2168
 
2070
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2169
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2071
2170
  side.active.move(oslot).id = foe.active.move(rslot).id;
2072
2171
 
2073
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2172
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2074
2173
  }
2075
2174
 
2076
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2175
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2077
2176
  var side = battle.side(player);
2078
2177
 
2079
2178
  if (side.active.volatiles.Mist) return;
2080
2179
  side.active.volatiles.Mist = true;
2081
2180
 
2082
- try log.start(battle.active(player), .Mist);
2181
+ try options.log.start(.{ battle.active(player), .Mist });
2083
2182
  }
2084
2183
 
2085
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2184
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2086
2185
  var side = battle.side(player);
2087
2186
 
2088
2187
  assert(!side.active.volatiles.MultiHit);
2089
2188
  side.active.volatiles.MultiHit = true;
2090
2189
 
2091
- side.active.volatiles.attacks =
2092
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2190
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2191
+ try Rolls.distribution(battle, .MultiHit, player, options)
2192
+ else
2193
+ 2;
2093
2194
  }
2094
2195
 
2095
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2196
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2197
+ var log = options.log;
2096
2198
  var foe = battle.foe(player);
2097
2199
  var foe_stored = foe.stored();
2098
2200
  const foe_ident = battle.active(player.foe());
@@ -2102,27 +2204,28 @@ pub const Effects = struct {
2102
2204
 
2103
2205
  if (showdown) {
2104
2206
  // Invulnerability trumps type immunity on Pokémon Showdown
2105
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2106
- if (!try checkHit(battle, player, move, log)) return;
2207
+ if (immune and !foe.active.volatiles.Invulnerable) {
2208
+ return log.immune(.{ foe_ident, .None });
2209
+ } else if (!try checkHit(battle, player, move, options)) return;
2107
2210
  }
2108
2211
  if (Status.any(foe_stored.status)) {
2109
- return log.fail(
2212
+ return log.fail(.{
2110
2213
  foe_ident,
2111
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2112
- );
2214
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2215
+ });
2113
2216
  }
2114
2217
  if (!showdown) {
2115
- if (immune) return log.immune(foe_ident, .None);
2116
- if (!try checkHit(battle, player, move, log)) return;
2218
+ if (immune) return log.immune(.{ foe_ident, .None });
2219
+ if (!try checkHit(battle, player, move, options)) return;
2117
2220
  }
2118
2221
 
2119
2222
  foe_stored.status = Status.init(.PAR);
2120
2223
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2121
2224
 
2122
- try log.status(foe_ident, foe_stored.status, .None);
2225
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2123
2226
  }
2124
2227
 
2125
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2228
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2126
2229
  var foe = battle.foe(player);
2127
2230
  var foe_stored = foe.stored();
2128
2231
 
@@ -2134,50 +2237,59 @@ pub const Effects = struct {
2134
2237
 
2135
2238
  // Body Slam can't paralyze a Normal type Pokémon
2136
2239
  if (foe.active.types.includes(move.type)) return;
2137
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2240
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2241
+ return;
2242
+ }
2138
2243
 
2139
2244
  foe_stored.status = Status.init(.PAR);
2140
2245
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2141
2246
 
2142
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2247
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2143
2248
  }
2144
2249
 
2145
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2146
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2250
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2251
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2252
+ try options.log.fieldactivate(.{});
2253
+ }
2147
2254
  }
2148
2255
 
2149
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2256
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2257
+ var log = options.log;
2150
2258
  var foe = battle.foe(player);
2151
2259
  var foe_stored = foe.stored();
2152
2260
  const foe_ident = battle.active(player.foe());
2153
2261
  const toxic = battle.side(player).last_selected_move == .Toxic;
2154
2262
 
2155
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2263
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2156
2264
  return;
2157
2265
  } else if (foe.active.volatiles.Substitute) {
2158
2266
  if (move.effect != .Poison) return;
2159
- return log.fail(foe_ident, .None);
2267
+ return log.fail(.{ foe_ident, .None });
2160
2268
  } else if (Status.any(foe_stored.status)) {
2161
2269
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2162
2270
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2163
2271
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2164
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2272
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2165
2273
  if (!showdown)
2166
- .Poison
2274
+ Fail.Poison
2167
2275
  else if (toxic == (foe_stored.status == Status.TOX))
2168
- if (toxic) .Toxic else .Poison
2276
+ if (toxic) Fail.Toxic else Fail.Poison
2169
2277
  else
2170
- .None
2278
+ Fail.None
2171
2279
  else
2172
- .None);
2280
+ Fail.None });
2173
2281
  } else if (foe.active.types.includes(.Poison)) {
2174
2282
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2175
- return log.immune(foe_ident, .None);
2283
+ return log.immune(.{ foe_ident, .None });
2176
2284
  }
2177
2285
 
2178
2286
  if (move.effect == .Poison) {
2179
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2180
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2287
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2288
+ } else {
2289
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2290
+ return;
2291
+ }
2292
+ }
2181
2293
 
2182
2294
  foe_stored.status = Status.init(.PSN);
2183
2295
  if (toxic) {
@@ -2186,7 +2298,7 @@ pub const Effects = struct {
2186
2298
  foe.active.volatiles.toxic = 0;
2187
2299
  }
2188
2300
 
2189
- try log.status(foe_ident, foe_stored.status, .None);
2301
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2190
2302
  }
2191
2303
 
2192
2304
  fn rage(battle: anytype, player: Player) !void {
@@ -2195,28 +2307,37 @@ pub const Effects = struct {
2195
2307
  volatiles.Rage = true;
2196
2308
  }
2197
2309
 
2198
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2310
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2199
2311
  var side = battle.side(player);
2200
2312
  var stored = side.stored();
2201
2313
 
2202
- const damage = @intCast(i16, @max(battle.last_damage /
2314
+ assert(showdown or battle.last_damage > 0);
2315
+ if (showdown and battle.last_damage == 0) return;
2316
+
2317
+ const damage: i16 = @intCast(@max(battle.last_damage /
2203
2318
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2204
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2319
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2205
2320
 
2206
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2321
+ try options.log.damage(.{
2322
+ battle.active(player),
2323
+ stored,
2324
+ .RecoilOf,
2325
+ battle.active(player.foe()),
2326
+ });
2207
2327
  if (showdown and stored.hp == 0) residual.* = false;
2208
2328
  }
2209
2329
 
2210
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2330
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2211
2331
  var side = battle.side(player);
2332
+ const ident = battle.active(player);
2212
2333
 
2213
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2334
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2214
2335
  side.active.volatiles.Reflect = true;
2215
2336
 
2216
- try log.start(battle.active(player), .Reflect);
2337
+ try options.log.start(.{ ident, .Reflect });
2217
2338
  }
2218
2339
 
2219
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2340
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2220
2341
  var foe = battle.foe(player);
2221
2342
  var foe_stored = foe.stored();
2222
2343
  const foe_ident = battle.active(player.foe());
@@ -2227,80 +2348,87 @@ pub const Effects = struct {
2227
2348
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2228
2349
  } else {
2229
2350
  if (Status.any(foe_stored.status)) {
2230
- return log.fail(
2351
+ return options.log.fail(.{
2231
2352
  foe_ident,
2232
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2233
- );
2353
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2354
+ });
2234
2355
  }
2235
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2236
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2356
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2357
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2237
2358
  }
2238
2359
 
2239
2360
  // Sleep Clause Mod
2240
- if (showdown) {
2361
+ if (pkmn.options.mod) {
2241
2362
  for (foe.pokemon) |p| {
2242
2363
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2243
2364
  }
2244
2365
  }
2245
2366
  foe.active.volatiles.Recharging = false;
2246
2367
 
2247
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2248
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2368
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2369
+ options.chance.observe(.sleep, player.foe(), .started);
2370
+
2371
+ const last = battle.side(player).last_selected_move;
2372
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2249
2373
  }
2250
2374
 
2251
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2252
- try log.activate(battle.active(player), .Splash);
2375
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2376
+ try options.log.activate(.{ battle.active(player), .Splash });
2253
2377
  }
2254
2378
 
2255
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2379
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2256
2380
  var side = battle.side(player);
2257
2381
  if (side.active.volatiles.Substitute) {
2258
- try log.fail(battle.active(player), .Substitute);
2259
- return;
2382
+ return options.log.fail(.{ battle.active(player), .Substitute });
2260
2383
  }
2261
2384
 
2262
2385
  assert(side.stored().stats.hp <= 1023);
2263
2386
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2264
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2387
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2265
2388
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2266
2389
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2267
2390
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2268
2391
  // avoid having to convert to floating point)
2269
2392
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2270
2393
  if (side.stored().hp < required_hp) {
2271
- try log.fail(battle.active(player), .Weak);
2272
- return;
2394
+ return options.log.fail(.{ battle.active(player), .Weak });
2273
2395
  }
2274
2396
 
2275
2397
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2276
2398
  side.stored().hp -= hp;
2277
2399
  side.active.volatiles.substitute = hp + 1;
2278
2400
  side.active.volatiles.Substitute = true;
2279
- try log.start(battle.active(player), .Substitute);
2401
+ try options.log.start(.{ battle.active(player), .Substitute });
2280
2402
  if (hp > 0) {
2281
- try log.damage(battle.active(player), side.stored(), .None);
2403
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2282
2404
  if (showdown and side.stored().hp == 0) residual.* = false;
2283
2405
  }
2284
2406
  }
2285
2407
 
2286
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2288
-
2408
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2289
2409
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2290
- _ = try checkHit(battle, player, move, log);
2291
- battle.last_damage = 0;
2410
+ if (showdown) {
2411
+ if (battle.side(player).last_selected_move == .Teleport) return;
2412
+ _ = try checkHit(battle, player, move, options);
2413
+ battle.last_damage = 0;
2414
+ } else {
2415
+ try options.log.fail(.{ battle.active(player), .None });
2416
+ try options.log.laststill(.{});
2417
+ }
2292
2418
  }
2293
2419
 
2294
- fn thrashing(battle: anytype, player: Player) void {
2420
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2295
2421
  var volatiles = &battle.side(player).active.volatiles;
2296
2422
  assert(!volatiles.Thrashing);
2297
2423
  assert(!volatiles.Bide);
2298
2424
 
2299
2425
  volatiles.Thrashing = true;
2300
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2426
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2427
+
2428
+ options.chance.observe(.attacking, player, .started);
2301
2429
  }
2302
2430
 
2303
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2431
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2304
2432
  var side = battle.side(player);
2305
2433
  const foe = battle.foe(player);
2306
2434
  const foe_ident = battle.active(player.foe());
@@ -2326,25 +2454,28 @@ pub const Effects = struct {
2326
2454
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2327
2455
  }
2328
2456
 
2329
- try log.transform(battle.active(player), foe_ident);
2457
+ try options.log.transform(.{ battle.active(player), foe_ident });
2330
2458
  }
2331
2459
 
2332
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2460
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2333
2461
  var side = battle.side(player);
2334
2462
  var foe = battle.foe(player);
2335
2463
 
2336
2464
  if (side.active.volatiles.Binding) return;
2337
2465
  side.active.volatiles.Binding = true;
2338
2466
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2339
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2467
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2340
2468
  if (!showdown) {
2341
2469
  foe.active.volatiles.Recharging = false;
2342
2470
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2343
2471
 
2344
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2472
+ side.active.volatiles.attacks =
2473
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2474
+ options.chance.observe(.binding, player, .started);
2345
2475
  }
2346
2476
 
2347
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2477
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2478
+ var log = options.log;
2348
2479
  var side = battle.side(player);
2349
2480
  const ident = battle.active(player);
2350
2481
 
@@ -2354,87 +2485,87 @@ pub const Effects = struct {
2354
2485
  switch (move.effect) {
2355
2486
  .AttackUp1, .AttackUp2, .Rage => {
2356
2487
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2357
- if (boosts.atk == 6) return try log.fail(ident, .None);
2488
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2358
2489
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2359
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2360
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2490
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2491
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2361
2492
  if (stats.atk == MAX_STAT_VALUE) {
2362
2493
  boosts.atk -= 1;
2363
2494
  if (showdown) {
2364
- try log.boost(ident, reason, n);
2365
- try log.boost(ident, Boost.Attack, -1);
2495
+ try log.boost(.{ ident, reason, n });
2496
+ try log.boost(.{ ident, .Attack, -1 });
2366
2497
  if (move.effect == .Rage) return;
2367
2498
  }
2368
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2369
2500
  }
2370
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2501
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2371
2502
  const stat = unmodifiedStats(battle, side).atk;
2372
2503
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2373
- try log.boost(ident, reason, n);
2504
+ try log.boost(.{ ident, reason, n });
2374
2505
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2375
2506
  if (showdown and move.effect == .Rage) return;
2376
2507
  },
2377
2508
  .DefenseUp1, .DefenseUp2 => {
2378
2509
  assert(boosts.def >= -6 and boosts.def <= 6);
2379
- if (boosts.def == 6) return try log.fail(ident, .None);
2510
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2380
2511
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2381
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2512
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2382
2513
  if (stats.def == MAX_STAT_VALUE) {
2383
2514
  boosts.def -= 1;
2384
2515
  if (showdown) {
2385
- try log.boost(ident, .Defense, n);
2386
- try log.boost(ident, .Defense, -1);
2516
+ try log.boost(.{ ident, .Defense, n });
2517
+ try log.boost(.{ ident, .Defense, -1 });
2387
2518
  }
2388
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2389
2520
  }
2390
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2391
2522
  const stat = unmodifiedStats(battle, side).def;
2392
2523
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2393
- try log.boost(ident, .Defense, n);
2524
+ try log.boost(.{ ident, .Defense, n });
2394
2525
  },
2395
2526
  .SpeedUp2 => {
2396
2527
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2397
- if (boosts.spe == 6) return try log.fail(ident, .None);
2398
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2528
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2529
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2399
2530
  if (stats.spe == MAX_STAT_VALUE) {
2400
2531
  boosts.spe -= 1;
2401
2532
  if (showdown) {
2402
- try log.boost(ident, .Speed, 2);
2403
- try log.boost(ident, .Speed, -1);
2533
+ try log.boost(.{ ident, .Speed, 2 });
2534
+ try log.boost(.{ ident, .Speed, -1 });
2404
2535
  }
2405
- return try log.fail(ident, .None);
2536
+ return log.fail(.{ ident, .None });
2406
2537
  }
2407
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2538
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2408
2539
  const stat = unmodifiedStats(battle, side).spe;
2409
2540
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2410
- try log.boost(ident, .Speed, 2);
2541
+ try log.boost(.{ ident, .Speed, 2 });
2411
2542
  },
2412
2543
  .SpecialUp1, .SpecialUp2 => {
2413
2544
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2414
- if (boosts.spc == 6) return try log.fail(ident, .None);
2545
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2415
2546
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2416
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2547
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2417
2548
  if (stats.spc == MAX_STAT_VALUE) {
2418
2549
  boosts.spc -= 1;
2419
2550
  if (showdown) {
2420
- try log.boost(ident, .SpecialAttack, n);
2421
- try log.boost(ident, .SpecialAttack, -1);
2422
- try log.boost(ident, .SpecialDefense, n);
2423
- try log.boost(ident, .SpecialDefense, -1);
2551
+ try log.boost(.{ ident, .SpecialAttack, n });
2552
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2553
+ try log.boost(.{ ident, .SpecialDefense, n });
2554
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2424
2555
  }
2425
- return try log.fail(ident, .None);
2556
+ return log.fail(.{ ident, .None });
2426
2557
  }
2427
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2558
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2428
2559
  const stat = unmodifiedStats(battle, side).spc;
2429
2560
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2430
- try log.boost(ident, .SpecialAttack, n);
2431
- try log.boost(ident, .SpecialDefense, n);
2561
+ try log.boost(.{ ident, .SpecialAttack, n });
2562
+ try log.boost(.{ ident, .SpecialDefense, n });
2432
2563
  },
2433
2564
  .EvasionUp1 => {
2434
2565
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2435
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2436
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2437
- try log.boost(ident, .Evasion, 1);
2566
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2567
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2568
+ try log.boost(.{ ident, .Evasion, 1 });
2438
2569
  },
2439
2570
  else => unreachable,
2440
2571
  }
@@ -2443,102 +2574,105 @@ pub const Effects = struct {
2443
2574
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2444
2575
  }
2445
2576
 
2446
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2577
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2578
+ var log = options.log;
2447
2579
  var foe = battle.foe(player);
2448
2580
  const foe_ident = battle.active(player.foe());
2581
+ const secondary = move.effect.isStatDownChance();
2449
2582
 
2450
- if (foe.active.volatiles.Substitute) {
2451
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2452
- }
2583
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2453
2584
 
2454
- if (move.effect.isStatDownChance()) {
2455
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2456
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2457
- return; // checkHit already checks for Invulnerable
2585
+ if (secondary) {
2586
+ const proc = try Rolls.unboost(battle, player, options);
2587
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2588
+ } else {
2589
+ // checkHit already checks for Invulnerable
2590
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2458
2591
  }
2459
2592
 
2460
2593
  var stats = &foe.active.stats;
2461
2594
  var boosts = &foe.active.boosts;
2595
+ const fail = showdown or !secondary;
2462
2596
 
2463
2597
  switch (move.effect) {
2464
2598
  .AttackDown1, .AttackDownChance => {
2465
2599
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2466
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2467
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2600
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2601
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2468
2602
  if (stats.atk == 1) {
2469
2603
  boosts.atk += 1;
2470
2604
  if (showdown) {
2471
- try log.boost(foe_ident, .Attack, -1);
2472
- try log.boost(foe_ident, .Attack, 1);
2605
+ try log.boost(.{ foe_ident, .Attack, -1 });
2606
+ try log.boost(.{ foe_ident, .Attack, 1 });
2473
2607
  }
2474
- return try log.fail(foe_ident, .None);
2608
+ return log.fail(.{ foe_ident, .None });
2475
2609
  }
2476
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2610
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2477
2611
  const stat = unmodifiedStats(battle, foe).atk;
2478
2612
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2479
- try log.boost(foe_ident, .Attack, -1);
2613
+ try log.boost(.{ foe_ident, .Attack, -1 });
2480
2614
  },
2481
2615
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2482
2616
  assert(boosts.def >= -6 and boosts.def <= 6);
2483
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2617
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2484
2618
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2485
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2619
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2486
2620
  if (stats.def == 1) {
2487
2621
  boosts.def += 1;
2488
2622
  if (showdown) {
2489
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2490
- try log.boost(foe_ident, .Defense, 1);
2623
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2624
+ try log.boost(.{ foe_ident, .Defense, 1 });
2491
2625
  }
2492
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2493
2627
  }
2494
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2495
2629
  const stat = unmodifiedStats(battle, foe).def;
2496
2630
  stats.def = @max(1, stat * mod[0] / mod[1]);
2497
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2631
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2498
2632
  },
2499
2633
  .SpeedDown1, .SpeedDownChance => {
2500
2634
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2501
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2502
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2635
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2636
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2503
2637
  if (stats.spe == 1) {
2504
2638
  boosts.spe += 1;
2505
2639
  if (showdown) {
2506
- try log.boost(foe_ident, .Speed, -1);
2507
- try log.boost(foe_ident, .Speed, 1);
2640
+ try log.boost(.{ foe_ident, .Speed, -1 });
2641
+ try log.boost(.{ foe_ident, .Speed, 1 });
2508
2642
  }
2509
- return try log.fail(foe_ident, .None);
2643
+ return log.fail(.{ foe_ident, .None });
2510
2644
  }
2511
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2645
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2512
2646
  const stat = unmodifiedStats(battle, foe).spe;
2513
2647
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2514
- try log.boost(foe_ident, .Speed, -1);
2648
+ try log.boost(.{ foe_ident, .Speed, -1 });
2515
2649
  assert(boosts.spe >= -6);
2516
2650
  },
2517
2651
  .SpecialDownChance => {
2518
2652
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2519
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2520
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2653
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2654
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2521
2655
  if (stats.spc == 1) {
2522
2656
  boosts.spc += 1;
2523
2657
  if (showdown) {
2524
- try log.boost(foe_ident, .SpecialAttack, -1);
2525
- try log.boost(foe_ident, .SpecialAttack, 1);
2526
- try log.boost(foe_ident, .SpecialDefense, -1);
2527
- try log.boost(foe_ident, .SpecialDefense, 1);
2658
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2660
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2661
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2528
2662
  }
2529
- return try log.fail(foe_ident, .None);
2663
+ return log.fail(.{ foe_ident, .None });
2530
2664
  }
2531
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2665
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2532
2666
  const stat = unmodifiedStats(battle, foe).spc;
2533
2667
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2534
- try log.boost(foe_ident, .SpecialAttack, -1);
2535
- try log.boost(foe_ident, .SpecialDefense, -1);
2668
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2669
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2536
2670
  },
2537
2671
  .AccuracyDown1 => {
2538
2672
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2539
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2540
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2541
- try log.boost(foe_ident, .Accuracy, -1);
2673
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2674
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2675
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2542
2676
  },
2543
2677
  else => unreachable,
2544
2678
  }
@@ -2562,37 +2696,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2562
2696
  }
2563
2697
  }
2564
2698
 
2565
- inline fn isForced(active: ActivePokemon) bool {
2699
+ fn isForced(active: anytype) bool {
2566
2700
  return active.volatiles.Recharging or active.volatiles.Rage or
2567
2701
  active.volatiles.Thrashing or active.volatiles.Charging;
2568
2702
  }
2569
2703
 
2570
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2704
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2705
+ var log = options.log;
2571
2706
  var side = battle.side(who);
2572
2707
  var volatiles = &side.active.volatiles;
2573
2708
  const ident = battle.active(who);
2574
2709
 
2575
- if (volatiles.disabled_move != 0) {
2576
- volatiles.disabled_move = 0;
2577
- volatiles.disabled_duration = 0;
2578
- try log.end(ident, .DisableSilent);
2710
+ if (volatiles.disable_move != 0) {
2711
+ volatiles.disable_move = 0;
2712
+ volatiles.disable_duration = 0;
2713
+ options.chance.observe(.disable, who, .None);
2714
+ try log.end(.{ ident, .DisableSilent });
2579
2715
  }
2580
2716
  if (volatiles.Confusion) {
2581
2717
  // volatiles.confusion is left unchanged
2582
2718
  volatiles.Confusion = false;
2583
- try log.end(ident, .ConfusionSilent);
2719
+ options.chance.observe(.confusion, who, .None);
2720
+ try log.end(.{ ident, .ConfusionSilent });
2584
2721
  }
2585
2722
  if (volatiles.Mist) {
2586
2723
  volatiles.Mist = false;
2587
- try log.end(ident, .Mist);
2724
+ try log.end(.{ ident, .MistSilent });
2588
2725
  }
2589
2726
  if (volatiles.FocusEnergy) {
2590
2727
  volatiles.FocusEnergy = false;
2591
- try log.end(ident, .FocusEnergy);
2728
+ try log.end(.{ ident, .FocusEnergySilent });
2592
2729
  }
2593
2730
  if (volatiles.LeechSeed) {
2594
2731
  volatiles.LeechSeed = false;
2595
- try log.end(ident, .LeechSeed);
2732
+ try log.end(.{ ident, .LeechSeedSilent });
2596
2733
  }
2597
2734
  if (!showdown and volatiles.Toxic) {
2598
2735
  volatiles.Toxic = false;
@@ -2600,152 +2737,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2600
2737
  }
2601
2738
  if (volatiles.LightScreen) {
2602
2739
  volatiles.LightScreen = false;
2603
- try log.end(ident, .LightScreen);
2740
+ try log.end(.{ ident, .LightScreenSilent });
2604
2741
  }
2605
2742
  if (volatiles.Reflect) {
2606
2743
  volatiles.Reflect = false;
2607
- try log.end(ident, .Reflect);
2744
+ try log.end(.{ ident, .ReflectSilent });
2608
2745
  }
2609
2746
  if (showdown and volatiles.Toxic) {
2610
2747
  volatiles.Toxic = false;
2611
2748
  // Pokémon Showdown erroneously clears the toxic counter
2612
2749
  volatiles.toxic = 0;
2613
- try log.end(ident, .Toxic);
2750
+ try log.end(.{ ident, .ToxicSilent });
2614
2751
  }
2615
2752
  }
2616
2753
 
2754
+ fn decrement(
2755
+ comptime field: chance.Action.Field,
2756
+ player: Player,
2757
+ options: anytype,
2758
+ n: anytype,
2759
+ ) @TypeOf(n) {
2760
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2761
+ .started, .ended => 0,
2762
+ .continuing => if (n > 1) n - 1 else n,
2763
+ else => unreachable,
2764
+ } else n - 1;
2765
+ }
2766
+
2617
2767
  pub const Rolls = struct {
2618
- inline fn speedTie(battle: anytype) bool {
2619
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2620
- return battle.rng.next() < Gen12.percent(50) + 1;
2621
- }
2768
+ fn speedTie(battle: anytype, options: anytype) !bool {
2769
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2770
+ player == .P1
2771
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2772
+ battle.rng.speedTie()
2773
+ else if (showdown)
2774
+ battle.rng.range(u8, 0, 2) == 0
2775
+ else
2776
+ battle.rng.next() < Gen12.percent(50) + 1;
2777
+
2778
+ try options.chance.speedTie(p1);
2779
+ return p1;
2780
+ }
2781
+
2782
+ fn criticalHit(
2783
+ battle: anytype,
2784
+ player: Player,
2785
+ rate: u8,
2786
+ spurious: bool,
2787
+ options: anytype,
2788
+ ) !bool {
2789
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2790
+ val == .true
2791
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2792
+ battle.rng.criticalHit(player, rate)
2793
+ else if (showdown)
2794
+ battle.rng.chance(u8, rate, 256)
2795
+ else
2796
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2797
+
2798
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2799
+ return crit;
2800
+ }
2801
+
2802
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2803
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2804
+ val
2805
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2806
+ battle.rng.damage(player)
2807
+ else roll: {
2808
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2809
+ while (true) {
2810
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2811
+ if (r >= 217) break :roll r;
2812
+ }
2813
+ };
2622
2814
 
2623
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2624
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2625
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2815
+ assert(roll >= 217 and roll <= 255);
2816
+ try options.chance.damage(player, roll);
2817
+ return roll;
2626
2818
  }
2627
2819
 
2628
- inline fn damage(battle: anytype) u8 {
2629
- if (showdown) return battle.rng.range(u8, 217, 256);
2630
- while (true) {
2631
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2632
- if (r >= 217) return r;
2633
- }
2634
- }
2820
+ const uN = if (pkmn.options.miss) u8 else u9;
2821
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2822
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2823
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2824
+ val == .true
2825
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2826
+ battle.rng.hit(player, acc)
2827
+ else if (showdown)
2828
+ battle.rng.chance(uN, acc, 256)
2829
+ else
2830
+ battle.rng.next() < acc;
2635
2831
 
2636
- inline fn hit(battle: anytype, accuracy: u16) bool {
2637
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2638
- return battle.rng.next() < accuracy;
2832
+ try options.chance.hit(player, ok, acc);
2833
+ return ok;
2639
2834
  }
2640
2835
 
2641
- inline fn confusionDuration(battle: anytype) u3 {
2642
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2643
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2644
- }
2836
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2837
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2838
+ val == .true
2839
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2840
+ battle.rng.confused(player)
2841
+ else if (showdown)
2842
+ !battle.rng.chance(u8, 128, 256)
2843
+ else
2844
+ battle.rng.next() >= Gen12.percent(50) + 1;
2645
2845
 
2646
- inline fn confused(battle: anytype) bool {
2647
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2648
- return battle.rng.next() >= Gen12.percent(50) + 1;
2846
+ try options.chance.confused(player, cfz);
2847
+ return cfz;
2649
2848
  }
2650
2849
 
2651
- inline fn paralyzed(battle: anytype) bool {
2652
- if (showdown) return battle.rng.chance(u8, 63, 256);
2653
- return battle.rng.next() < Gen12.percent(25);
2654
- }
2850
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2851
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2852
+ val == .true
2853
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2854
+ battle.rng.paralyzed(player)
2855
+ else if (showdown)
2856
+ battle.rng.chance(u8, 63, 256)
2857
+ else
2858
+ battle.rng.next() < Gen12.percent(25);
2655
2859
 
2656
- inline fn confusionChance(battle: anytype) bool {
2657
- if (showdown) return battle.rng.chance(u8, 25, 256);
2658
- return battle.rng.next() < Gen12.percent(10);
2860
+ try options.chance.paralyzed(player, par);
2861
+ return par;
2659
2862
  }
2660
2863
 
2661
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2662
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2663
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2664
- }
2864
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2865
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2866
+ val == .true
2867
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2868
+ battle.rng.secondaryChance(player, 25)
2869
+ else if (showdown)
2870
+ battle.rng.chance(u8, 25, 256)
2871
+ else
2872
+ battle.rng.next() < Gen12.percent(10);
2665
2873
 
2666
- inline fn poisonChance(battle: anytype, low: bool) bool {
2667
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2668
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2874
+ try options.chance.secondaryChance(player, proc, 25);
2875
+ return proc;
2669
2876
  }
2670
2877
 
2671
- inline fn sleepDuration(battle: anytype) u3 {
2672
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2673
- while (true) {
2674
- const r = battle.rng.next() & 7;
2675
- if (r != 0) return @intCast(u3, r);
2676
- }
2878
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2879
+ const rate: u8 = if (low) 26 else 77;
2880
+
2881
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2882
+ val == .true
2883
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2884
+ battle.rng.secondaryChance(player, rate)
2885
+ else if (showdown)
2886
+ battle.rng.chance(u8, rate, 256)
2887
+ else
2888
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2889
+
2890
+ try options.chance.secondaryChance(player, proc, rate);
2891
+ return proc;
2677
2892
  }
2678
2893
 
2679
- inline fn bideThrashDuration(battle: anytype) u3 {
2680
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2681
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2894
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2895
+ const rate: u8 = if (low) 52 else 103;
2896
+
2897
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2898
+ val == .true
2899
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2900
+ battle.rng.secondaryChance(player, rate)
2901
+ else if (showdown)
2902
+ battle.rng.chance(u8, rate, 256)
2903
+ else
2904
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2905
+
2906
+ try options.chance.secondaryChance(player, proc, rate);
2907
+ return proc;
2682
2908
  }
2683
2909
 
2684
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2685
- if (showdown) {
2686
- if (check_pp == 0) {
2687
- var i: usize = moves.len;
2688
- while (i > 0) {
2689
- i -= 1;
2690
- if (moves[i].id != .None) {
2691
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2692
- }
2693
- }
2694
- } else {
2695
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2696
- var i: usize = 0;
2697
- while (i < moves.len and r > 0) : (i += 1) {
2698
- if (moves[i].pp > 0) {
2699
- r -= 1;
2700
- if (r == 0) break;
2701
- }
2702
- }
2703
- return @intCast(u4, i + 1);
2910
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2911
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2912
+ val == .true
2913
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2914
+ battle.rng.secondaryChance(player, 85)
2915
+ else if (showdown)
2916
+ battle.rng.chance(u8, 85, 256)
2917
+ else
2918
+ battle.rng.next() < Gen12.percent(33) + 1;
2919
+
2920
+ try options.chance.secondaryChance(player, proc, 85);
2921
+ return proc;
2922
+ }
2923
+
2924
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2925
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2926
+ val
2927
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2928
+ battle.rng.metronome(player)
2929
+ else if (showdown)
2930
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2931
+ else move: {
2932
+ while (true) {
2933
+ const r = battle.rng.next();
2934
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2935
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2936
+ break :move @enumFromInt(r);
2704
2937
  }
2705
- }
2938
+ };
2706
2939
 
2707
- while (true) {
2708
- const r = @intCast(u4, battle.rng.next() & 3);
2709
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2710
- }
2940
+ try options.chance.metronome(player, move);
2941
+ return move;
2942
+ }
2943
+
2944
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2945
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2946
+ val - 1
2947
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2948
+ battle.rng.psywave(player)
2949
+ else if (showdown)
2950
+ battle.rng.range(u8, 0, max)
2951
+ else power: {
2952
+ while (true) {
2953
+ const r = battle.rng.next();
2954
+ if (r < max) break :power r;
2955
+ }
2956
+ };
2957
+
2958
+ assert(power < max);
2959
+ try options.chance.psywave(player, power, max);
2960
+ return power;
2711
2961
  }
2712
2962
 
2713
- inline fn disableDuration(battle: anytype) u4 {
2714
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2715
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2963
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2964
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2965
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2966
+ else
2967
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2968
+ battle.rng.sleepDuration(player)
2969
+ else if (showdown)
2970
+ battle.rng.range(u3, 1, 8)
2971
+ else duration: {
2972
+ while (true) {
2973
+ const r = battle.rng.next() & 7;
2974
+ if (r != 0) break :duration @intCast(r);
2975
+ }
2976
+ };
2977
+
2978
+ assert(duration >= 1 and duration <= 7);
2979
+ options.chance.duration(player, duration);
2980
+ return duration;
2716
2981
  }
2717
2982
 
2718
- inline fn metronome(battle: anytype) Move {
2719
- if (showdown) {
2720
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2721
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2722
- return @intToEnum(Move, r + mod);
2723
- }
2724
- while (true) {
2725
- const r = battle.rng.next();
2726
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2727
- if (r >= @enumToInt(Move.Struggle)) continue;
2728
- return @intToEnum(Move, r);
2729
- }
2983
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2984
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2985
+ if (val >= 1 and val <= 8) val else null
2986
+ else
2987
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2988
+ battle.rng.disableDuration(player)
2989
+ else if (showdown)
2990
+ battle.rng.range(u4, 1, 9)
2991
+ else
2992
+ @intCast((battle.rng.next() & 7) + 1);
2993
+
2994
+ assert(duration >= 1 and duration <= 8);
2995
+ options.chance.duration(player, duration);
2996
+ return duration;
2730
2997
  }
2731
2998
 
2732
- inline fn psywave(battle: anytype, max: u8) u8 {
2733
- if (showdown) return battle.rng.range(u8, 0, max);
2734
- while (true) {
2735
- const r = battle.rng.next();
2736
- if (r < max) return r;
2737
- }
2999
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3000
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3001
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3002
+ else
3003
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3004
+ battle.rng.confusionDuration(player)
3005
+ else if (showdown)
3006
+ battle.rng.range(u3, 2, 6)
3007
+ else
3008
+ @intCast((battle.rng.next() & 3) + 2);
3009
+
3010
+ assert(duration >= 2 and duration <= 5);
3011
+ options.chance.duration(player, duration);
3012
+ return duration;
2738
3013
  }
2739
3014
 
2740
- inline fn distribution(battle: anytype) u3 {
2741
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2742
- const r = (battle.rng.next() & 3);
2743
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
3015
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3016
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3017
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3018
+ else
3019
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3020
+ battle.rng.attackingDuration(player)
3021
+ else if (showdown)
3022
+ battle.rng.range(u3, 2, 4)
3023
+ else
3024
+ @intCast((battle.rng.next() & 1) + 2);
3025
+
3026
+ assert(duration >= 2 and duration <= 3);
3027
+ options.chance.duration(player, duration);
3028
+ return duration;
2744
3029
  }
2745
3030
 
2746
- inline fn unboost(battle: anytype) bool {
2747
- if (showdown) return battle.rng.chance(u8, 85, 256);
2748
- return battle.rng.next() < Gen12.percent(33) + 1;
3031
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3032
+
3033
+ fn distribution(
3034
+ battle: anytype,
3035
+ comptime effect: Move.Effect,
3036
+ player: Player,
3037
+ options: anytype,
3038
+ ) !u3 {
3039
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3040
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3041
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3042
+ else
3043
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3044
+ battle.rng.distribution(player)
3045
+ else if (showdown)
3046
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3047
+ else n: {
3048
+ const r = (battle.rng.next() & 3);
3049
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3050
+ };
3051
+
3052
+ assert(n >= 2 and n <= 5);
3053
+ if (effect == .Binding) {
3054
+ options.chance.duration(player, n);
3055
+ } else {
3056
+ try options.chance.multiHit(player, n);
3057
+ }
3058
+ return n;
3059
+ }
3060
+
3061
+ fn moveSlot(
3062
+ battle: anytype,
3063
+ player: Player,
3064
+ moves: []MoveSlot,
3065
+ check_pp: u4,
3066
+ options: anytype,
3067
+ ) !u4 {
3068
+ // TODO: consider throwing error instead of rerolling?
3069
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3070
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3071
+ val
3072
+ else
3073
+ null
3074
+ else
3075
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3076
+ battle.rng.moveSlot(player, moves, check_pp)
3077
+ else slot: {
3078
+ if (showdown) {
3079
+ if (check_pp == 0) {
3080
+ var i: usize = moves.len;
3081
+ while (i > 0) {
3082
+ i -= 1;
3083
+ if (moves[i].id != .None) {
3084
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3085
+ }
3086
+ }
3087
+ } else {
3088
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3089
+ var i: usize = 0;
3090
+ while (i < moves.len and r > 0) : (i += 1) {
3091
+ if (moves[i].pp > 0) {
3092
+ r -= 1;
3093
+ if (r == 0) break :slot @intCast(i + 1);
3094
+ }
3095
+ }
3096
+ }
3097
+ }
3098
+
3099
+ while (true) {
3100
+ const r: u4 = @intCast(battle.rng.next() & 3);
3101
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3102
+ }
3103
+ };
3104
+
3105
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3106
+ return slot;
2749
3107
  }
2750
3108
  };
2751
3109
 
@@ -2753,14 +3111,14 @@ test "RNG agreement" {
2753
3111
  if (!showdown) return;
2754
3112
  var expected: [256]u32 = undefined;
2755
3113
  for (0..expected.len) |i| {
2756
- expected[i] = @intCast(u32, i * 0x1000000);
3114
+ expected[i] = @intCast(i * 0x1000000);
2757
3115
  }
2758
3116
 
2759
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2760
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2761
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2762
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2763
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3117
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3120
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3121
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2764
3122
 
2765
3123
  for (0..expected.len) |i| {
2766
3124
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2796,11 +3154,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2796
3154
  const side = battle.side(player);
2797
3155
  const foe = battle.foe(player);
2798
3156
 
2799
- var active = side.active;
3157
+ const active = &side.active;
2800
3158
  const stored = side.stored();
2801
3159
 
2802
3160
  // While players are not given any input options on the cartridge in these cases,
2803
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3161
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2804
3162
  //
2805
3163
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2806
3164
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2808,9 +3166,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2808
3166
  // passing due to being forced into using a move. Instead of introducing another option
2809
3167
  // we simply repurpose Move with no move slot, even though pedantically this is not
2810
3168
  // strictly correct as the player would not have been presented the option to move or
2811
- // switch at all.
3169
+ // switch at all
2812
3170
  if (isForced(active)) {
2813
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3171
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2814
3172
  n += 1;
2815
3173
  return n;
2816
3174
  }
@@ -2827,7 +3185,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2827
3185
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2828
3186
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2829
3187
  // either disables all other moves in the case of limited or requires you to select a
2830
- // move normally if sleeping/frozen/bound.
3188
+ // move normally if sleeping/frozen/bound
2831
3189
  if (!showdown and (limited or foe.active.volatiles.Binding or
2832
3190
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2833
3191
  {
@@ -2840,7 +3198,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2840
3198
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2841
3199
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2842
3200
  // Move will not result in forcing the subsequent use unless the user also had the
2843
- // proc-ed move in their moveset) and disabling all other moves.
3201
+ // proc-ed move in their moveset) and disabling all other moves
2844
3202
  if (limited) {
2845
3203
  assert(showdown);
2846
3204
  assert(side.last_selected_move != .None);
@@ -2850,7 +3208,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2850
3208
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2851
3209
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2852
3210
  const struggle =
2853
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3211
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2854
3212
  const s = if (struggle) 0 else slot;
2855
3213
  out[n] = .{ .type = .Move, .data = s };
2856
3214
  n += 1;
@@ -2865,14 +3223,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2865
3223
  const m = active.moves[slot - 1];
2866
3224
  if (m.id == .None) break;
2867
3225
  if (m.pp == 0) continue;
2868
- if (active.volatiles.disabled_move == slot) continue;
3226
+ if (active.volatiles.disable_move == slot) continue;
2869
3227
  out[n] = .{ .type = .Move, .data = slot };
2870
3228
  n += 1;
2871
3229
  }
2872
3230
  // Struggle (Pokémon Showdown would use 'move 1' here)
2873
3231
  if (n == before) {
2874
3232
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2875
- if (!showdown) {
3233
+ if (!pkmn.options.mod) {
2876
3234
  while (slot <= 4) : (slot += 1) {
2877
3235
  if (active.moves[slot - 1].pp != 0) return n;
2878
3236
  }