@pkmn/engine 0.1.0-dev.47feedd9 → 0.1.0-dev.49f6bf26

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (59) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +87 -53
  3. package/build/pkg/addon.js +3 -2
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +3 -2
  9. package/build/pkg/data.js.map +1 -1
  10. package/build/pkg/gen1.d.ts +2 -1
  11. package/build/pkg/gen1.js +38 -20
  12. package/build/pkg/gen1.js.map +1 -1
  13. package/build/pkg/index.d.ts +6 -3
  14. package/build/pkg/index.js.map +1 -1
  15. package/build/pkg/protocol.d.ts +4 -2
  16. package/build/pkg/protocol.js +61 -40
  17. package/build/pkg/protocol.js.map +1 -1
  18. package/build/test/display.js +7 -3
  19. package/build/test/display.js.map +1 -1
  20. package/build/tools/debug.js +3 -1
  21. package/build/tools/debug.js.map +1 -1
  22. package/build.zig +151 -111
  23. package/package.json +53 -23
  24. package/src/bin/install-pkmn-engine +23 -18
  25. package/src/lib/common/battle.zig +17 -0
  26. package/src/lib/common/data.zig +19 -31
  27. package/src/lib/common/debug.zig +20 -11
  28. package/src/lib/common/js.zig +118 -0
  29. package/src/lib/common/optional.zig +67 -0
  30. package/src/lib/common/options.zig +9 -0
  31. package/src/lib/common/protocol.zig +896 -359
  32. package/src/lib/common/rational.zig +357 -0
  33. package/src/lib/common/rng.zig +29 -20
  34. package/src/lib/common/util.zig +12 -0
  35. package/src/lib/gen1/README.md +277 -180
  36. package/src/lib/gen1/calc.zig +426 -0
  37. package/src/lib/gen1/chance.zig +1060 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +4 -4
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +101 -87
  42. package/src/lib/gen1/helpers.zig +577 -35
  43. package/src/lib/gen1/mechanics.zig +975 -710
  44. package/src/lib/gen2/README.md +105 -85
  45. package/src/lib/gen2/calc.zig +143 -0
  46. package/src/lib/gen2/chance.zig +1314 -0
  47. package/src/lib/gen2/data/items.zig +14 -20
  48. package/src/lib/gen2/data/moves.zig +664 -570
  49. package/src/lib/gen2/data/species.zig +2 -2
  50. package/src/lib/gen2/data/types.zig +137 -34
  51. package/src/lib/gen2/data.zig +130 -92
  52. package/src/lib/gen2/generated.zig +806 -0
  53. package/src/lib/gen2/helpers.zig +16 -22
  54. package/src/lib/gen2/mechanics.zig +3506 -12
  55. package/src/lib/node.zig +131 -0
  56. package/src/lib/pkmn.zig +84 -2
  57. package/src/lib/wasm.zig +13 -0
  58. package/src/lib/binding/node.zig +0 -229
  59. package/src/lib/binding/wasm.zig +0 -10
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,54 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
65
  var s1 = false;
66
66
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
67
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
70
 
73
71
  var p1 = battle.side(.P1);
74
72
  var p2 = battle.side(.P2);
75
73
 
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;
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
76
 
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;
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
79
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
81
  }
84
82
 
85
83
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
84
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
85
 
88
- return endTurn(battle, log);
86
+ return endTurn(battle, options);
89
87
  }
90
88
 
91
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
92
90
  const p1 = battle.side(.P1);
93
91
  const p2 = battle.side(.P2);
94
92
 
95
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
96
94
  assert(!showdown or p1_slot == 1);
97
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
96
 
99
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
100
98
  assert(!showdown or p2_slot == 1);
101
99
  if (p2_slot == 0) return Result.Win;
102
100
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
105
103
 
106
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
107
105
  }
108
106
 
109
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +115,6 @@ fn selectMove(
117
115
  choice: Choice,
118
116
  foe_choice: Choice,
119
117
  skip_turn: *bool,
120
- from: *?Move,
121
118
  ) ?Result {
122
119
  if (choice.type == .Pass) return null;
123
120
 
@@ -126,12 +123,14 @@ fn selectMove(
126
123
  const stored = side.stored();
127
124
 
128
125
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
127
 
131
128
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
133
133
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
134
  if (showdown) {
136
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
136
  saveMove(battle, player, null);
@@ -141,7 +140,6 @@ fn selectMove(
141
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
141
  if (!showdown) volatiles.Flinch = false;
143
142
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
143
  if (showdown) {
146
144
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
145
  saveMove(battle, player, null);
@@ -162,9 +160,7 @@ fn selectMove(
162
160
  return null;
163
161
  }
164
162
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
163
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -176,11 +172,7 @@ fn selectMove(
176
172
  assert(choice.data == 0);
177
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
174
  if (foe_choice.type == .Switch) {
179
- const slot = if (player == .P1)
180
- battle.last_selected_indexes.p1
181
- else
182
- battle.last_selected_indexes.p2;
183
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
184
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
177
  if (last.id == .MirrorMove) return Result.Error;
186
178
  }
@@ -204,16 +196,13 @@ fn selectMove(
204
196
  if (choice.data == 0) {
205
197
  const struggle = ok: {
206
198
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
200
  }
209
201
  break :ok true;
210
202
  };
211
-
212
203
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
204
  }
205
+ saveMove(battle, player, choice);
217
206
 
218
207
  return null;
219
208
  }
@@ -226,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
215
  if (c.data == 0) {
227
216
  side.last_selected_move = .Struggle;
228
217
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
219
  const move = side.active.move(c.data);
231
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
221
  // sometimes required...), but a 0 PP move can be used automatically
233
222
  assert(showdown or move.pp != 0);
234
223
 
235
224
  side.last_selected_move = move.id;
236
- if (player == .P1) {
237
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
238
- } else {
239
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
240
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
241
226
  }
242
227
  }
243
228
  }
244
229
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
231
  var side = battle.side(player);
247
232
  var foe = battle.foe(player);
248
233
  var active = &side.active;
@@ -255,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
240
  side.order[0] = side.order[slot - 1];
256
241
  side.order[slot - 1] = out;
257
242
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
243
+ battle.lastMove(player).index = 1;
263
244
 
264
245
  side.last_used_move = .None;
265
246
  foe.last_used_move = .None;
@@ -275,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
256
 
276
257
  foe.active.volatiles.Binding = false;
277
258
 
278
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
279
261
 
280
262
  if (showdown and incoming.status == Status.TOX) {
281
263
  incoming.status = Status.init(.PSN);
282
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
265
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
285
267
  }
286
268
  }
287
269
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
271
  assert(c1.type != .Pass or c2.type != .Pass);
290
272
 
291
273
  if (c1.type == .Pass) return .P2;
@@ -315,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
297
  const spe2 = battle.side(.P2).active.stats.spe;
316
298
  if (spe1 == spe2) {
317
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
319
303
 
320
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
321
305
  if (!showdown) return if (p1) .P1 else .P2;
322
306
 
323
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +326,11 @@ fn doTurn(
342
326
  player_choice: Choice,
343
327
  player_rewrap: bool,
344
328
  player_skip: bool,
345
- player_from: ?Move,
346
329
  foe_player: Player,
347
330
  foe_choice: Choice,
348
331
  foe_rewrap: bool,
349
332
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
333
+ options: anytype,
352
334
  ) !?Result {
353
335
  assert(player_choice.type != .Pass);
354
336
 
@@ -360,36 +342,37 @@ fn doTurn(
360
342
  player_choice,
361
343
  player_rewrap,
362
344
  player_skip,
363
- player_from,
364
345
  &residual,
365
- log,
346
+ options,
366
347
  )) |r| return r;
367
348
  if (!replace) {
368
349
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
370
351
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
373
354
  } else if (foe_choice.type == .Pass) return null;
374
355
 
356
+ options.chance.clearPending();
357
+
375
358
  residual = true;
376
359
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
378
362
  battle,
379
363
  foe_player,
380
364
  foe_choice,
381
365
  foe_rewrap,
382
366
  foe_skip,
383
- foe_from,
384
367
  &residual,
385
- log,
368
+ options,
386
369
  )) |r| return r;
387
370
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
390
373
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
393
376
  }
394
377
 
395
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +391,13 @@ fn executeMove(
408
391
  choice: Choice,
409
392
  rewrap: bool,
410
393
  skip: bool,
411
- from: ?Move,
412
394
  residual: *bool,
413
- log: anytype,
395
+ options: anytype,
414
396
  ) !?Result {
415
397
  var side = battle.side(player);
416
398
 
417
399
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
419
401
  return null;
420
402
  }
421
403
 
@@ -425,13 +407,13 @@ fn executeMove(
425
407
  if (side.last_selected_move == .SKIP_TURN) {
426
408
  assert(!showdown);
427
409
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
429
411
  }
430
412
  return null;
431
413
  }
432
414
 
433
415
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
435
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
419
  var auto = showdown and side.last_selected_move != .None;
@@ -440,14 +422,13 @@ fn executeMove(
440
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
424
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
447
426
  const stored = side.stored();
448
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
449
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
450
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
453
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -464,15 +445,12 @@ fn executeMove(
464
445
  } else if (showdown and side.active.volatiles.Charging) {
465
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
447
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
471
449
  }
472
450
 
473
451
  var skip_can = false;
474
452
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
454
  .done => return null,
477
455
  .skip_can => skip_can = true,
478
456
  .skip_pp => skip_pp = true,
@@ -480,11 +458,11 @@ fn executeMove(
480
458
  .err => return @as(?Result, Result.Error),
481
459
  }
482
460
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
485
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
486
464
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
466
  }
489
467
 
490
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +471,10 @@ fn beforeMove(
493
471
  battle: anytype,
494
472
  player: Player,
495
473
  skip: bool,
496
- from: ?Move,
497
474
  residual: *bool,
498
- log: anytype,
475
+ options: anytype,
499
476
  ) !BeforeMove {
477
+ var log = options.log;
500
478
  var side = battle.side(player);
501
479
  const foe = battle.foe(player);
502
480
  var active = &side.active;
@@ -505,27 +483,37 @@ fn beforeMove(
505
483
  var volatiles = &active.volatiles;
506
484
 
507
485
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
486
+ const before = stored.status;
509
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
510
- stored.status -= 1;
511
- if (Status.duration(stored.status) == 0) {
512
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
513
501
  stored.status = 0; // clears EXT if present
514
502
  } else {
515
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
516
504
  }
517
505
  side.last_used_move = .None;
518
506
  return .done;
519
507
  }
520
508
 
521
509
  if (Status.is(stored.status, .FRZ)) {
522
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
523
511
  side.last_used_move = .None;
524
512
  return .done;
525
513
  }
526
514
 
527
515
  if (skip or foe.active.volatiles.Binding) {
528
- try log.cant(ident, .Bound);
516
+ try log.cant(.{ ident, .Bound });
529
517
  return .done;
530
518
  }
531
519
 
@@ -533,25 +521,31 @@ fn beforeMove(
533
521
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
534
522
  // Pokémon can sometimes flinch multiple times from the same original hit
535
523
  if (!showdown) volatiles.Flinch = false;
536
- try log.cant(ident, .Flinch);
524
+ try log.cant(.{ ident, .Flinch });
537
525
  return .done;
538
526
  }
539
527
 
540
528
  if (volatiles.Recharging) {
541
529
  volatiles.Recharging = false;
542
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
543
531
  return .done;
544
532
  }
545
533
 
546
- if (volatiles.disabled_duration > 0) {
547
- volatiles.disabled_duration -= 1;
548
- if (volatiles.disabled_duration == 0) {
549
- volatiles.disabled_move = 0;
550
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
539
+ }
540
+ try options.chance.disable(player, volatiles.disable_duration);
541
+
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
551
545
  }
552
546
  }
553
547
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
554
- if (showdown and try disabled(side, ident, log)) return .done;
548
+ if (showdown and try disabled(side, ident, options)) return .done;
555
549
 
556
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
557
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -563,14 +557,20 @@ fn beforeMove(
563
557
  if (volatiles.Confusion) {
564
558
  assert(volatiles.confusion > 0);
565
559
 
566
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
567
567
  if (volatiles.confusion == 0) {
568
568
  volatiles.Confusion = false;
569
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
570
570
  } else {
571
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
572
572
 
573
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
574
574
  assert(!volatiles.MultiHit);
575
575
  if (!volatiles.Rage) volatiles.state = 0;
576
576
  volatiles.Bide = false;
@@ -580,6 +580,7 @@ fn beforeMove(
580
580
  volatiles.Charging = false;
581
581
  volatiles.Binding = false;
582
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
583
584
  {
584
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
585
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -599,7 +600,7 @@ fn beforeMove(
599
600
 
600
601
  const uncapped = battle.last_damage;
601
602
  // Skipping adjustDamage / randomizeDamage / checkHit
602
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
605
  if (showdown) battle.last_damage = uncapped;
605
606
 
@@ -608,91 +609,107 @@ fn beforeMove(
608
609
  }
609
610
  }
610
611
 
611
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
612
613
 
613
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
615
  if (!volatiles.Rage) volatiles.state = 0;
615
616
  volatiles.Bide = false;
616
617
  volatiles.Thrashing = false;
617
618
  volatiles.Charging = false;
618
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
619
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
620
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
621
623
  return .done;
622
624
  }
623
625
 
624
626
  if (volatiles.Bide) {
625
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
626
628
 
627
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
628
637
 
629
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
630
644
 
631
- volatiles.attacks -= 1;
632
645
  if (volatiles.attacks != 0) {
633
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
634
647
  return .done;
635
648
  }
636
649
 
637
650
  volatiles.Bide = false;
638
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
639
652
 
640
653
  battle.last_damage = volatiles.state *% 2;
641
654
  volatiles.state = 0;
642
655
 
643
656
  if (battle.last_damage == 0) {
644
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
645
658
  return .done;
646
659
  }
647
660
 
648
661
  const sub = showdown and foe.active.volatiles.Substitute;
649
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
650
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
651
664
 
652
665
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
653
666
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
654
667
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
655
668
  if (showdown) {
656
669
  residual.* = false;
657
- try handleResidual(battle, player, log);
670
+ try handleResidual(battle, player, options);
658
671
  }
659
672
 
660
673
  return .done;
661
674
  }
662
675
 
663
676
  if (volatiles.Thrashing) {
664
- assert(volatiles.attacks > 0);
665
- assert(from != null);
666
- volatiles.attacks -= 1;
667
- if (!showdown and handleThrashing(battle, active)) {
668
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
669
681
  }
670
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
671
688
  if (showdown) {
672
689
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
673
690
  // used in useMove and doesn't have the notion of skipping canMove semantics
674
691
  side.last_used_move = side.last_selected_move;
675
- if (handleThrashing(battle, active)) {
676
- try log.start(battle.active(player), .ConfusionSilent);
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
677
694
  }
678
695
  }
679
696
  return .skip_can;
680
697
  }
681
698
 
682
699
  if (volatiles.Binding) {
683
- assert(volatiles.attacks > 0);
684
- volatiles.attacks -= 1;
685
- try log.move(
686
- battle.active(player),
687
- side.last_selected_move,
688
- battle.active(player.foe()),
689
- side.last_selected_move,
690
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
691
708
  if (showdown or battle.last_damage != 0) {
692
709
  const sub = showdown and foe.active.volatiles.Substitute;
693
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
694
711
  if (battle.foe(player).stored().hp > 0 and !sub) {
695
- try buildRage(battle, player.foe(), log);
712
+ try buildRage(battle, player.foe(), options);
696
713
  }
697
714
  }
698
715
  return .done;
@@ -707,56 +724,57 @@ fn canMove(
707
724
  mslot: u4,
708
725
  auto: bool,
709
726
  skip_pp: bool,
710
- from: ?Move,
727
+ from: Move,
711
728
  residual: *bool,
712
- log: anytype,
729
+ options: anytype,
713
730
  ) !bool {
714
731
  var side = battle.side(player);
715
732
  const player_ident = battle.active(player);
716
733
  const move = Move.get(side.last_selected_move);
717
734
 
718
- const foe_last = battle.foe(player).last_used_move;
719
- const special = from != null and (from.? == .Metronome and
720
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
721
-
722
- var skip = skip_pp;
723
735
  if (side.active.volatiles.Charging) {
724
736
  side.active.volatiles.Charging = false;
725
737
  side.active.volatiles.Invulnerable = false;
726
738
  } else if (move.effect == .Charge) {
727
- try log.move(player_ident, side.last_selected_move, .{}, from);
728
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
729
742
  return false;
730
743
  }
731
744
 
732
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
733
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
734
747
 
735
748
  const target = if (move.target == .Self) player else player.foe();
736
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
737
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
738
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
739
- // meaning sometimes we lose this information. from is still set because it not being null is
740
- // relevant for control flow, but we don't have anything useful to put in the log. This is
741
- // regrettable, but this information is more "nice to have" than required
742
- const f = if (from != null and from.? == .None) null else from;
743
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
744
751
 
745
752
  if (move.effect.onBegin()) {
746
- try onBegin(battle, player, move, mslot, residual, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
747
754
  return false;
748
755
  }
749
756
 
750
757
  if (move.effect == .Thrashing) {
751
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
752
759
  } else if (!showdown and move.effect == .Binding) {
753
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
754
- Effects.binding(battle, player, false);
761
+ try Effects.binding(battle, player, false, options);
755
762
  }
756
763
 
757
764
  return true;
758
765
  }
759
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
760
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
761
779
  if (side.last_selected_move == .Struggle) return;
762
780
 
@@ -766,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
766
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
767
785
  if (volatiles.Bide) return;
768
786
 
769
- assert(active.move(mslot).pp > 0 or auto);
770
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
771
790
  if (volatiles.Transform) return;
772
791
 
773
- assert(side.stored().move(mslot).pp > 0 or auto);
774
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
775
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
776
796
  }
777
797
 
@@ -779,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
779
799
  var active = &side.active;
780
800
  const volatiles = &active.volatiles;
781
801
 
782
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
783
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
784
804
  if (showdown and volatiles.Transform) return;
785
805
 
786
806
  assert(mslot > 0 and mslot <= 4);
787
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
788
808
  }
789
809
 
790
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -795,8 +815,9 @@ fn doMove(
795
815
  rewrap: bool,
796
816
  auto: bool,
797
817
  residual: *bool,
798
- log: anytype,
818
+ options: anytype,
799
819
  ) !?Result {
820
+ var log = options.log;
800
821
  var side = battle.side(player);
801
822
  const foe = battle.foe(player);
802
823
 
@@ -811,23 +832,27 @@ fn doMove(
811
832
  var hits: u4 = 1;
812
833
  var effectiveness = Effectiveness.neutral;
813
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
814
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
815
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
816
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
817
841
  }
818
842
 
819
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
820
844
  // calling moveHit early covers most of that but we also need to check type immunity first
821
845
  var miss = showdown and miss: {
822
846
  immune = move.target != .Self and !status and !counter and
823
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
824
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
825
849
  if (immune and move.effect != .Binding) break :miss true;
826
850
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
827
851
  battle.last_damage = 0;
828
852
  break :miss true;
829
853
  }
830
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
831
856
  };
832
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
833
858
 
@@ -835,16 +860,16 @@ fn doMove(
835
860
  const skip = status or immune;
836
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
837
862
  if (showdown and move.effect.isMulti()) {
838
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
839
864
  hits = side.active.volatiles.attacks;
840
865
  late = false;
841
866
  }
842
867
 
843
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
844
869
  const check = !showdown or (!counter and move.effect != .OHKO);
845
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
846
871
 
847
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
848
873
 
849
874
  battle.last_damage = 0;
850
875
 
@@ -866,17 +891,15 @@ fn doMove(
866
891
  effectiveness = adjustDamage(battle, player);
867
892
  immune = effectiveness == 0;
868
893
  }
869
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
870
895
  }
871
896
  }
872
897
 
873
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
874
- if (showdown and skip) battle.last_damage = 0;
875
-
898
+ const zero = battle.last_damage == 0;
876
899
  miss = if (showdown or skip)
877
900
  miss
878
901
  else
879
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
880
903
 
881
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
882
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -884,11 +907,11 @@ fn doMove(
884
907
 
885
908
  if (!showdown or !miss) {
886
909
  if (move.effect == .MirrorMove) {
887
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
888
911
  } else if (move.effect == .Metronome) {
889
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
890
913
  } else if (move.effect.onEnd()) {
891
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
892
915
  return null;
893
916
  }
894
917
  }
@@ -900,36 +923,41 @@ fn doMove(
900
923
  ohko = (!showdown or (!immune and !invulnerable)) and
901
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
902
925
  if (ohko) {
903
- try log.immune(foe_ident, .OHKO);
926
+ try log.immune(.{ foe_ident, .OHKO });
904
927
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
905
- try log.immune(foe_ident, .None);
928
+ try log.immune(.{ foe_ident, .None });
906
929
  } else if (mist) {
907
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
908
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
909
932
  } else {
910
- try log.lastmiss();
911
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
912
936
  }
913
937
  if (move.effect == .JumpKick) {
914
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
915
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
916
940
  battle.last_damage = 1;
917
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
918
942
  if (showdown and side.stored().hp == 0) residual.* = false;
919
943
  } else if (move.effect == .Explode) {
920
944
  try Effects.explode(battle, player);
921
- try buildRage(battle, player.foe(), log);
945
+ try buildRage(battle, player.foe(), options);
922
946
  } else if (showdown and move.effect == .Disable) {
923
- try buildRage(battle, player.foe(), log);
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
924
950
  }
925
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
926
954
  }
927
955
 
928
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
929
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
930
958
  // it up above before damage calculation).
931
959
  if (!showdown and move.effect.isMulti()) {
932
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
933
961
  hits = side.active.volatiles.attacks;
934
962
  }
935
963
 
@@ -940,18 +968,20 @@ fn doMove(
940
968
  var hit: u4 = 0;
941
969
  while (hit < hits) {
942
970
  if (hit == 0) {
943
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
944
972
  if (effectiveness > Effectiveness.neutral) {
945
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
946
974
  } else if (effectiveness < Effectiveness.neutral) {
947
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
948
976
  }
949
977
  }
950
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
951
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
952
980
  hit += 1;
953
981
  if (foe.stored().hp == 0) break;
954
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
984
+ }
955
985
  // If the substitute breaks during a multi-hit attack, the attack ends
956
986
  if (nullified) break;
957
987
  }
@@ -961,17 +991,23 @@ fn doMove(
961
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
962
992
  side.active.volatiles.attacks = 0;
963
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
964
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
965
995
  }
966
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
967
997
  } else if (showdown) {
968
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
969
999
  if (move.effect == .Binding) {
970
- Effects.binding(battle, player, rewrap);
1000
+ try Effects.binding(battle, player, rewrap, options);
971
1001
  if (immune) {
972
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
973
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
974
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
975
1011
  return null;
976
1012
  }
977
1013
  }
@@ -984,12 +1020,12 @@ fn doMove(
984
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
985
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
986
1022
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
987
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
988
1024
 
989
1025
  if (foe.stored().hp == 0) return null;
990
1026
 
991
1027
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
992
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
993
1029
 
994
1030
  if (!move.effect.isSpecial()) {
995
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1000,29 +1036,29 @@ fn doMove(
1000
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1001
1037
  // puts the |-status| message before |-hitcount| instead of after.
1002
1038
  if (move.effect == .Twineedle) {
1003
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1004
1040
  } else if (move.effect == .Disable) {
1005
- const result = try Effects.disable(battle, player, move, log);
1006
- if (showdown) try buildRage(battle, player.foe(), log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
1007
1043
  return result;
1008
1044
  } else {
1009
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
1010
1046
  }
1011
1047
  }
1012
1048
 
1013
1049
  return null;
1014
1050
  }
1015
1051
 
1016
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1017
1053
  const side = battle.side(player);
1018
1054
 
1019
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
1020
- var chance = @as(u16, Species.chance(side.stored().species));
1021
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1022
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1023
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1024
1060
 
1025
- return Rolls.criticalHit(battle, chance);
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1026
1062
  }
1027
1063
 
1028
1064
  fn calcDamage(
@@ -1074,9 +1110,9 @@ fn calcDamage(
1074
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1075
1111
  }
1076
1112
 
1077
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1078
1114
 
1079
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1080
1116
 
1081
1117
  if (def == 0) return false;
1082
1118
 
@@ -1088,7 +1124,7 @@ fn calcDamage(
1088
1124
  d = @min(997, d);
1089
1125
  d += 2;
1090
1126
 
1091
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1092
1128
 
1093
1129
  return true;
1094
1130
  }
@@ -1102,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1102
1138
  var d = battle.last_damage;
1103
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1104
1140
 
1105
- const neutral = @enumToInt(Effectiveness.Neutral);
1106
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1107
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1108
1144
 
1109
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1110
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1124,17 +1160,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1124
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1125
1161
  }
1126
1162
 
1127
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1128
1164
  if (battle.last_damage <= 1) return;
1129
- const random = Rolls.damage(battle);
1130
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1131
1169
  }
1132
1170
 
1133
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1134
1172
  const side = battle.side(player);
1135
1173
  const foe = battle.foe(player);
1136
1174
 
1137
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1138
1177
 
1139
1178
  battle.last_damage = switch (side.last_selected_move) {
1140
1179
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1143,10 +1182,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1143
1182
  .DragonRage => 40,
1144
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1145
1184
  .Psywave => power: {
1146
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1147
1186
  // GLITCH: Psywave infinite glitch loop
1148
1187
  if (!showdown and max <= 1) return Result.Error;
1149
- break :power Rolls.psywave(battle, max);
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1150
1189
  },
1151
1190
  else => unreachable,
1152
1191
  };
@@ -1154,59 +1193,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1154
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1155
1194
 
1156
1195
  const sub = showdown and foe.active.volatiles.Substitute;
1157
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1158
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1159
1198
 
1160
1199
  return null;
1161
1200
  }
1162
1201
 
1163
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1164
1203
  const foe = battle.foe(player);
1165
1204
 
1166
1205
  if (battle.last_damage == 0) {
1167
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1168
1207
  return null;
1169
1208
  }
1170
1209
 
1171
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1172
- const foe_last_used_move =
1173
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1174
1211
  const foe_last_selected_move =
1175
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1176
- .Counter
1213
+ .Splash
1177
1214
  else
1178
1215
  foe.last_selected_move);
1179
1216
 
1180
- const used = foe_last_used_move.bp > 0 and
1181
- foe.last_used_move != .Counter and
1182
- (foe_last_used_move.type == .Normal or
1183
- foe_last_used_move.type == .Fighting);
1184
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1185
1218
  const selected = foe_last_selected_move.bp > 0 and
1186
1219
  foe.last_selected_move != .Counter and
1187
1220
  (foe_last_selected_move.type == .Normal or
1188
1221
  foe_last_selected_move.type == .Fighting);
1189
1222
 
1190
1223
  if (!used and !selected) {
1191
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1192
1225
  return null;
1193
1226
  }
1194
1227
 
1195
1228
  if (!used or !selected) {
1196
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1197
1230
  if (!showdown) return Result.Error;
1198
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1199
1232
  return null;
1200
1233
  }
1201
1234
 
1202
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1203
1236
 
1204
1237
  // Pokémon Showdown calls checkHit before Counter
1205
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1206
1240
 
1207
1241
  const sub = showdown and foe.active.volatiles.Substitute;
1208
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1209
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1210
1244
  return null;
1211
1245
  }
1212
1246
 
@@ -1215,7 +1249,7 @@ fn applyDamage(
1215
1249
  target_player: Player,
1216
1250
  sub_player: Player,
1217
1251
  reason: Damage,
1218
- log: anytype,
1252
+ options: anytype,
1219
1253
  ) !bool {
1220
1254
  assert(showdown or battle.last_damage != 0);
1221
1255
 
@@ -1230,19 +1264,20 @@ fn applyDamage(
1230
1264
  subbed.active.volatiles.substitute = 0;
1231
1265
  subbed.active.volatiles.Substitute = false;
1232
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1233
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1234
1269
  return true;
1235
1270
  } else {
1236
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1237
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1238
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1239
1274
  return false;
1240
1275
  }
1241
1276
  }
1242
1277
 
1243
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1244
1279
  target.stored().hp -= battle.last_damage;
1245
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1246
1281
  return false;
1247
1282
  }
1248
1283
 
@@ -1253,22 +1288,24 @@ fn mirrorMove(
1253
1288
  rewrap: bool,
1254
1289
  auto: bool,
1255
1290
  residual: *bool,
1256
- log: anytype,
1257
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1258
1293
  var side = battle.side(player);
1259
1294
  const foe = battle.foe(player);
1260
1295
 
1261
1296
  side.last_selected_move = foe.last_used_move;
1262
1297
 
1263
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1264
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1265
1300
  return null;
1266
1301
  } else if (!showdown or foe.last_used_move != .Struggle) {
1267
1302
  incrementPP(side, mslot);
1268
1303
  }
1269
1304
 
1270
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1271
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1272
1309
  }
1273
1310
 
1274
1311
  fn metronome(
@@ -1278,35 +1315,48 @@ fn metronome(
1278
1315
  rewrap: bool,
1279
1316
  auto: bool,
1280
1317
  residual: *bool,
1281
- log: anytype,
1282
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1283
1320
  var side = battle.side(player);
1284
1321
 
1285
- side.last_selected_move = Rolls.metronome(battle);
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1286
1323
  incrementPP(side, mslot);
1287
1324
 
1288
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1289
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1290
1329
  }
1291
1330
 
1292
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1293
1332
  var immune = false;
1294
1333
  var mist = false;
1295
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1296
1337
  assert(!immune);
1297
1338
  if (mist) {
1298
1339
  assert(!showdown);
1299
1340
  const foe_ident = battle.active(player.foe());
1300
- try log.activate(foe_ident, .Mist);
1301
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1302
1343
  } else {
1303
- try log.lastmiss();
1304
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1305
1347
  }
1348
+
1306
1349
  return false;
1307
1350
  }
1308
1351
 
1309
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1310
1360
  var side = battle.side(player);
1311
1361
  const foe = battle.foe(player);
1312
1362
 
@@ -1345,10 +1395,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1345
1395
  const overwritten = overwrite and state > 0;
1346
1396
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1347
1397
 
1348
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1349
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1350
1400
  accuracy = accuracy * boost[0] / boost[1];
1351
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1352
1402
  accuracy = accuracy * boost[0] / boost[1];
1353
1403
  accuracy = @min(255, @max(1, accuracy));
1354
1404
 
@@ -1357,7 +1407,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1357
1407
  if (overwrite) side.active.volatiles.state = accuracy;
1358
1408
 
1359
1409
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1360
- break :miss !Rolls.hit(battle, accuracy);
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1361
1411
  };
1362
1412
 
1363
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1367,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1367
1417
  }
1368
1418
 
1369
1419
  if (!miss) return true;
1370
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1371
1421
  side.active.volatiles.Binding = false;
1372
1422
  return false;
1373
1423
  }
@@ -1375,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1375
1425
  fn checkFaint(
1376
1426
  battle: anytype,
1377
1427
  player: Player,
1378
- log: anytype,
1379
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1380
1430
  const side = battle.side(player);
1381
1431
  if (side.stored().hp > 0) return null;
1382
1432
 
@@ -1384,33 +1434,32 @@ fn checkFaint(
1384
1434
  const foe_fainted = foe.stored().hp == 0;
1385
1435
 
1386
1436
  const player_out = findFirstAlive(side) == 0;
1387
- const foe_out = findFirstAlive(foe) == 0;
1388
- const tie = player_out and foe_out;
1389
- const more = tie or player_out or foe_out;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1390
1439
 
1391
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1392
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1393
1442
 
1394
1443
  assert(!side.active.volatiles.MultiHit);
1395
1444
  assert(!foe.active.volatiles.MultiHit);
1396
1445
 
1397
- if (tie) {
1398
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1399
1448
  return Result.Tie;
1400
1449
  } else if (player_out) {
1401
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1402
1451
  return if (player == .P1) Result.Lose else Result.Win;
1403
1452
  } else if (foe_out) {
1404
- try log.win(player);
1453
+ try options.log.win(.{player});
1405
1454
  return if (player == .P1) Result.Win else Result.Lose;
1406
1455
  }
1407
1456
 
1408
1457
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1409
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1410
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1411
1460
  }
1412
1461
 
1413
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1414
1463
  var side = battle.side(player);
1415
1464
  var foe = battle.foe(player);
1416
1465
  assert(side.stored().hp == 0);
@@ -1443,32 +1492,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1443
1492
  side.stored().stats.spe;
1444
1493
  }
1445
1494
 
1446
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1447
1497
  return null;
1448
1498
  }
1449
1499
 
1450
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1451
1501
  var side = battle.side(player);
1452
1502
  var stored = side.stored();
1453
1503
  const ident = battle.active(player);
1454
1504
  var volatiles = &side.active.volatiles;
1455
1505
 
1456
1506
  const brn = Status.is(stored.status, .BRN);
1457
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1458
1508
  var damage = @max(stored.stats.hp / 16, 1);
1459
-
1460
1509
  if (volatiles.Toxic) {
1461
1510
  volatiles.toxic += 1;
1462
1511
  damage *= volatiles.toxic;
1463
1512
  }
1513
+ damage = @min(damage, stored.hp);
1464
1514
 
1465
- const amount = @min(damage, stored.hp);
1466
- if (showdown and amount == 0) break :blk;
1467
-
1468
- stored.hp -= amount;
1469
-
1470
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1471
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1472
1520
  }
1473
1521
 
1474
1522
  if (volatiles.LeechSeed) {
@@ -1492,43 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1492
1540
  const amount = @min(damage, stored.hp);
1493
1541
  stored.hp -= amount;
1494
1542
 
1495
- // As above, Pokémon Showdown uses damageOf but its not relevant
1496
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1497
1545
 
1498
1546
  const before = foe_stored.hp;
1499
1547
  // Uncapped damage is added back to the foe
1500
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1501
1549
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1502
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1503
1551
  }
1504
1552
  }
1505
1553
 
1506
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1507
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1508
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1509
1557
 
1510
- if (showdown and options.ebc and checkEBC(battle)) {
1511
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1512
1562
  return Result.Tie;
1513
1563
  }
1514
1564
 
1515
- battle.turn += 1;
1516
-
1517
1565
  if (showdown and battle.turn >= 1000) {
1518
- try log.tie();
1566
+ try options.log.tie(.{});
1519
1567
  return Result.Tie;
1520
1568
  } else if (battle.turn >= 65535) {
1521
1569
  return Result.Error;
1522
1570
  }
1523
1571
 
1524
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1525
1573
 
1526
1574
  return Result.Default;
1527
1575
  }
1528
1576
 
1529
1577
  fn checkEBC(battle: anytype) bool {
1530
1578
  for (battle.sides, 0..) |side, i| {
1531
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1532
1580
 
1533
1581
  var foe_all_ghosts = true;
1534
1582
  var foe_all_transform = true;
@@ -1580,10 +1628,10 @@ fn checkEBC(battle: anytype) bool {
1580
1628
  return false;
1581
1629
  }
1582
1630
 
1583
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1584
- if (side.active.volatiles.disabled_move != 0) {
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1585
1633
  // A Pokémon that transforms after being disabled may end up with less move slots
1586
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1587
1635
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1588
1636
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1589
1637
  m
@@ -1591,127 +1639,124 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1591
1639
  side.last_selected_move;
1592
1640
  if (m != .None and m == last) {
1593
1641
  side.active.volatiles.Charging = false;
1594
- try log.disabled(ident, last);
1642
+ try options.log.cant(.{ ident, .Disable, last });
1595
1643
  return true;
1596
1644
  }
1597
1645
  }
1598
1646
  return false;
1599
1647
  }
1600
1648
 
1601
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1602
1650
  const side = battle.side(who);
1603
1651
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1604
- try Effects.boost(battle, who, Move.get(.Rage), log);
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1605
1653
  }
1606
1654
  }
1607
1655
 
1608
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1609
1657
  var volatiles = &active.volatiles;
1610
1658
  assert(volatiles.Thrashing);
1611
1659
  if (volatiles.attacks > 0) return false;
1612
1660
 
1613
1661
  volatiles.Thrashing = false;
1614
1662
  volatiles.Confusion = true;
1615
- volatiles.confusion = Rolls.confusionDuration(battle);
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1616
1664
  return true;
1617
1665
  }
1618
1666
 
1619
- inline fn onBegin(
1667
+ fn onBegin(
1620
1668
  battle: anytype,
1621
1669
  player: Player,
1622
1670
  move: Move.Data,
1623
1671
  mslot: u8,
1624
1672
  residual: *bool,
1625
- log: anytype,
1673
+ options: anytype,
1626
1674
  ) !void {
1627
- assert(move.effect.onBegin());
1628
1675
  return switch (move.effect) {
1629
- .Confusion => Effects.confusion(battle, player, move, log),
1630
- .Conversion => Effects.conversion(battle, player, log),
1631
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1632
- .Haze => Effects.haze(battle, player, log),
1633
- .Heal => Effects.heal(battle, player, log),
1634
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1635
- .LightScreen => Effects.lightScreen(battle, player, log),
1636
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1637
- .Mist => Effects.mist(battle, player, log),
1638
- .Paralyze => Effects.paralyze(battle, player, move, log),
1639
- .Poison => Effects.poison(battle, player, move, log),
1640
- .Reflect => Effects.reflect(battle, player, log),
1641
- .Splash => Effects.splash(battle, player, log),
1642
- .Substitute => Effects.substitute(battle, player, residual, log),
1643
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1644
- .Transform => Effects.transform(battle, player, log),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1645
1692
  else => unreachable,
1646
1693
  };
1647
1694
  }
1648
1695
 
1649
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1650
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1651
1697
  return switch (move.effect) {
1652
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1653
1699
  // zig fmt: off
1654
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1655
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1656
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1657
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1658
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1659
1705
  // zig fmt: on
1660
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1661
1707
  else => unreachable,
1662
1708
  };
1663
1709
  }
1664
1710
 
1665
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1666
1712
  battle: anytype,
1667
1713
  player: Player,
1668
1714
  move: Move.Data,
1669
1715
  residual: *bool,
1670
- log: anytype,
1716
+ options: anytype,
1671
1717
  ) !void {
1672
- assert(move.effect.alwaysHappens());
1673
1718
  return switch (move.effect) {
1674
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1675
1720
  .Explode => Effects.explode(battle, player),
1676
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1677
1722
  .Rage => Effects.rage(battle, player),
1678
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1679
1724
  .JumpKick, .Binding => {},
1680
1725
  else => unreachable,
1681
1726
  };
1682
1727
  }
1683
1728
 
1684
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1685
1730
  return switch (move.effect) {
1686
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1687
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1688
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1689
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1690
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1691
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1692
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1693
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1694
1739
  // zig fmt: off
1695
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1696
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1697
1742
  // zig fmt: on
1698
1743
  else => {},
1699
1744
  };
1700
1745
  }
1701
1746
 
1702
1747
  pub const Effects = struct {
1703
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1704
1749
  var side = battle.side(player);
1705
1750
 
1706
1751
  side.active.volatiles.Bide = true;
1707
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1708
1753
  side.active.volatiles.state = 0;
1709
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1710
1755
 
1711
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1712
1757
  }
1713
1758
 
1714
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1715
1760
  var foe = battle.foe(player);
1716
1761
  var foe_stored = foe.stored();
1717
1762
 
@@ -1722,83 +1767,92 @@ pub const Effects = struct {
1722
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1723
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1724
1769
  assert(move.type == .Fire);
1725
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1726
1775
  foe_stored.status = 0;
1727
1776
  }
1728
1777
  return;
1729
1778
  }
1730
1779
 
1731
1780
  if (foe.active.types.includes(move.type)) return;
1732
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1733
1784
 
1734
1785
  foe_stored.status = Status.init(.BRN);
1735
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1736
1787
 
1737
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1738
1789
  }
1739
1790
 
1740
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1741
1792
  var side = battle.side(player);
1742
1793
  var volatiles = &side.active.volatiles;
1743
1794
 
1744
1795
  volatiles.Charging = true;
1745
1796
  const move = side.last_selected_move;
1746
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1747
- try log.laststill();
1748
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1749
1800
  }
1750
1801
 
1751
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1752
1803
  var foe = battle.foe(player);
1753
1804
  const sub = foe.active.volatiles.Substitute;
1754
1805
 
1755
1806
  if (move.effect == .ConfusionChance) {
1756
- if (!Rolls.confusionChance(battle)) return;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1757
1808
  } else {
1758
1809
  if (showdown) {
1759
- if (!try checkHit(battle, player, move, log)) {
1760
- return;
1761
- } else if (sub) {
1762
- return log.fail(battle.active(player.foe()), .None);
1763
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1764
1812
  } else {
1765
- if (sub) {
1766
- return log.fail(battle.active(player.foe()), .None);
1767
- } else if (!try checkHit(battle, player, move, log)) {
1768
- return;
1769
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1770
1815
  }
1816
+ try options.chance.commit(player, .hit);
1771
1817
  }
1772
1818
 
1773
1819
  if (foe.active.volatiles.Confusion) return;
1774
1820
  foe.active.volatiles.Confusion = true;
1775
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1776
1822
 
1777
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1778
1824
  }
1779
1825
 
1780
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1781
1827
  const foe = battle.foe(player);
1782
1828
 
1783
1829
  if (foe.active.volatiles.Invulnerable) {
1784
- try log.lastmiss();
1785
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1786
1832
  }
1787
1833
 
1788
1834
  battle.side(player).active.types = foe.active.types;
1789
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1790
1841
  }
1791
1842
 
1792
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1793
1844
  var foe = battle.foe(player);
1794
1845
  var volatiles = &foe.active.volatiles;
1795
1846
  const foe_ident = battle.active(player.foe());
1796
1847
 
1797
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1798
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1799
1853
 
1800
- if (volatiles.disabled_move != 0) {
1801
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1802
1856
  return null;
1803
1857
  }
1804
1858
 
@@ -1814,7 +1868,7 @@ pub const Effects = struct {
1814
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1815
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1816
1870
  if (n == 0) {
1817
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1818
1872
  return null;
1819
1873
  } else if (err) {
1820
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1822,16 +1876,18 @@ pub const Effects = struct {
1822
1876
  return Result.Error;
1823
1877
  }
1824
1878
 
1825
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1826
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1827
1882
 
1828
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1829
1885
  return null;
1830
1886
  }
1831
1887
 
1832
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1833
- var side = battle.side(player);
1834
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1835
1891
 
1836
1892
  if (battle.last_damage == 0) {
1837
1893
  assert(showdown);
@@ -1844,7 +1900,7 @@ pub const Effects = struct {
1844
1900
  if (stored.hp == stored.stats.hp) return;
1845
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1846
1902
 
1847
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1848
1904
  }
1849
1905
 
1850
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1858,26 +1914,28 @@ pub const Effects = struct {
1858
1914
  side.active.volatiles.LeechSeed = false;
1859
1915
  }
1860
1916
 
1861
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1862
1918
  var volatiles = &battle.foe(player).active.volatiles;
1863
1919
 
1864
1920
  if (volatiles.Substitute) return;
1865
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1866
1924
 
1867
1925
  volatiles.Flinch = true;
1868
1926
  volatiles.Recharging = false;
1869
1927
  }
1870
1928
 
1871
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1872
1930
  var side = battle.side(player);
1873
1931
 
1874
1932
  if (side.active.volatiles.FocusEnergy) return;
1875
1933
  side.active.volatiles.FocusEnergy = true;
1876
1934
 
1877
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1878
1936
  }
1879
1937
 
1880
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1881
1939
  var foe = battle.foe(player);
1882
1940
  var foe_stored = foe.stored();
1883
1941
  const foe_ident = battle.active(player.foe());
@@ -1889,21 +1947,22 @@ pub const Effects = struct {
1889
1947
  }
1890
1948
 
1891
1949
  if (foe.active.types.includes(move.type)) return;
1892
- if (!Rolls.secondaryChance(battle, true)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1893
1951
  // Freeze Clause Mod
1894
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1895
1953
 
1896
1954
  foe_stored.status = Status.init(.FRZ);
1897
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1898
1956
 
1899
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1900
1958
  }
1901
1959
 
1902
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1903
1962
  var side = battle.side(player);
1904
1963
  var foe = battle.foe(player);
1905
1964
 
1906
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1907
1966
  var foe_stored = foe.stored();
1908
1967
 
1909
1968
  const player_ident = battle.active(player);
@@ -1915,96 +1974,100 @@ pub const Effects = struct {
1915
1974
  side.active.stats = side_stored.stats;
1916
1975
  foe.active.stats = foe_stored.stats;
1917
1976
 
1918
- try log.activate(player_ident, .Haze);
1919
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1920
1979
 
1921
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1922
1981
  if (showdown) {
1923
1982
  for (&battle.sides, 0..) |*s, i| {
1924
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1925
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1926
1985
  if (p != player and Status.any(s.stored().status)) {
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
1987
  s.stored().status = 0;
1929
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1930
1989
  s.stored().status = Status.init(.PSN);
1931
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1932
1991
  }
1933
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1934
1993
  }
1935
1994
  } else {
1936
1995
  if (Status.any(foe_stored.status)) {
1937
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1938
1997
  foe.last_selected_move = .SKIP_TURN;
1939
1998
  }
1940
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1941
2000
  foe_stored.status = 0;
1942
2001
  }
1943
- try clearVolatiles(battle, player, log);
1944
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1945
2004
  }
1946
2005
  }
1947
2006
 
1948
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1949
2008
  var side = battle.side(player);
1950
2009
  var stored = side.stored();
1951
2010
  const ident = battle.active(player);
1952
2011
 
1953
2012
  // GLITCH: HP recovery move failure glitches
1954
2013
  const delta = stored.stats.hp - stored.hp;
1955
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1956
2017
 
1957
2018
  const rest = side.last_selected_move == .Rest;
1958
2019
  if (rest) {
1959
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1960
2021
  if (showdown) battle.rng.advance(1);
1961
2022
  stored.status = Status.slf(2);
1962
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1963
2024
  stored.hp = stored.stats.hp;
1964
2025
  } else {
1965
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1966
2027
  }
1967
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1968
2029
  }
1969
2030
 
1970
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1971
2032
  battle.side(player).active.volatiles.Recharging = true;
1972
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1973
2034
  }
1974
2035
 
1975
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1976
2037
  var foe = battle.foe(player);
1977
2038
 
1978
2039
  if (showdown) {
1979
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1980
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1981
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1982
2043
  }
1983
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1984
2045
  if (foe.active.volatiles.LeechSeed) return;
1985
2046
  } else {
1986
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1987
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1988
- try log.lastmiss();
1989
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1990
2051
  }
1991
2052
  }
1992
2053
 
2054
+ try options.chance.commit(player, .hit);
1993
2055
  foe.active.volatiles.LeechSeed = true;
1994
2056
 
1995
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1996
2058
  }
1997
2059
 
1998
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1999
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
2000
2063
 
2001
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2002
2065
  side.active.volatiles.LightScreen = true;
2003
2066
 
2004
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
2005
2068
  }
2006
2069
 
2007
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2008
2071
  var side = battle.side(player);
2009
2072
  var foe = battle.foe(player);
2010
2073
 
@@ -2020,7 +2083,7 @@ pub const Effects = struct {
2020
2083
  const has_mimic = has_mimic: {
2021
2084
  for (side.active.moves, 0..) |m, i| {
2022
2085
  if (m.id == .Mimic) {
2023
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
2024
2087
  break :has_mimic true;
2025
2088
  }
2026
2089
  }
@@ -2028,38 +2091,43 @@ pub const Effects = struct {
2028
2091
  };
2029
2092
  if (!has_mimic) {
2030
2093
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2031
- if (!try checkHit(battle, player, move, log)) return;
2032
- return try log.fail(battle.active(player.foe()), .None);
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2033
2097
  }
2034
2098
  }
2035
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
2036
2101
 
2037
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2038
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
2039
2104
 
2040
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2041
2106
  }
2042
2107
 
2043
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2044
2109
  var side = battle.side(player);
2045
2110
 
2046
2111
  if (side.active.volatiles.Mist) return;
2047
2112
  side.active.volatiles.Mist = true;
2048
2113
 
2049
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
2050
2115
  }
2051
2116
 
2052
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2053
2118
  var side = battle.side(player);
2054
2119
 
2055
2120
  assert(!side.active.volatiles.MultiHit);
2056
2121
  side.active.volatiles.MultiHit = true;
2057
2122
 
2058
- side.active.volatiles.attacks =
2059
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2060
2127
  }
2061
2128
 
2062
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2063
2131
  var foe = battle.foe(player);
2064
2132
  var foe_stored = foe.stored();
2065
2133
  const foe_ident = battle.active(player.foe());
@@ -2069,27 +2137,29 @@ pub const Effects = struct {
2069
2137
 
2070
2138
  if (showdown) {
2071
2139
  // Invulnerability trumps type immunity on Pokémon Showdown
2072
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2073
- if (!try checkHit(battle, player, move, log)) return;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2074
2143
  }
2075
2144
  if (Status.any(foe_stored.status)) {
2076
- return log.fail(
2145
+ return log.fail(.{
2077
2146
  foe_ident,
2078
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2079
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2080
2149
  }
2081
2150
  if (!showdown) {
2082
- if (immune) return log.immune(foe_ident, .None);
2083
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2084
2153
  }
2154
+ try options.chance.commit(player, .hit);
2085
2155
 
2086
2156
  foe_stored.status = Status.init(.PAR);
2087
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2088
2158
 
2089
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2090
2160
  }
2091
2161
 
2092
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2093
2163
  var foe = battle.foe(player);
2094
2164
  var foe_stored = foe.stored();
2095
2165
 
@@ -2101,50 +2171,60 @@ pub const Effects = struct {
2101
2171
 
2102
2172
  // Body Slam can't paralyze a Normal type Pokémon
2103
2173
  if (foe.active.types.includes(move.type)) return;
2104
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2105
2177
 
2106
2178
  foe_stored.status = Status.init(.PAR);
2107
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2108
2180
 
2109
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2110
2182
  }
2111
2183
 
2112
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2113
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2114
2188
  }
2115
2189
 
2116
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2117
2192
  var foe = battle.foe(player);
2118
2193
  var foe_stored = foe.stored();
2119
2194
  const foe_ident = battle.active(player.foe());
2120
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2121
2196
 
2122
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2123
2198
  return;
2124
2199
  } else if (foe.active.volatiles.Substitute) {
2125
2200
  if (move.effect != .Poison) return;
2126
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2127
2202
  } else if (Status.any(foe_stored.status)) {
2128
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2129
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2130
2205
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2131
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2132
2207
  if (!showdown)
2133
- .Poison
2208
+ Fail.Poison
2134
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2135
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2136
2211
  else
2137
- .None
2212
+ Fail.None
2138
2213
  else
2139
- .None);
2214
+ Fail.None });
2140
2215
  } else if (foe.active.types.includes(.Poison)) {
2141
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2142
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2143
2218
  }
2144
2219
 
2145
2220
  if (move.effect == .Poison) {
2146
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2147
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2223
+ } else {
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2227
+ }
2148
2228
 
2149
2229
  foe_stored.status = Status.init(.PSN);
2150
2230
  if (toxic) {
@@ -2153,7 +2233,7 @@ pub const Effects = struct {
2153
2233
  foe.active.volatiles.toxic = 0;
2154
2234
  }
2155
2235
 
2156
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2157
2237
  }
2158
2238
 
2159
2239
  fn rage(battle: anytype, player: Player) !void {
@@ -2162,28 +2242,37 @@ pub const Effects = struct {
2162
2242
  volatiles.Rage = true;
2163
2243
  }
2164
2244
 
2165
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2166
2246
  var side = battle.side(player);
2167
2247
  var stored = side.stored();
2168
2248
 
2169
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2170
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2171
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2172
2255
 
2173
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2174
2262
  if (showdown and stored.hp == 0) residual.* = false;
2175
2263
  }
2176
2264
 
2177
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2178
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2179
2268
 
2180
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2181
2270
  side.active.volatiles.Reflect = true;
2182
2271
 
2183
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2184
2273
  }
2185
2274
 
2186
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2187
2276
  var foe = battle.foe(player);
2188
2277
  var foe_stored = foe.stored();
2189
2278
  const foe_ident = battle.active(player.foe());
@@ -2194,13 +2283,14 @@ pub const Effects = struct {
2194
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2195
2284
  } else {
2196
2285
  if (Status.any(foe_stored.status)) {
2197
- return log.fail(
2286
+ return options.log.fail(.{
2198
2287
  foe_ident,
2199
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2200
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2201
2290
  }
2202
2291
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2203
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2204
2294
  }
2205
2295
 
2206
2296
  // Sleep Clause Mod
@@ -2211,63 +2301,68 @@ pub const Effects = struct {
2211
2301
  }
2212
2302
  foe.active.volatiles.Recharging = false;
2213
2303
 
2214
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2215
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2216
2307
  }
2217
2308
 
2218
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2219
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2220
2311
  }
2221
2312
 
2222
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2223
2314
  var side = battle.side(player);
2224
2315
  if (side.active.volatiles.Substitute) {
2225
- try log.fail(battle.active(player), .Substitute);
2226
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2227
2317
  }
2228
2318
 
2229
2319
  assert(side.stored().stats.hp <= 1023);
2230
2320
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2231
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2232
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2233
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2234
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2235
2325
  // avoid having to convert to floating point)
2236
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2237
2327
  if (side.stored().hp < required_hp) {
2238
- try log.fail(battle.active(player), .Weak);
2239
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2240
2329
  }
2241
2330
 
2242
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2243
2332
  side.stored().hp -= hp;
2244
2333
  side.active.volatiles.substitute = hp + 1;
2245
2334
  side.active.volatiles.Substitute = true;
2246
- try log.start(battle.active(player), .Substitute);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2247
2336
  if (hp > 0) {
2248
- try log.damage(battle.active(player), side.stored(), .None);
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2249
2338
  if (showdown and side.stored().hp == 0) residual.* = false;
2250
2339
  }
2251
2340
  }
2252
2341
 
2253
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2255
-
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2256
2343
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2257
- _ = try checkHit(battle, player, move, log);
2258
- battle.last_damage = 0;
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2259
2354
  }
2260
2355
 
2261
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2262
2357
  var volatiles = &battle.side(player).active.volatiles;
2263
2358
  assert(!volatiles.Thrashing);
2264
2359
  assert(!volatiles.Bide);
2265
2360
 
2266
2361
  volatiles.Thrashing = true;
2267
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2268
2363
  }
2269
2364
 
2270
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2271
2366
  var side = battle.side(player);
2272
2367
  const foe = battle.foe(player);
2273
2368
  const foe_ident = battle.active(player.foe());
@@ -2293,10 +2388,10 @@ pub const Effects = struct {
2293
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2294
2389
  }
2295
2390
 
2296
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2297
2392
  }
2298
2393
 
2299
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2300
2395
  var side = battle.side(player);
2301
2396
  var foe = battle.foe(player);
2302
2397
 
@@ -2308,10 +2403,12 @@ pub const Effects = struct {
2308
2403
  foe.active.volatiles.Recharging = false;
2309
2404
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2310
2405
 
2311
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2312
2408
  }
2313
2409
 
2314
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2315
2412
  var side = battle.side(player);
2316
2413
  const ident = battle.active(player);
2317
2414
 
@@ -2321,87 +2418,87 @@ pub const Effects = struct {
2321
2418
  switch (move.effect) {
2322
2419
  .AttackUp1, .AttackUp2, .Rage => {
2323
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2324
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2325
2422
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2326
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2327
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2328
2425
  if (stats.atk == MAX_STAT_VALUE) {
2329
2426
  boosts.atk -= 1;
2330
2427
  if (showdown) {
2331
- try log.boost(ident, reason, n);
2332
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2333
2430
  if (move.effect == .Rage) return;
2334
2431
  }
2335
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2336
2433
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2338
2435
  const stat = unmodifiedStats(battle, side).atk;
2339
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2341
2438
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2342
2439
  if (showdown and move.effect == .Rage) return;
2343
2440
  },
2344
2441
  .DefenseUp1, .DefenseUp2 => {
2345
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2346
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2347
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2348
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2349
2446
  if (stats.def == MAX_STAT_VALUE) {
2350
2447
  boosts.def -= 1;
2351
2448
  if (showdown) {
2352
- try log.boost(ident, .Defense, n);
2353
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2354
2451
  }
2355
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2356
2453
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2358
2455
  const stat = unmodifiedStats(battle, side).def;
2359
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2361
2458
  },
2362
2459
  .SpeedUp2 => {
2363
2460
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2364
- if (boosts.spe == 6) return try log.fail(ident, .None);
2365
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2366
2463
  if (stats.spe == MAX_STAT_VALUE) {
2367
2464
  boosts.spe -= 1;
2368
2465
  if (showdown) {
2369
- try log.boost(ident, .Speed, 2);
2370
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2371
2468
  }
2372
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2373
2470
  }
2374
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2375
2472
  const stat = unmodifiedStats(battle, side).spe;
2376
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2377
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2378
2475
  },
2379
2476
  .SpecialUp1, .SpecialUp2 => {
2380
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2381
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2382
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2383
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2384
2481
  if (stats.spc == MAX_STAT_VALUE) {
2385
2482
  boosts.spc -= 1;
2386
2483
  if (showdown) {
2387
- try log.boost(ident, .SpecialAttack, n);
2388
- try log.boost(ident, .SpecialAttack, -1);
2389
- try log.boost(ident, .SpecialDefense, n);
2390
- try log.boost(ident, .SpecialDefense, -1);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2391
2488
  }
2392
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2393
2490
  }
2394
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2395
2492
  const stat = unmodifiedStats(battle, side).spc;
2396
2493
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2397
- try log.boost(ident, .SpecialAttack, n);
2398
- try log.boost(ident, .SpecialDefense, n);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2399
2496
  },
2400
2497
  .EvasionUp1 => {
2401
2498
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2402
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2403
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2404
- try log.boost(ident, .Evasion, 1);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2405
2502
  },
2406
2503
  else => unreachable,
2407
2504
  }
@@ -2410,102 +2507,106 @@ pub const Effects = struct {
2410
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2411
2508
  }
2412
2509
 
2413
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2414
2512
  var foe = battle.foe(player);
2415
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2416
2515
 
2417
- if (foe.active.volatiles.Substitute) {
2418
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2419
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2420
2517
 
2421
- if (move.effect.isStatDownChance()) {
2422
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2423
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2424
- return; // checkHit already checks for Invulnerable
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2425
2525
  }
2426
2526
 
2427
2527
  var stats = &foe.active.stats;
2428
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2429
2530
 
2430
2531
  switch (move.effect) {
2431
2532
  .AttackDown1, .AttackDownChance => {
2432
2533
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2433
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2434
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2435
2536
  if (stats.atk == 1) {
2436
2537
  boosts.atk += 1;
2437
2538
  if (showdown) {
2438
- try log.boost(foe_ident, .Attack, -1);
2439
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2440
2541
  }
2441
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2442
2543
  }
2443
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
2545
  const stat = unmodifiedStats(battle, foe).atk;
2445
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2446
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2447
2548
  },
2448
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2449
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2450
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2451
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2452
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2453
2554
  if (stats.def == 1) {
2454
2555
  boosts.def += 1;
2455
2556
  if (showdown) {
2456
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2457
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2458
2559
  }
2459
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2460
2561
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2462
2563
  const stat = unmodifiedStats(battle, foe).def;
2463
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2465
2566
  },
2466
2567
  .SpeedDown1, .SpeedDownChance => {
2467
2568
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2468
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2469
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2470
2571
  if (stats.spe == 1) {
2471
2572
  boosts.spe += 1;
2472
2573
  if (showdown) {
2473
- try log.boost(foe_ident, .Speed, -1);
2474
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2475
2576
  }
2476
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2477
2578
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2479
2580
  const stat = unmodifiedStats(battle, foe).spe;
2480
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2481
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2482
2583
  assert(boosts.spe >= -6);
2483
2584
  },
2484
2585
  .SpecialDownChance => {
2485
2586
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2486
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2487
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2488
2589
  if (stats.spc == 1) {
2489
2590
  boosts.spc += 1;
2490
2591
  if (showdown) {
2491
- try log.boost(foe_ident, .SpecialAttack, -1);
2492
- try log.boost(foe_ident, .SpecialAttack, 1);
2493
- try log.boost(foe_ident, .SpecialDefense, -1);
2494
- try log.boost(foe_ident, .SpecialDefense, 1);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2495
2596
  }
2496
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2497
2598
  }
2498
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2499
2600
  const stat = unmodifiedStats(battle, foe).spc;
2500
2601
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2501
- try log.boost(foe_ident, .SpecialAttack, -1);
2502
- try log.boost(foe_ident, .SpecialDefense, -1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2503
2604
  },
2504
2605
  .AccuracyDown1 => {
2505
2606
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2506
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2507
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2508
- try log.boost(foe_ident, .Accuracy, -1);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2509
2610
  },
2510
2611
  else => unreachable,
2511
2612
  }
@@ -2529,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2529
2630
  }
2530
2631
  }
2531
2632
 
2532
- inline fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2533
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2534
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2535
2636
  }
2536
2637
 
2537
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2538
2640
  var side = battle.side(who);
2539
2641
  var volatiles = &side.active.volatiles;
2540
2642
  const ident = battle.active(who);
2541
2643
 
2542
- if (volatiles.disabled_move != 0) {
2543
- volatiles.disabled_move = 0;
2544
- volatiles.disabled_duration = 0;
2545
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2546
2650
  }
2547
2651
  if (volatiles.Confusion) {
2548
2652
  // volatiles.confusion is left unchanged
2549
2653
  volatiles.Confusion = false;
2550
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2551
2655
  }
2552
2656
  if (volatiles.Mist) {
2553
2657
  volatiles.Mist = false;
2554
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2555
2659
  }
2556
2660
  if (volatiles.FocusEnergy) {
2557
2661
  volatiles.FocusEnergy = false;
2558
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2559
2663
  }
2560
2664
  if (volatiles.LeechSeed) {
2561
2665
  volatiles.LeechSeed = false;
2562
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2563
2667
  }
2564
2668
  if (!showdown and volatiles.Toxic) {
2565
2669
  volatiles.Toxic = false;
@@ -2567,152 +2671,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2567
2671
  }
2568
2672
  if (volatiles.LightScreen) {
2569
2673
  volatiles.LightScreen = false;
2570
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2571
2675
  }
2572
2676
  if (volatiles.Reflect) {
2573
2677
  volatiles.Reflect = false;
2574
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2575
2679
  }
2576
2680
  if (showdown and volatiles.Toxic) {
2577
2681
  volatiles.Toxic = false;
2578
2682
  // Pokémon Showdown erroneously clears the toxic counter
2579
2683
  volatiles.toxic = 0;
2580
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2581
2685
  }
2582
2686
  }
2583
2687
 
2584
2688
  pub const Rolls = struct {
2585
- inline fn speedTie(battle: anytype) bool {
2586
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2587
- return battle.rng.next() < Gen12.percent(50) + 1;
2588
- }
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (showdown)
2693
+ battle.rng.range(u8, 0, 2) == 0
2694
+ else
2695
+ battle.rng.next() < Gen12.percent(50) + 1;
2589
2696
 
2590
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2591
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2592
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2697
+ try options.chance.speedTie(p1);
2698
+ return p1;
2593
2699
  }
2594
2700
 
2595
- inline fn damage(battle: anytype) u8 {
2596
- if (showdown) return battle.rng.range(u8, 217, 256);
2597
- while (true) {
2598
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2599
- if (r >= 217) return r;
2600
- }
2601
- }
2701
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2702
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2703
+ val == .true
2704
+ else if (showdown)
2705
+ battle.rng.chance(u8, rate, 256)
2706
+ else
2707
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2602
2708
 
2603
- inline fn hit(battle: anytype, accuracy: u16) bool {
2604
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2605
- return battle.rng.next() < accuracy;
2709
+ try options.chance.criticalHit(player, crit, rate);
2710
+ return crit;
2606
2711
  }
2607
2712
 
2608
- inline fn confusionDuration(battle: anytype) u3 {
2609
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2610
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2611
- }
2713
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2714
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2715
+ val
2716
+ else roll: {
2717
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2718
+ while (true) {
2719
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2720
+ if (r >= 217) break :roll r;
2721
+ }
2722
+ };
2612
2723
 
2613
- inline fn confused(battle: anytype) bool {
2614
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2615
- return battle.rng.next() >= Gen12.percent(50) + 1;
2724
+ assert(roll >= 217 and roll <= 255);
2725
+ try options.chance.damage(player, roll);
2726
+ return roll;
2616
2727
  }
2617
2728
 
2618
- inline fn paralyzed(battle: anytype) bool {
2619
- if (showdown) return battle.rng.chance(u8, 63, 256);
2620
- return battle.rng.next() < Gen12.percent(25);
2729
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2730
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2731
+ val == .true
2732
+ else if (showdown)
2733
+ battle.rng.chance(u8, accuracy, 256)
2734
+ else
2735
+ battle.rng.next() < accuracy;
2736
+
2737
+ options.chance.hit(ok, accuracy);
2738
+ return ok;
2621
2739
  }
2622
2740
 
2623
- inline fn confusionChance(battle: anytype) bool {
2624
- if (showdown) return battle.rng.chance(u8, 25, 256);
2625
- return battle.rng.next() < Gen12.percent(10);
2741
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2742
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2743
+ val == .true
2744
+ else if (showdown)
2745
+ !battle.rng.chance(u8, 128, 256)
2746
+ else
2747
+ battle.rng.next() >= Gen12.percent(50) + 1;
2748
+
2749
+ try options.chance.confused(player, cfz);
2750
+ return cfz;
2626
2751
  }
2627
2752
 
2628
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2629
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2630
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2753
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2754
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2755
+ val == .true
2756
+ else if (showdown)
2757
+ battle.rng.chance(u8, 63, 256)
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(25);
2760
+
2761
+ try options.chance.paralyzed(player, par);
2762
+ return par;
2631
2763
  }
2632
2764
 
2633
- inline fn poisonChance(battle: anytype, low: bool) bool {
2634
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2635
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2765
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2766
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2767
+ val == .true
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 25, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(10);
2772
+
2773
+ try options.chance.secondaryChance(player, proc, 25);
2774
+ return proc;
2636
2775
  }
2637
2776
 
2638
- inline fn sleepDuration(battle: anytype) u3 {
2639
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2640
- while (true) {
2641
- const r = battle.rng.next() & 7;
2642
- if (r != 0) return @intCast(u3, r);
2643
- }
2777
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2778
+ const rate: u8 = if (low) 26 else 77;
2779
+
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, rate, 256)
2784
+ else
2785
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2786
+
2787
+ try options.chance.secondaryChance(player, proc, rate);
2788
+ return proc;
2644
2789
  }
2645
2790
 
2646
- inline fn bideThrashDuration(battle: anytype) u3 {
2647
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2648
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2791
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 52 else 103;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2649
2803
  }
2650
2804
 
2651
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2652
- if (showdown) {
2653
- if (check_pp == 0) {
2654
- var i: usize = moves.len;
2655
- while (i > 0) {
2656
- i -= 1;
2657
- if (moves[i].id != .None) {
2658
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2659
- }
2660
- }
2661
- } else {
2662
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2663
- var i: usize = 0;
2664
- while (i < moves.len and r > 0) : (i += 1) {
2665
- if (moves[i].pp > 0) {
2666
- r -= 1;
2667
- if (r == 0) break;
2668
- }
2669
- }
2670
- return @intCast(u4, i + 1);
2805
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2806
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2807
+ val == .true
2808
+ else if (showdown)
2809
+ battle.rng.chance(u8, 85, 256)
2810
+ else
2811
+ battle.rng.next() < Gen12.percent(33) + 1;
2812
+
2813
+ try options.chance.secondaryChance(player, proc, 85);
2814
+ return proc;
2815
+ }
2816
+
2817
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2818
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2819
+ val
2820
+ else if (showdown)
2821
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2822
+ else move: {
2823
+ while (true) {
2824
+ const r = battle.rng.next();
2825
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2826
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2827
+ break :move @enumFromInt(r);
2671
2828
  }
2672
- }
2829
+ };
2673
2830
 
2674
- while (true) {
2675
- const r = @intCast(u4, battle.rng.next() & 3);
2676
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2677
- }
2831
+ try options.chance.metronome(player, move);
2832
+ return move;
2678
2833
  }
2679
2834
 
2680
- inline fn disableDuration(battle: anytype) u4 {
2681
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2682
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2835
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2836
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2837
+ val - 1
2838
+ else if (showdown)
2839
+ battle.rng.range(u8, 0, max)
2840
+ else power: {
2841
+ while (true) {
2842
+ const r = battle.rng.next();
2843
+ if (r < max) break :power r;
2844
+ }
2845
+ };
2846
+
2847
+ assert(power < max);
2848
+ try options.chance.psywave(player, power, max);
2849
+ return power;
2683
2850
  }
2684
2851
 
2685
- inline fn metronome(battle: anytype) Move {
2686
- if (showdown) {
2687
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2688
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2689
- return @intToEnum(Move, r + mod);
2690
- }
2691
- while (true) {
2692
- const r = battle.rng.next();
2693
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2694
- if (r >= @enumToInt(Move.Struggle)) continue;
2695
- return @intToEnum(Move, r);
2696
- }
2852
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2853
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2854
+ @intCast(val)
2855
+ else if (showdown)
2856
+ battle.rng.range(u3, 1, 8)
2857
+ else duration: {
2858
+ while (true) {
2859
+ const r = battle.rng.next() & 7;
2860
+ if (r != 0) break :duration @intCast(r);
2861
+ }
2862
+ };
2863
+
2864
+ assert(duration >= 1 and duration <= 7);
2865
+ options.chance.duration(.sleep, player, player.foe(), duration);
2866
+ return duration;
2697
2867
  }
2698
2868
 
2699
- inline fn psywave(battle: anytype, max: u8) u8 {
2700
- if (showdown) return battle.rng.range(u8, 0, max);
2701
- while (true) {
2702
- const r = battle.rng.next();
2703
- if (r < max) return r;
2704
- }
2869
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2870
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2871
+ val
2872
+ else if (showdown)
2873
+ battle.rng.range(u4, 1, 9)
2874
+ else
2875
+ @intCast((battle.rng.next() & 7) + 1);
2876
+
2877
+ assert(duration >= 1 and duration <= 8);
2878
+ options.chance.duration(.disable, player, player.foe(), duration);
2879
+ return duration;
2705
2880
  }
2706
2881
 
2707
- inline fn distribution(battle: anytype) u3 {
2708
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2709
- const r = (battle.rng.next() & 3);
2710
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2882
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2883
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2884
+ @intCast(val)
2885
+ else if (showdown)
2886
+ battle.rng.range(u3, 2, 6)
2887
+ else
2888
+ @intCast((battle.rng.next() & 3) + 2);
2889
+
2890
+ assert(duration >= 2 and duration <= 5);
2891
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2892
+ return duration;
2711
2893
  }
2712
2894
 
2713
- inline fn unboost(battle: anytype) bool {
2714
- if (showdown) return battle.rng.chance(u8, 85, 256);
2715
- return battle.rng.next() < Gen12.percent(33) + 1;
2895
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2896
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2897
+ @intCast(val)
2898
+ else if (showdown)
2899
+ battle.rng.range(u3, 2, 4)
2900
+ else
2901
+ @intCast((battle.rng.next() & 1) + 2);
2902
+
2903
+ assert(duration >= 2 and duration <= 3);
2904
+ options.chance.duration(.attacking, player, player, duration);
2905
+ return duration;
2906
+ }
2907
+
2908
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2909
+
2910
+ fn distribution(
2911
+ battle: anytype,
2912
+ comptime effect: Move.Effect,
2913
+ player: Player,
2914
+ options: anytype,
2915
+ ) !u3 {
2916
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2917
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2918
+ @intCast(val)
2919
+ else if (showdown)
2920
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2921
+ else n: {
2922
+ const r = (battle.rng.next() & 3);
2923
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2924
+ };
2925
+
2926
+ assert(n >= 2 and n <= 5);
2927
+ if (effect == .Binding) {
2928
+ options.chance.duration(.binding, player, player, n);
2929
+ } else {
2930
+ try options.chance.multiHit(player, n);
2931
+ }
2932
+ return n;
2933
+ }
2934
+
2935
+ fn moveSlot(
2936
+ battle: anytype,
2937
+ player: Player,
2938
+ moves: []MoveSlot,
2939
+ check_pp: u4,
2940
+ options: anytype,
2941
+ ) !u4 {
2942
+ // TODO: consider throwing error instead of rerolling?
2943
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2944
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2945
+ val
2946
+ else
2947
+ null
2948
+ else
2949
+ null;
2950
+
2951
+ const slot: u4 = overridden orelse slot: {
2952
+ if (showdown) {
2953
+ if (check_pp == 0) {
2954
+ var i: usize = moves.len;
2955
+ while (i > 0) {
2956
+ i -= 1;
2957
+ if (moves[i].id != .None) {
2958
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2959
+ }
2960
+ }
2961
+ } else {
2962
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2963
+ var i: usize = 0;
2964
+ while (i < moves.len and r > 0) : (i += 1) {
2965
+ if (moves[i].pp > 0) {
2966
+ r -= 1;
2967
+ if (r == 0) break :slot @intCast(i + 1);
2968
+ }
2969
+ }
2970
+ }
2971
+ }
2972
+
2973
+ while (true) {
2974
+ const r: u4 = @intCast(battle.rng.next() & 3);
2975
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2976
+ }
2977
+ };
2978
+
2979
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2980
+ return slot;
2716
2981
  }
2717
2982
  };
2718
2983
 
@@ -2720,14 +2985,14 @@ test "RNG agreement" {
2720
2985
  if (!showdown) return;
2721
2986
  var expected: [256]u32 = undefined;
2722
2987
  for (0..expected.len) |i| {
2723
- expected[i] = @intCast(u32, i * 0x1000000);
2988
+ expected[i] = @intCast(i * 0x1000000);
2724
2989
  }
2725
2990
 
2726
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2727
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2728
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2729
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2730
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
2991
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2992
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2993
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2994
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2995
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2731
2996
 
2732
2997
  for (0..expected.len) |i| {
2733
2998
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2763,7 +3028,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2763
3028
  const side = battle.side(player);
2764
3029
  const foe = battle.foe(player);
2765
3030
 
2766
- var active = side.active;
3031
+ const active = &side.active;
2767
3032
  const stored = side.stored();
2768
3033
 
2769
3034
  // While players are not given any input options on the cartridge in these cases,
@@ -2777,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2777
3042
  // strictly correct as the player would not have been presented the option to move or
2778
3043
  // switch at all.
2779
3044
  if (isForced(active)) {
2780
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3045
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2781
3046
  n += 1;
2782
3047
  return n;
2783
3048
  }
@@ -2817,7 +3082,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2817
3082
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2818
3083
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2819
3084
  const struggle =
2820
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3085
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2821
3086
  const s = if (struggle) 0 else slot;
2822
3087
  out[n] = .{ .type = .Move, .data = s };
2823
3088
  n += 1;
@@ -2832,7 +3097,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3097
  const m = active.moves[slot - 1];
2833
3098
  if (m.id == .None) break;
2834
3099
  if (m.pp == 0) continue;
2835
- if (active.volatiles.disabled_move == slot) continue;
3100
+ if (active.volatiles.disable_move == slot) continue;
2836
3101
  out[n] = .{ .type = .Move, .data = slot };
2837
3102
  n += 1;
2838
3103
  }