@pkmn/engine 0.1.0-dev.47feedd9 → 0.1.0-dev.4b74e5f9

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Files changed (86) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +102 -63
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +25 -3
  13. package/build/pkg/addon.js +39 -70
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +17 -19
  21. package/build/pkg/gen1.js +66 -39
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +46 -93
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +53 -76
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +152 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +359 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +33 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +406 -139
  40. package/package.json +70 -122
  41. package/src/bin/install-pkmn-engine +41 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/bindings/c.zig +255 -0
  44. package/src/lib/bindings/node.zig +121 -0
  45. package/src/lib/bindings/wasm.zig +59 -0
  46. package/src/lib/common/array.zig +77 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +19 -31
  49. package/src/lib/common/debug.zig +58 -18
  50. package/src/lib/common/js.zig +120 -0
  51. package/src/lib/common/optional.zig +71 -0
  52. package/src/lib/common/options.zig +15 -0
  53. package/src/lib/common/protocol.zig +912 -372
  54. package/src/lib/common/rational.zig +449 -0
  55. package/src/lib/common/rng.zig +31 -24
  56. package/src/lib/common/util.zig +71 -0
  57. package/src/lib/gen1/calc.zig +961 -0
  58. package/src/lib/gen1/chance.zig +1185 -0
  59. package/src/lib/gen1/data/moves.zig +203 -193
  60. package/src/lib/gen1/data/species.zig +6 -8
  61. package/src/lib/gen1/data/types.zig +11 -12
  62. package/src/lib/gen1/data.zig +96 -85
  63. package/src/lib/gen1/helpers.zig +141 -55
  64. package/src/lib/gen1/mechanics.zig +1207 -818
  65. package/src/lib/gen2/calc.zig +153 -0
  66. package/src/lib/gen2/chance.zig +902 -0
  67. package/src/lib/gen2/data/items.zig +15 -23
  68. package/src/lib/gen2/data/moves.zig +665 -573
  69. package/src/lib/gen2/data/species.zig +3 -5
  70. package/src/lib/gen2/data/types.zig +138 -36
  71. package/src/lib/gen2/data.zig +130 -95
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +59 -44
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/node.zig +18 -0
  76. package/src/lib/pkmn.zig +86 -5
  77. package/src/lib/wasm.zig +17 -0
  78. package/src/tools/display/dom.ts +93 -0
  79. package/src/tools/display/ui.css +354 -0
  80. package/build/test/display.js +0 -396
  81. package/build/test/display.js.map +0 -1
  82. package/src/lib/binding/node.zig +0 -229
  83. package/src/lib/binding/wasm.zig +0 -10
  84. package/src/lib/gen1/README.md +0 -797
  85. package/src/lib/gen2/README.md +0 -309
  86. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,54 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
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 {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
64
56
 
65
57
  var s1 = false;
66
58
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
59
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
62
 
73
63
  var p1 = battle.side(.P1);
74
64
  var p2 = battle.side(.P2);
75
65
 
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;
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
68
 
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;
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
71
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
73
  }
84
74
 
85
75
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
76
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
77
 
88
- return endTurn(battle, log);
78
+ return endTurn(battle, options);
89
79
  }
90
80
 
91
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
92
82
  const p1 = battle.side(.P1);
93
83
  const p2 = battle.side(.P2);
94
84
 
95
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
96
86
  assert(!showdown or p1_slot == 1);
97
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
88
 
99
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
100
90
  assert(!showdown or p2_slot == 1);
101
91
  if (p2_slot == 0) return Result.Win;
102
92
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
105
95
 
106
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
107
97
  }
108
98
 
109
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +107,6 @@ fn selectMove(
117
107
  choice: Choice,
118
108
  foe_choice: Choice,
119
109
  skip_turn: *bool,
120
- from: *?Move,
121
110
  ) ?Result {
122
111
  if (choice.type == .Pass) return null;
123
112
 
@@ -126,12 +115,14 @@ fn selectMove(
126
115
  const stored = side.stored();
127
116
 
128
117
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
119
 
131
120
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
133
125
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
126
  if (showdown) {
136
127
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
128
  saveMove(battle, player, null);
@@ -141,7 +132,6 @@ fn selectMove(
141
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
133
  if (!showdown) volatiles.Flinch = false;
143
134
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
135
  if (showdown) {
146
136
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
137
  saveMove(battle, player, null);
@@ -162,27 +152,24 @@ fn selectMove(
162
152
  return null;
163
153
  }
164
154
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
155
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
171
159
  // set the selected move will not actually be used, it will just be reported as having
172
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
173
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
174
162
  saveMove(battle, player, choice);
175
163
  } else {
176
164
  assert(choice.data == 0);
177
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
166
  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));
167
+ const last = side.active.move(battle.lastMove(player).index);
184
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
186
173
  }
187
174
  }
188
175
  return null;
@@ -204,16 +191,13 @@ fn selectMove(
204
191
  if (choice.data == 0) {
205
192
  const struggle = ok: {
206
193
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
195
  }
209
196
  break :ok true;
210
197
  };
211
-
212
198
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
199
  }
200
+ saveMove(battle, player, choice);
217
201
 
218
202
  return null;
219
203
  }
@@ -226,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
210
  if (c.data == 0) {
227
211
  side.last_selected_move = .Struggle;
228
212
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
214
  const move = side.active.move(c.data);
231
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
216
  // sometimes required...), but a 0 PP move can be used automatically
233
217
  assert(showdown or move.pp != 0);
234
218
 
235
219
  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
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
241
221
  }
242
222
  }
243
223
  }
244
224
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
226
  var side = battle.side(player);
247
227
  var foe = battle.foe(player);
248
228
  var active = &side.active;
@@ -255,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
235
  side.order[0] = side.order[slot - 1];
256
236
  side.order[slot - 1] = out;
257
237
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
238
+ battle.lastMove(player).index = 1;
263
239
 
264
240
  side.last_used_move = .None;
265
241
  foe.last_used_move = .None;
@@ -272,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
272
248
  active.moves = incoming.moves;
273
249
 
274
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
275
252
 
276
253
  foe.active.volatiles.Binding = false;
277
254
 
278
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
279
256
 
280
257
  if (showdown and incoming.status == Status.TOX) {
281
258
  incoming.status = Status.init(.PSN);
282
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
260
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
285
262
  }
286
263
  }
287
264
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
266
  assert(c1.type != .Pass or c2.type != .Pass);
290
267
 
291
268
  if (c1.type == .Pass) return .P2;
@@ -315,9 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
292
  const spe2 = battle.side(.P2).active.stats.spe;
316
293
  if (spe1 == spe2) {
317
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
319
298
 
320
- const p1 = Rolls.speedTie(battle);
299
+ const p1 = try Rolls.speedTie(battle, options);
321
300
  if (!showdown) return if (p1) .P1 else .P2;
322
301
 
323
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +321,11 @@ fn doTurn(
342
321
  player_choice: Choice,
343
322
  player_rewrap: bool,
344
323
  player_skip: bool,
345
- player_from: ?Move,
346
324
  foe_player: Player,
347
325
  foe_choice: Choice,
348
326
  foe_rewrap: bool,
349
327
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
328
+ options: anytype,
352
329
  ) !?Result {
353
330
  assert(player_choice.type != .Pass);
354
331
 
@@ -360,36 +337,37 @@ fn doTurn(
360
337
  player_choice,
361
338
  player_rewrap,
362
339
  player_skip,
363
- player_from,
364
340
  &residual,
365
- log,
341
+ options,
366
342
  )) |r| return r;
367
343
  if (!replace) {
368
344
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
370
346
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
373
349
  } else if (foe_choice.type == .Pass) return null;
374
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
375
353
  residual = true;
376
354
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
378
357
  battle,
379
358
  foe_player,
380
359
  foe_choice,
381
360
  foe_rewrap,
382
361
  foe_skip,
383
- foe_from,
384
362
  &residual,
385
- log,
363
+ options,
386
364
  )) |r| return r;
387
365
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
390
368
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
393
371
  }
394
372
 
395
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +386,13 @@ fn executeMove(
408
386
  choice: Choice,
409
387
  rewrap: bool,
410
388
  skip: bool,
411
- from: ?Move,
412
389
  residual: *bool,
413
- log: anytype,
390
+ options: anytype,
414
391
  ) !?Result {
415
392
  var side = battle.side(player);
416
393
 
417
394
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
419
396
  return null;
420
397
  }
421
398
 
@@ -425,13 +402,13 @@ fn executeMove(
425
402
  if (side.last_selected_move == .SKIP_TURN) {
426
403
  assert(!showdown);
427
404
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
429
406
  }
430
407
  return null;
431
408
  }
432
409
 
433
410
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
435
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
414
  var auto = showdown and side.last_selected_move != .None;
@@ -440,17 +417,16 @@ fn executeMove(
440
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
419
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
447
421
  const stored = side.stored();
448
422
  // 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);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
453
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
454
430
  if (!auto) {
455
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
456
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -464,15 +440,12 @@ fn executeMove(
464
440
  } else if (showdown and side.active.volatiles.Charging) {
465
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
442
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
471
444
  }
472
445
 
473
446
  var skip_can = false;
474
447
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
449
  .done => return null,
477
450
  .skip_can => skip_can = true,
478
451
  .skip_pp => skip_pp = true,
@@ -480,11 +453,30 @@ fn executeMove(
480
453
  .err => return @as(?Result, Result.Error),
481
454
  }
482
455
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
485
473
  }
486
474
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
480
  }
489
481
 
490
482
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +485,10 @@ fn beforeMove(
493
485
  battle: anytype,
494
486
  player: Player,
495
487
  skip: bool,
496
- from: ?Move,
497
488
  residual: *bool,
498
- log: anytype,
489
+ options: anytype,
499
490
  ) !BeforeMove {
491
+ var log = options.log;
500
492
  var side = battle.side(player);
501
493
  const foe = battle.foe(player);
502
494
  var active = &side.active;
@@ -505,27 +497,42 @@ fn beforeMove(
505
497
  var volatiles = &active.volatiles;
506
498
 
507
499
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
509
502
  // 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);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
513
520
  stored.status = 0; // clears EXT if present
514
521
  } else {
515
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
516
523
  }
517
524
  side.last_used_move = .None;
518
525
  return .done;
519
526
  }
520
527
 
521
528
  if (Status.is(stored.status, .FRZ)) {
522
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
523
530
  side.last_used_move = .None;
524
531
  return .done;
525
532
  }
526
533
 
527
534
  if (skip or foe.active.volatiles.Binding) {
528
- try log.cant(ident, .Bound);
535
+ try log.cant(.{ ident, .Bound });
529
536
  return .done;
530
537
  }
531
538
 
@@ -533,44 +540,61 @@ fn beforeMove(
533
540
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
534
541
  // Pokémon can sometimes flinch multiple times from the same original hit
535
542
  if (!showdown) volatiles.Flinch = false;
536
- try log.cant(ident, .Flinch);
543
+ try log.cant(.{ ident, .Flinch });
537
544
  return .done;
538
545
  }
539
546
 
540
547
  if (volatiles.Recharging) {
541
548
  volatiles.Recharging = false;
542
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
543
550
  return .done;
544
551
  }
545
552
 
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);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
551
564
  }
552
565
  }
553
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
554
- if (showdown and try disabled(side, ident, log)) return .done;
567
+ if (showdown and try disabled(side, ident, options)) return .done;
555
568
 
556
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
557
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
558
571
  if (side.last_selected_move == .None) {
559
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
560
573
  return .err;
561
574
  }
562
575
 
563
576
  if (volatiles.Confusion) {
564
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
565
590
 
566
- volatiles.confusion -= 1;
567
591
  if (volatiles.confusion == 0) {
568
592
  volatiles.Confusion = false;
569
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
570
594
  } else {
571
- try log.activate(ident, .Confusion);
595
+ try log.activate(.{ ident, .Confusion });
572
596
 
573
- if (Rolls.confused(battle)) {
597
+ if (try Rolls.confused(battle, player, options)) {
574
598
  assert(!volatiles.MultiHit);
575
599
  if (!volatiles.Rage) volatiles.state = 0;
576
600
  volatiles.Bide = false;
@@ -580,6 +604,9 @@ fn beforeMove(
580
604
  volatiles.Charging = false;
581
605
  volatiles.Binding = false;
582
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
583
610
  {
584
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
585
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -587,19 +614,14 @@ fn beforeMove(
587
614
  const def = foe.active.stats.def;
588
615
  foe.active.stats.def = active.stats.def;
589
616
  defer foe.active.stats.def = def;
590
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
591
620
  }
592
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
593
- // on the targeting behavior of the confused Pokémon's selected move which results
594
- // in the wrong behavior with respect to the Substitute + Confusion glitch
595
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
596
- player
597
- else
598
- player.foe();
599
621
 
600
622
  const uncapped = battle.last_damage;
601
623
  // Skipping adjustDamage / randomizeDamage / checkHit
602
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
603
625
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
626
  if (showdown) battle.last_damage = uncapped;
605
627
 
@@ -608,91 +630,111 @@ fn beforeMove(
608
630
  }
609
631
  }
610
632
 
611
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
612
634
 
613
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
636
  if (!volatiles.Rage) volatiles.state = 0;
615
637
  volatiles.Bide = false;
616
638
  volatiles.Thrashing = false;
617
639
  volatiles.Charging = false;
618
640
  volatiles.Binding = false;
641
+
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
619
645
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
620
- try log.cant(ident, .Paralysis);
646
+ try log.cant(.{ ident, .Paralysis });
621
647
  return .done;
622
648
  }
623
649
 
624
650
  if (volatiles.Bide) {
625
651
  assert(!volatiles.Thrashing and !volatiles.Rage);
626
652
 
627
- volatiles.state +%= battle.last_damage;
653
+ if (showdown) {
654
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
655
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
656
+ // addition because 65535 is sufficient to faint any Pokémon anyway
657
+ volatiles.state +|= battle.last_damage;
658
+ } else {
659
+ volatiles.state +%= battle.last_damage;
660
+ }
628
661
 
629
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
630
664
 
631
- volatiles.attacks -= 1;
632
665
  if (volatiles.attacks != 0) {
633
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
634
667
  return .done;
635
668
  }
636
669
 
637
670
  volatiles.Bide = false;
638
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
639
672
 
640
673
  battle.last_damage = volatiles.state *% 2;
641
674
  volatiles.state = 0;
642
675
 
643
676
  if (battle.last_damage == 0) {
644
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
645
678
  return .done;
646
679
  }
647
680
 
648
681
  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);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
651
684
 
652
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
653
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
654
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
655
688
  if (showdown) {
656
689
  residual.* = false;
657
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
658
691
  }
659
692
 
660
693
  return .done;
661
694
  }
662
695
 
663
696
  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);
669
- }
670
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
671
- if (showdown) {
672
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
673
- // used in useMove and doesn't have the notion of skipping canMove semantics
674
- side.last_used_move = side.last_selected_move;
675
- if (handleThrashing(battle, active)) {
676
- try log.start(battle.active(player), .ConfusionSilent);
677
- }
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
678
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
679
725
  return .skip_can;
680
726
  }
681
727
 
682
728
  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
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
691
733
  if (showdown or battle.last_damage != 0) {
692
734
  const sub = showdown and foe.active.volatiles.Substitute;
693
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
694
736
  if (battle.foe(player).stored().hp > 0 and !sub) {
695
- try buildRage(battle, player.foe(), log);
737
+ try buildRage(battle, player.foe(), options);
696
738
  }
697
739
  }
698
740
  return .done;
@@ -707,56 +749,62 @@ fn canMove(
707
749
  mslot: u4,
708
750
  auto: bool,
709
751
  skip_pp: bool,
710
- from: ?Move,
752
+ from: Move,
711
753
  residual: *bool,
712
- log: anytype,
754
+ options: anytype,
713
755
  ) !bool {
714
756
  var side = battle.side(player);
715
757
  const player_ident = battle.active(player);
716
758
  const move = Move.get(side.last_selected_move);
717
759
 
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
760
  if (side.active.volatiles.Charging) {
724
761
  side.active.volatiles.Charging = false;
725
762
  side.active.volatiles.Invulnerable = false;
726
763
  } else if (move.effect == .Charge) {
727
- try log.move(player_ident, side.last_selected_move, .{}, from);
728
- try Effects.charge(battle, player, log);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
765
+ setCounterable(battle, player, side, move);
766
+ try Effects.charge(battle, player, options);
729
767
  return false;
730
768
  }
731
769
 
732
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
733
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
734
772
 
735
773
  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);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
775
+ setCounterable(battle, player, side, move);
744
776
 
745
777
  if (move.effect.onBegin()) {
746
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
747
779
  return false;
748
780
  }
749
781
 
750
782
  if (move.effect == .Thrashing) {
751
- Effects.thrashing(battle, player);
752
- } else if (!showdown and move.effect == .Binding) {
753
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
754
- Effects.binding(battle, player, false);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
755
792
  }
756
793
 
757
794
  return true;
758
795
  }
759
796
 
797
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
798
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
799
+ // in cases where an early return happens the data for a players last selected move does not get
800
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
801
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
802
+ // as the desync results from actually having two separate battle states that subtly disagree
803
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
804
+ (move.type == .Normal or move.type == .Fighting);
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
806
+ }
807
+
760
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
761
809
  if (side.last_selected_move == .Struggle) return;
762
810
 
@@ -766,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
766
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
767
815
  if (volatiles.Bide) return;
768
816
 
769
- assert(active.move(mslot).pp > 0 or auto);
770
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
771
820
  if (volatiles.Transform) return;
772
821
 
773
- assert(side.stored().move(mslot).pp > 0 or auto);
774
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
775
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
776
826
  }
777
827
 
778
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
779
829
  var active = &side.active;
780
830
  const volatiles = &active.volatiles;
781
831
 
782
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
783
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
784
834
  if (showdown and volatiles.Transform) return;
785
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
786
839
  assert(mslot > 0 and mslot <= 4);
787
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
788
841
  }
789
842
 
790
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -795,8 +848,9 @@ fn doMove(
795
848
  rewrap: bool,
796
849
  auto: bool,
797
850
  residual: *bool,
798
- log: anytype,
851
+ options: anytype,
799
852
  ) !?Result {
853
+ var log = options.log;
800
854
  var side = battle.side(player);
801
855
  const foe = battle.foe(player);
802
856
 
@@ -811,40 +865,44 @@ fn doMove(
811
865
  var hits: u4 = 1;
812
866
  var effectiveness = Effectiveness.neutral;
813
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
814
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
815
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
816
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
817
874
  }
818
875
 
819
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
820
877
  // calling moveHit early covers most of that but we also need to check type immunity first
821
878
  var miss = showdown and miss: {
822
879
  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);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
825
882
  if (immune and move.effect != .Binding) break :miss true;
826
883
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
827
884
  battle.last_damage = 0;
828
885
  break :miss true;
829
886
  }
830
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
831
889
  };
832
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
833
891
 
834
892
  var late = showdown and move.effect != .Explode;
835
893
  const skip = status or immune;
836
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
837
895
  if (showdown and move.effect.isMulti()) {
838
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
839
897
  hits = side.active.volatiles.attacks;
840
898
  late = false;
841
899
  }
842
900
 
843
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
844
902
  const check = !showdown or (!counter and move.effect != .OHKO);
845
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
846
904
 
847
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
848
906
 
849
907
  battle.last_damage = 0;
850
908
 
@@ -855,8 +913,9 @@ fn doMove(
855
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
856
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
857
915
  battle.last_damage = if (ohko) 65535 else 0;
858
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
859
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
860
919
  return @as(?Result, Result.Error);
861
920
  }
862
921
  if (battle.last_damage == 0) {
@@ -866,17 +925,16 @@ fn doMove(
866
925
  effectiveness = adjustDamage(battle, player);
867
926
  immune = effectiveness == 0;
868
927
  }
869
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
870
929
  }
871
930
  }
872
931
 
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
-
876
- miss = if (showdown or skip)
877
- miss
878
- else
879
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
880
938
 
881
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
882
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -884,11 +942,11 @@ fn doMove(
884
942
 
885
943
  if (!showdown or !miss) {
886
944
  if (move.effect == .MirrorMove) {
887
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
888
946
  } else if (move.effect == .Metronome) {
889
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
890
948
  } else if (move.effect.onEnd()) {
891
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
892
950
  return null;
893
951
  }
894
952
  }
@@ -900,36 +958,60 @@ fn doMove(
900
958
  ohko = (!showdown or (!immune and !invulnerable)) and
901
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
902
960
  if (ohko) {
903
- try log.immune(foe_ident, .OHKO);
961
+ try log.immune(.{ foe_ident, .OHKO });
904
962
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
905
- try log.immune(foe_ident, .None);
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
906
985
  } else if (mist) {
907
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
908
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
909
988
  } else {
910
- try log.lastmiss();
911
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
912
992
  }
913
993
  if (move.effect == .JumpKick) {
914
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
915
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
916
996
  battle.last_damage = 1;
917
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
918
998
  if (showdown and side.stored().hp == 0) residual.* = false;
919
999
  } else if (move.effect == .Explode) {
920
1000
  try Effects.explode(battle, player);
921
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
922
1002
  } else if (showdown and move.effect == .Disable) {
923
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
924
1004
  }
925
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
926
1008
  }
927
1009
 
928
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
929
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
930
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
931
1013
  if (!showdown and move.effect.isMulti()) {
932
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
933
1015
  hits = side.active.volatiles.attacks;
934
1016
  }
935
1017
 
@@ -940,18 +1022,20 @@ fn doMove(
940
1022
  var hit: u4 = 0;
941
1023
  while (hit < hits) {
942
1024
  if (hit == 0) {
943
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
944
1026
  if (effectiveness > Effectiveness.neutral) {
945
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
946
1028
  } else if (effectiveness < Effectiveness.neutral) {
947
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
948
1030
  }
949
1031
  }
950
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
951
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
952
1034
  hit += 1;
953
1035
  if (foe.stored().hp == 0) break;
954
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
955
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
956
1040
  if (nullified) break;
957
1041
  }
@@ -961,35 +1045,39 @@ fn doMove(
961
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
962
1046
  side.active.volatiles.attacks = 0;
963
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
964
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
965
1049
  }
966
- try log.hitcount(battle.active(player.foe()), hit);
967
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1051
+ } else if (showdown and move.effect == .Binding) {
968
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
969
- if (move.effect == .Binding) {
970
- Effects.binding(battle, player, rewrap);
971
- if (immune) {
972
- battle.last_damage = 0;
973
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
974
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
975
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
976
1063
  }
1064
+ return null;
977
1065
  }
978
1066
  }
979
1067
 
980
1068
  // Substitute being broken nullifies the move's effect completely so even
981
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
982
1070
  if (nullified) return null;
983
1071
 
984
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
985
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
986
- // 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);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
988
1076
 
989
1077
  if (foe.stored().hp == 0) return null;
990
1078
 
991
1079
  // 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);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
993
1081
 
994
1082
  if (!move.effect.isSpecial()) {
995
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -998,31 +1086,33 @@ fn doMove(
998
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
999
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1000
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1001
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
1002
1090
  if (move.effect == .Twineedle) {
1003
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1004
1092
  } else if (move.effect == .Disable) {
1005
- const result = try Effects.disable(battle, player, move, log);
1006
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
1007
1095
  return result;
1008
1096
  } else {
1009
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
1010
1098
  }
1011
1099
  }
1012
1100
 
1013
1101
  return null;
1014
1102
  }
1015
1103
 
1016
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1017
1105
  const side = battle.side(player);
1018
1106
 
1019
1107
  // 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;
1024
-
1025
- return Rolls.criticalHit(battle, chance);
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1026
1116
  }
1027
1117
 
1028
1118
  fn calcDamage(
@@ -1031,6 +1121,7 @@ fn calcDamage(
1031
1121
  target_player: Player,
1032
1122
  m: ?Move.Data,
1033
1123
  crit: bool,
1124
+ options: anytype,
1034
1125
  ) bool {
1035
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1036
1127
  const cfz = m == null;
@@ -1042,28 +1133,8 @@ fn calcDamage(
1042
1133
 
1043
1134
  const special = move.type.special();
1044
1135
 
1045
- // zig fmt: off
1046
- var atk: u32 =
1047
- if (crit)
1048
- if (special) side.stored().stats.spc
1049
- else side.stored().stats.atk
1050
- else
1051
- if (special) side.active.stats.spc
1052
- else side.active.stats.atk;
1053
- var def: u32 =
1054
- if (crit)
1055
- if (special) target.stored().stats.spc
1056
- else target.stored().stats.def
1057
- else
1058
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1059
- if (special)
1060
- target.active.stats.spc *
1061
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1062
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1063
- else
1064
- target.active.stats.def *
1065
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1066
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1067
1138
 
1068
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1069
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1071,12 +1142,12 @@ fn calcDamage(
1071
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1072
1143
  atk = @max((atk / 4) & 255, 1);
1073
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1074
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1075
1146
  }
1076
1147
 
1077
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1078
1149
 
1079
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1080
1151
 
1081
1152
  if (def == 0) return false;
1082
1153
 
@@ -1088,11 +1159,41 @@ fn calcDamage(
1088
1159
  d = @min(997, d);
1089
1160
  d += 2;
1090
1161
 
1091
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1092
1173
 
1093
1174
  return true;
1094
1175
  }
1095
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1096
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1097
1198
  const side = battle.side(player);
1098
1199
  const foe = battle.foe(player);
@@ -1102,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1102
1203
  var d = battle.last_damage;
1103
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1104
1205
 
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));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1108
1209
 
1109
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1110
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1124,17 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1124
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1125
1226
  }
1126
1227
 
1127
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1128
1229
  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);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1131
1234
  }
1132
1235
 
1133
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1134
1237
  const side = battle.side(player);
1135
1238
  const foe = battle.foe(player);
1136
1239
 
1137
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1138
1241
 
1139
1242
  battle.last_damage = switch (side.last_selected_move) {
1140
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1143,70 +1246,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1143
1246
  .DragonRage => 40,
1144
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1145
1248
  .Psywave => power: {
1146
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1147
1250
  // GLITCH: Psywave infinite glitch loop
1148
- if (!showdown and max <= 1) return Result.Error;
1149
- break :power Rolls.psywave(battle, max);
1251
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1150
1253
  },
1151
1254
  else => unreachable,
1152
1255
  };
1153
1256
 
1154
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1155
1258
 
1156
1259
  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);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1159
1262
 
1160
1263
  return null;
1161
1264
  }
1162
1265
 
1163
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1164
1267
  const foe = battle.foe(player);
1165
1268
 
1166
1269
  if (battle.last_damage == 0) {
1167
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1168
1271
  return null;
1169
1272
  }
1170
1273
 
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);
1274
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1174
1275
  const foe_last_selected_move =
1175
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1176
- .Counter
1277
+ .Splash
1177
1278
  else
1178
1279
  foe.last_selected_move);
1179
1280
 
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
-
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1185
1282
  const selected = foe_last_selected_move.bp > 0 and
1186
1283
  foe.last_selected_move != .Counter and
1187
1284
  (foe_last_selected_move.type == .Normal or
1188
1285
  foe_last_selected_move.type == .Fighting);
1189
1286
 
1190
1287
  if (!used and !selected) {
1191
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1192
1289
  return null;
1193
1290
  }
1194
1291
 
1195
1292
  if (!used or !selected) {
1196
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1197
- if (!showdown) return Result.Error;
1198
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return Result.Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1199
1296
  return null;
1200
1297
  }
1201
1298
 
1202
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1203
1304
 
1204
- // Pokémon Showdown calls checkHit before Counter
1205
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1206
1307
 
1207
1308
  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);
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1210
1311
  return null;
1211
1312
  }
1212
1313
 
@@ -1215,7 +1316,7 @@ fn applyDamage(
1215
1316
  target_player: Player,
1216
1317
  sub_player: Player,
1217
1318
  reason: Damage,
1218
- log: anytype,
1319
+ options: anytype,
1219
1320
  ) !bool {
1220
1321
  assert(showdown or battle.last_damage != 0);
1221
1322
 
@@ -1230,19 +1331,20 @@ fn applyDamage(
1230
1331
  subbed.active.volatiles.substitute = 0;
1231
1332
  subbed.active.volatiles.Substitute = false;
1232
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1233
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1234
1336
  return true;
1235
1337
  } else {
1236
1338
  // 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);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1239
1341
  return false;
1240
1342
  }
1241
1343
  }
1242
1344
 
1243
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1244
1346
  target.stored().hp -= battle.last_damage;
1245
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1246
1348
  return false;
1247
1349
  }
1248
1350
 
@@ -1253,22 +1355,24 @@ fn mirrorMove(
1253
1355
  rewrap: bool,
1254
1356
  auto: bool,
1255
1357
  residual: *bool,
1256
- log: anytype,
1257
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1258
1360
  var side = battle.side(player);
1259
1361
  const foe = battle.foe(player);
1260
1362
 
1261
1363
  side.last_selected_move = foe.last_used_move;
1262
1364
 
1263
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1264
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1265
1367
  return null;
1266
1368
  } else if (!showdown or foe.last_used_move != .Struggle) {
1267
- incrementPP(side, mslot);
1369
+ incrementPP(side, player, mslot, options);
1268
1370
  }
1269
1371
 
1270
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1271
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1272
1376
  }
1273
1377
 
1274
1378
  fn metronome(
@@ -1278,35 +1382,51 @@ fn metronome(
1278
1382
  rewrap: bool,
1279
1383
  auto: bool,
1280
1384
  residual: *bool,
1281
- log: anytype,
1282
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1283
1387
  var side = battle.side(player);
1284
1388
 
1285
- side.last_selected_move = Rolls.metronome(battle);
1286
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1287
1391
 
1288
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1289
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1290
1396
  }
1291
1397
 
1292
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1293
1399
  var immune = false;
1294
1400
  var mist = false;
1295
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1296
1407
  assert(!immune);
1297
1408
  if (mist) {
1298
1409
  assert(!showdown);
1299
1410
  const foe_ident = battle.active(player.foe());
1300
- try log.activate(foe_ident, .Mist);
1301
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1302
1413
  } else {
1303
- try log.lastmiss();
1304
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1305
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1306
1419
  return false;
1307
1420
  }
1308
1421
 
1309
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1310
1430
  var side = battle.side(player);
1311
1431
  const foe = battle.foe(player);
1312
1432
 
@@ -1345,10 +1465,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1345
1465
  const overwritten = overwrite and state > 0;
1346
1466
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1347
1467
 
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)];
1468
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1469
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1350
1470
  accuracy = accuracy * boost[0] / boost[1];
1351
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1471
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1352
1472
  accuracy = accuracy * boost[0] / boost[1];
1353
1473
  accuracy = @min(255, @max(1, accuracy));
1354
1474
 
@@ -1357,7 +1477,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1357
1477
  if (overwrite) side.active.volatiles.state = accuracy;
1358
1478
 
1359
1479
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1360
- break :miss !Rolls.hit(battle, accuracy);
1480
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1361
1481
  };
1362
1482
 
1363
1483
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1367,16 +1487,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1367
1487
  }
1368
1488
 
1369
1489
  if (!miss) return true;
1370
- battle.last_damage = 0;
1490
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1491
+
1371
1492
  side.active.volatiles.Binding = false;
1493
+ options.chance.observe(.binding, player, .None);
1494
+
1372
1495
  return false;
1373
1496
  }
1374
1497
 
1375
1498
  fn checkFaint(
1376
1499
  battle: anytype,
1377
1500
  player: Player,
1378
- log: anytype,
1379
- ) @TypeOf(log).Error!?Result {
1501
+ cap: bool,
1502
+ options: anytype,
1503
+ ) @TypeOf(options.log).Error!?Result {
1380
1504
  const side = battle.side(player);
1381
1505
  if (side.stored().hp > 0) return null;
1382
1506
 
@@ -1384,33 +1508,32 @@ fn checkFaint(
1384
1508
  const foe_fainted = foe.stored().hp == 0;
1385
1509
 
1386
1510
  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;
1511
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1512
+ const more = player_out or foe_out;
1390
1513
 
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;
1514
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1515
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1393
1516
 
1394
1517
  assert(!side.active.volatiles.MultiHit);
1395
1518
  assert(!foe.active.volatiles.MultiHit);
1396
1519
 
1397
- if (tie) {
1398
- try log.tie();
1520
+ if (player_out and foe_out) {
1521
+ try options.log.tie(.{});
1399
1522
  return Result.Tie;
1400
1523
  } else if (player_out) {
1401
- try log.win(player.foe());
1524
+ try options.log.win(.{player.foe()});
1402
1525
  return if (player == .P1) Result.Lose else Result.Win;
1403
1526
  } else if (foe_out) {
1404
- try log.win(player);
1527
+ try options.log.win(.{player});
1405
1528
  return if (player == .P1) Result.Win else Result.Lose;
1406
1529
  }
1407
1530
 
1408
1531
  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 };
1532
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1533
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1411
1534
  }
1412
1535
 
1413
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1536
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1414
1537
  var side = battle.side(player);
1415
1538
  var foe = battle.foe(player);
1416
1539
  assert(side.stored().hp == 0);
@@ -1419,7 +1542,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1419
1542
  assert(!foe_volatiles.MultiHit);
1420
1543
  if (foe_volatiles.Bide) {
1421
1544
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1422
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1545
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1423
1546
  if (foe_volatiles.state != 0) return Result.Error;
1424
1547
  }
1425
1548
 
@@ -1443,32 +1566,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1443
1566
  side.stored().stats.spe;
1444
1567
  }
1445
1568
 
1446
- try log.faint(battle.active(player), done);
1569
+ try options.log.faint(.{ battle.active(player), done });
1570
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1571
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1572
+ if (cap) options.calc.capped(player);
1447
1573
  return null;
1448
1574
  }
1449
1575
 
1450
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1576
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1451
1577
  var side = battle.side(player);
1452
1578
  var stored = side.stored();
1453
1579
  const ident = battle.active(player);
1454
1580
  var volatiles = &side.active.volatiles;
1455
1581
 
1456
1582
  const brn = Status.is(stored.status, .BRN);
1457
- if (brn or Status.is(stored.status, .PSN)) blk: {
1583
+ if (brn or Status.is(stored.status, .PSN)) {
1458
1584
  var damage = @max(stored.stats.hp / 16, 1);
1459
-
1460
1585
  if (volatiles.Toxic) {
1461
1586
  volatiles.toxic += 1;
1462
1587
  damage *= volatiles.toxic;
1463
1588
  }
1589
+ damage = @min(damage, stored.hp);
1464
1590
 
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);
1591
+ if (!showdown or damage > 0) {
1592
+ stored.hp -= damage;
1593
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1594
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1595
+ }
1472
1596
  }
1473
1597
 
1474
1598
  if (volatiles.LeechSeed) {
@@ -1492,43 +1616,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1492
1616
  const amount = @min(damage, stored.hp);
1493
1617
  stored.hp -= amount;
1494
1618
 
1495
- // As above, Pokémon Showdown uses damageOf but its not relevant
1496
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1619
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1620
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1497
1621
 
1498
1622
  const before = foe_stored.hp;
1499
1623
  // Uncapped damage is added back to the foe
1500
1624
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1501
1625
  // 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);
1626
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1503
1627
  }
1504
1628
  }
1505
1629
 
1506
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1630
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1507
1631
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1508
1632
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1509
1633
 
1510
- if (showdown and options.ebc and checkEBC(battle)) {
1511
- try log.tie();
1634
+ battle.turn += 1;
1635
+
1636
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1637
+ try options.log.tie(.{});
1512
1638
  return Result.Tie;
1513
1639
  }
1514
1640
 
1515
- battle.turn += 1;
1516
-
1517
- if (showdown and battle.turn >= 1000) {
1518
- try log.tie();
1641
+ if (pkmn.options.mod and battle.turn >= 1000) {
1642
+ try options.log.tie(.{});
1519
1643
  return Result.Tie;
1520
1644
  } else if (battle.turn >= 65535) {
1521
1645
  return Result.Error;
1522
1646
  }
1523
1647
 
1524
- try log.turn(battle.turn);
1648
+ try options.log.turn(.{battle.turn});
1525
1649
 
1526
1650
  return Result.Default;
1527
1651
  }
1528
1652
 
1529
1653
  fn checkEBC(battle: anytype) bool {
1530
1654
  for (battle.sides, 0..) |side, i| {
1531
- const foe = battle.sides[~@intCast(u1, i)];
1655
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1532
1656
 
1533
1657
  var foe_all_ghosts = true;
1534
1658
  var foe_all_transform = true;
@@ -1580,10 +1704,10 @@ fn checkEBC(battle: anytype) bool {
1580
1704
  return false;
1581
1705
  }
1582
1706
 
1583
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1584
- if (side.active.volatiles.disabled_move != 0) {
1707
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1708
+ if (side.active.volatiles.disable_move != 0) {
1585
1709
  // 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;
1710
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1587
1711
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1588
1712
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1589
1713
  m
@@ -1591,127 +1715,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1591
1715
  side.last_selected_move;
1592
1716
  if (m != .None and m == last) {
1593
1717
  side.active.volatiles.Charging = false;
1594
- try log.disabled(ident, last);
1718
+ try options.log.cant(.{ ident, .Disable, last });
1595
1719
  return true;
1596
1720
  }
1597
1721
  }
1598
1722
  return false;
1599
1723
  }
1600
1724
 
1601
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1725
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1602
1726
  const side = battle.side(who);
1603
1727
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1604
- try Effects.boost(battle, who, Move.get(.Rage), log);
1728
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1605
1729
  }
1606
1730
  }
1607
1731
 
1608
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1609
- var volatiles = &active.volatiles;
1610
- assert(volatiles.Thrashing);
1611
- if (volatiles.attacks > 0) return false;
1612
-
1613
- volatiles.Thrashing = false;
1614
- volatiles.Confusion = true;
1615
- volatiles.confusion = Rolls.confusionDuration(battle);
1616
- return true;
1617
- }
1618
-
1619
- inline fn onBegin(
1732
+ fn onBegin(
1620
1733
  battle: anytype,
1621
1734
  player: Player,
1622
1735
  move: Move.Data,
1623
1736
  mslot: u8,
1624
1737
  residual: *bool,
1625
- log: anytype,
1738
+ options: anytype,
1626
1739
  ) !void {
1627
- assert(move.effect.onBegin());
1628
1740
  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),
1741
+ .Confusion => Effects.confusion(battle, player, move, options),
1742
+ .Conversion => Effects.conversion(battle, player, options),
1743
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1744
+ .Haze => Effects.haze(battle, player, options),
1745
+ .Heal => Effects.heal(battle, player, options),
1746
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1747
+ .LightScreen => Effects.lightScreen(battle, player, options),
1748
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1749
+ .Mist => Effects.mist(battle, player, options),
1750
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1751
+ .Poison => Effects.poison(battle, player, move, options),
1752
+ .Reflect => Effects.reflect(battle, player, options),
1753
+ .Splash => Effects.splash(battle, player, options),
1754
+ .Substitute => Effects.substitute(battle, player, residual, options),
1755
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1756
+ .Transform => Effects.transform(battle, player, options),
1645
1757
  else => unreachable,
1646
1758
  };
1647
1759
  }
1648
1760
 
1649
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1650
- assert(move.effect.onEnd());
1761
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1651
1762
  return switch (move.effect) {
1652
- .Bide => Effects.bide(battle, player, log),
1763
+ .Bide => Effects.bide(battle, player, options),
1653
1764
  // zig fmt: off
1654
1765
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1655
1766
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1656
- Effects.boost(battle, player, move, log),
1767
+ Effects.boost(battle, player, move, options),
1657
1768
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1658
- Effects.unboost(battle, player, move, log),
1769
+ Effects.unboost(battle, player, move, options),
1659
1770
  // zig fmt: on
1660
- .Sleep => Effects.sleep(battle, player, move, log),
1771
+ .Sleep => Effects.sleep(battle, player, move, options),
1661
1772
  else => unreachable,
1662
1773
  };
1663
1774
  }
1664
1775
 
1665
- inline fn alwaysHappens(
1776
+ fn alwaysHappens(
1666
1777
  battle: anytype,
1667
1778
  player: Player,
1668
1779
  move: Move.Data,
1669
1780
  residual: *bool,
1670
- log: anytype,
1781
+ options: anytype,
1671
1782
  ) !void {
1672
- assert(move.effect.alwaysHappens());
1673
1783
  return switch (move.effect) {
1674
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1784
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1675
1785
  .Explode => Effects.explode(battle, player),
1676
- .PayDay => Effects.payDay(battle, player, log),
1786
+ .PayDay => Effects.payDay(battle, player, options),
1677
1787
  .Rage => Effects.rage(battle, player),
1678
- .Recoil => Effects.recoil(battle, player, residual, log),
1788
+ .Recoil => Effects.recoil(battle, player, residual, options),
1679
1789
  .JumpKick, .Binding => {},
1680
1790
  else => unreachable,
1681
1791
  };
1682
1792
  }
1683
1793
 
1684
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1794
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1685
1795
  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),
1796
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1797
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1798
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1799
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1800
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1691
1801
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1692
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1693
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1802
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1803
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1694
1804
  // zig fmt: off
1695
1805
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1696
- Effects.unboost(battle, player, move, log),
1806
+ Effects.unboost(battle, player, move, options),
1697
1807
  // zig fmt: on
1698
1808
  else => {},
1699
1809
  };
1700
1810
  }
1701
1811
 
1702
1812
  pub const Effects = struct {
1703
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1704
1814
  var side = battle.side(player);
1705
1815
 
1706
1816
  side.active.volatiles.Bide = true;
1707
1817
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1818
+
1708
1819
  side.active.volatiles.state = 0;
1709
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1820
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1821
+ options.chance.observe(.attacking, player, .started);
1710
1822
 
1711
- try log.start(battle.active(player), .Bide);
1823
+ try options.log.start(.{ battle.active(player), .Bide });
1712
1824
  }
1713
1825
 
1714
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1826
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1715
1827
  var foe = battle.foe(player);
1716
1828
  var foe_stored = foe.stored();
1717
1829
 
@@ -1722,83 +1834,91 @@ pub const Effects = struct {
1722
1834
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1723
1835
  if (Status.is(foe_stored.status, .FRZ)) {
1724
1836
  assert(move.type == .Fire);
1725
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1837
+ try options.log.curestatus(.{
1838
+ battle.active(player.foe()),
1839
+ foe_stored.status,
1840
+ .Message,
1841
+ });
1726
1842
  foe_stored.status = 0;
1727
1843
  }
1728
1844
  return;
1729
1845
  }
1730
1846
 
1731
1847
  if (foe.active.types.includes(move.type)) return;
1732
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1848
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1849
+ return;
1850
+ }
1733
1851
 
1734
1852
  foe_stored.status = Status.init(.BRN);
1735
1853
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1736
1854
 
1737
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1855
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1738
1856
  }
1739
1857
 
1740
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1858
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1741
1859
  var side = battle.side(player);
1742
1860
  var volatiles = &side.active.volatiles;
1743
1861
 
1744
1862
  volatiles.Charging = true;
1745
1863
  const move = side.last_selected_move;
1746
1864
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1747
- try log.laststill();
1748
- try log.prepare(battle.active(player), move);
1865
+ try options.log.laststill(.{});
1866
+ try options.log.prepare(.{ battle.active(player), move });
1749
1867
  }
1750
1868
 
1751
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1869
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1752
1870
  var foe = battle.foe(player);
1753
1871
  const sub = foe.active.volatiles.Substitute;
1754
1872
 
1755
1873
  if (move.effect == .ConfusionChance) {
1756
- if (!Rolls.confusionChance(battle)) return;
1874
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1757
1875
  } else {
1758
1876
  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
- }
1877
+ if (!try checkHit(battle, player, move, options)) return;
1878
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1764
1879
  } 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
- }
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1881
+ if (!try checkHit(battle, player, move, options)) return;
1770
1882
  }
1771
1883
  }
1772
1884
 
1773
1885
  if (foe.active.volatiles.Confusion) return;
1774
1886
  foe.active.volatiles.Confusion = true;
1775
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1776
1887
 
1777
- try log.start(battle.active(player.foe()), .Confusion);
1888
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1889
+ options.chance.observe(.confusion, player.foe(), .started);
1890
+ options.calc.confusion(player.foe());
1891
+
1892
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1778
1893
  }
1779
1894
 
1780
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1895
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1781
1896
  const foe = battle.foe(player);
1782
1897
 
1783
1898
  if (foe.active.volatiles.Invulnerable) {
1784
- try log.lastmiss();
1785
- return log.miss(battle.active(player));
1899
+ try options.log.lastmiss(.{});
1900
+ return options.log.miss(.{battle.active(player)});
1786
1901
  }
1787
1902
 
1788
1903
  battle.side(player).active.types = foe.active.types;
1789
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1904
+ return options.log.start(.{
1905
+ battle.active(player),
1906
+ .TypeChange,
1907
+ foe.active.types,
1908
+ battle.active(player.foe()),
1909
+ });
1790
1910
  }
1791
1911
 
1792
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1912
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1793
1913
  var foe = battle.foe(player);
1794
1914
  var volatiles = &foe.active.volatiles;
1795
1915
  const foe_ident = battle.active(player.foe());
1796
1916
 
1797
1917
  // Pokémon Showdown handles hit/miss earlier in doMove
1798
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1918
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1799
1919
 
1800
- if (volatiles.disabled_move != 0) {
1801
- try log.fail(foe_ident, .None);
1920
+ if (volatiles.disable_move != 0) {
1921
+ try options.log.fail(.{ foe_ident, .None });
1802
1922
  return null;
1803
1923
  }
1804
1924
 
@@ -1813,25 +1933,27 @@ pub const Effects = struct {
1813
1933
 
1814
1934
  // Technically this is still considered simply a "miss" on the cartridge,
1815
1935
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1816
- if (n == 0) {
1817
- try log.fail(foe_ident, .None);
1936
+ if (n == 0 or (pkmn.options.mod and err)) {
1937
+ try options.log.fail(.{ foe_ident, .None });
1818
1938
  return null;
1819
1939
  } else if (err) {
1820
1940
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1821
- assert(!showdown);
1822
1941
  return Result.Error;
1823
1942
  }
1824
1943
 
1825
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1826
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1944
+ volatiles.disable_move =
1945
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1946
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1947
+ options.chance.observe(.disable, player.foe(), .started);
1827
1948
 
1828
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1949
+ const id = foe.active.move(volatiles.disable_move).id;
1950
+ try options.log.start(.{ foe_ident, .Disable, id });
1829
1951
  return null;
1830
1952
  }
1831
1953
 
1832
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1833
- var side = battle.side(player);
1834
- var stored = side.stored();
1954
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1955
+ var stored = battle.side(player).stored();
1956
+ const ident = battle.active(player);
1835
1957
 
1836
1958
  if (battle.last_damage == 0) {
1837
1959
  assert(showdown);
@@ -1844,7 +1966,7 @@ pub const Effects = struct {
1844
1966
  if (stored.hp == stored.stats.hp) return;
1845
1967
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1846
1968
 
1847
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1969
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1848
1970
  }
1849
1971
 
1850
1972
  fn explode(battle: anytype, player: Player) !void {
@@ -1858,26 +1980,28 @@ pub const Effects = struct {
1858
1980
  side.active.volatiles.LeechSeed = false;
1859
1981
  }
1860
1982
 
1861
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1983
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1862
1984
  var volatiles = &battle.foe(player).active.volatiles;
1863
1985
 
1864
1986
  if (volatiles.Substitute) return;
1865
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1987
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1988
+ return;
1989
+ }
1866
1990
 
1867
1991
  volatiles.Flinch = true;
1868
1992
  volatiles.Recharging = false;
1869
1993
  }
1870
1994
 
1871
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1995
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1872
1996
  var side = battle.side(player);
1873
1997
 
1874
1998
  if (side.active.volatiles.FocusEnergy) return;
1875
1999
  side.active.volatiles.FocusEnergy = true;
1876
2000
 
1877
- try log.start(battle.active(player), .FocusEnergy);
2001
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1878
2002
  }
1879
2003
 
1880
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2004
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1881
2005
  var foe = battle.foe(player);
1882
2006
  var foe_stored = foe.stored();
1883
2007
  const foe_ident = battle.active(player.foe());
@@ -1889,21 +2013,22 @@ pub const Effects = struct {
1889
2013
  }
1890
2014
 
1891
2015
  if (foe.active.types.includes(move.type)) return;
1892
- if (!Rolls.secondaryChance(battle, true)) return;
2016
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1893
2017
  // Freeze Clause Mod
1894
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2018
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1895
2019
 
1896
2020
  foe_stored.status = Status.init(.FRZ);
1897
2021
  // GLITCH: Hyper Beam recharging status is not cleared
1898
2022
 
1899
- try log.status(foe_ident, foe_stored.status, .None);
2023
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1900
2024
  }
1901
2025
 
1902
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2026
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2027
+ var log = options.log;
1903
2028
  var side = battle.side(player);
1904
2029
  var foe = battle.foe(player);
1905
2030
 
1906
- var side_stored = side.stored();
2031
+ const side_stored = side.stored();
1907
2032
  var foe_stored = foe.stored();
1908
2033
 
1909
2034
  const player_ident = battle.active(player);
@@ -1915,96 +2040,101 @@ pub const Effects = struct {
1915
2040
  side.active.stats = side_stored.stats;
1916
2041
  foe.active.stats = foe_stored.stats;
1917
2042
 
1918
- try log.activate(player_ident, .Haze);
1919
- try log.clearallboost();
2043
+ try log.activate(.{ player_ident, .Haze });
2044
+ try log.clearallboost(.{});
1920
2045
 
1921
2046
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1922
2047
  if (showdown) {
1923
2048
  for (&battle.sides, 0..) |*s, i| {
1924
- const p = @intToEnum(Player, i);
2049
+ const p: Player = @enumFromInt(i);
1925
2050
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1926
2051
  if (p != player and Status.any(s.stored().status)) {
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
2053
  s.stored().status = 0;
2054
+ options.chance.observe(.sleep, p, .None);
1929
2055
  } else if (showdown and s.stored().status == Status.TOX) {
1930
2056
  s.stored().status = Status.init(.PSN);
1931
- try log.status(battle.active(p), s.stored().status, .None);
2057
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1932
2058
  }
1933
- try clearVolatiles(battle, p, log);
2059
+ try clearVolatiles(battle, p, options);
1934
2060
  }
1935
2061
  } else {
1936
2062
  if (Status.any(foe_stored.status)) {
1937
2063
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1938
2064
  foe.last_selected_move = .SKIP_TURN;
2065
+ options.chance.observe(.sleep, player.foe(), .None);
1939
2066
  }
1940
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2067
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1941
2068
  foe_stored.status = 0;
1942
2069
  }
1943
- try clearVolatiles(battle, player, log);
1944
- try clearVolatiles(battle, player.foe(), log);
2070
+ try clearVolatiles(battle, player, options);
2071
+ try clearVolatiles(battle, player.foe(), options);
1945
2072
  }
1946
2073
  }
1947
2074
 
1948
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1949
2076
  var side = battle.side(player);
1950
2077
  var stored = side.stored();
1951
2078
  const ident = battle.active(player);
1952
2079
 
1953
2080
  // GLITCH: HP recovery move failure glitches
1954
2081
  const delta = stored.stats.hp - stored.hp;
1955
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2082
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2083
+ return options.log.fail(.{ ident, .None });
2084
+ }
1956
2085
 
1957
2086
  const rest = side.last_selected_move == .Rest;
1958
2087
  if (rest) {
1959
2088
  // Adding the sleep status runs the sleep condition handler to roll duration
1960
2089
  if (showdown) battle.rng.advance(1);
1961
2090
  stored.status = Status.slf(2);
1962
- try log.statusFrom(ident, stored.status, Move.Rest);
2091
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1963
2092
  stored.hp = stored.stats.hp;
1964
2093
  } else {
1965
2094
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1966
2095
  }
1967
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2096
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1968
2097
  }
1969
2098
 
1970
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2099
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1971
2100
  battle.side(player).active.volatiles.Recharging = true;
1972
- try log.mustrecharge(battle.active(player));
2101
+ try options.log.mustrecharge(.{battle.active(player)});
1973
2102
  }
1974
2103
 
1975
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2104
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1976
2105
  var foe = battle.foe(player);
1977
2106
 
1978
2107
  if (showdown) {
1979
2108
  // Invulnerability trumps type immunity on Pokémon Showdown
1980
2109
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1981
- return log.immune(battle.active(player.foe()), .None);
2110
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1982
2111
  }
1983
- if (!try checkHit(battle, player, move, log)) return;
2112
+ if (!try checkHit(battle, player, move, options)) return;
1984
2113
  if (foe.active.volatiles.LeechSeed) return;
1985
2114
  } else {
1986
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
1987
2116
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1988
- try log.lastmiss();
1989
- return log.miss(battle.active(player));
2117
+ try options.log.lastmiss(.{});
2118
+ return options.log.miss(.{battle.active(player)});
1990
2119
  }
1991
2120
  }
1992
2121
 
1993
2122
  foe.active.volatiles.LeechSeed = true;
1994
2123
 
1995
- try log.start(battle.active(player.foe()), .LeechSeed);
2124
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1996
2125
  }
1997
2126
 
1998
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2127
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1999
2128
  var side = battle.side(player);
2129
+ const ident = battle.active(player);
2000
2130
 
2001
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2131
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2002
2132
  side.active.volatiles.LightScreen = true;
2003
2133
 
2004
- try log.start(battle.active(player), .LightScreen);
2134
+ try options.log.start(.{ ident, .LightScreen });
2005
2135
  }
2006
2136
 
2007
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2137
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2008
2138
  var side = battle.side(player);
2009
2139
  var foe = battle.foe(player);
2010
2140
 
@@ -2020,7 +2150,7 @@ pub const Effects = struct {
2020
2150
  const has_mimic = has_mimic: {
2021
2151
  for (side.active.moves, 0..) |m, i| {
2022
2152
  if (m.id == .Mimic) {
2023
- oslot = @intCast(u8, i + 1);
2153
+ oslot = @intCast(i + 1);
2024
2154
  break :has_mimic true;
2025
2155
  }
2026
2156
  }
@@ -2028,38 +2158,41 @@ pub const Effects = struct {
2028
2158
  };
2029
2159
  if (!has_mimic) {
2030
2160
  // 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);
2161
+ if (!try checkHit(battle, player, move, options)) return;
2162
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2033
2163
  }
2034
2164
  }
2035
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2036
2166
 
2037
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2167
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2038
2168
  side.active.move(oslot).id = foe.active.move(rslot).id;
2039
2169
 
2040
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2170
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2041
2171
  }
2042
2172
 
2043
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2173
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2044
2174
  var side = battle.side(player);
2045
2175
 
2046
2176
  if (side.active.volatiles.Mist) return;
2047
2177
  side.active.volatiles.Mist = true;
2048
2178
 
2049
- try log.start(battle.active(player), .Mist);
2179
+ try options.log.start(.{ battle.active(player), .Mist });
2050
2180
  }
2051
2181
 
2052
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2182
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2053
2183
  var side = battle.side(player);
2054
2184
 
2055
2185
  assert(!side.active.volatiles.MultiHit);
2056
2186
  side.active.volatiles.MultiHit = true;
2057
2187
 
2058
- side.active.volatiles.attacks =
2059
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2188
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2189
+ try Rolls.distribution(battle, .MultiHit, player, options)
2190
+ else
2191
+ 2;
2060
2192
  }
2061
2193
 
2062
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2194
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2195
+ var log = options.log;
2063
2196
  var foe = battle.foe(player);
2064
2197
  var foe_stored = foe.stored();
2065
2198
  const foe_ident = battle.active(player.foe());
@@ -2069,27 +2202,28 @@ pub const Effects = struct {
2069
2202
 
2070
2203
  if (showdown) {
2071
2204
  // 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;
2205
+ if (immune and !foe.active.volatiles.Invulnerable) {
2206
+ return log.immune(.{ foe_ident, .None });
2207
+ } else if (!try checkHit(battle, player, move, options)) return;
2074
2208
  }
2075
2209
  if (Status.any(foe_stored.status)) {
2076
- return log.fail(
2210
+ return log.fail(.{
2077
2211
  foe_ident,
2078
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2079
- );
2212
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2213
+ });
2080
2214
  }
2081
2215
  if (!showdown) {
2082
- if (immune) return log.immune(foe_ident, .None);
2083
- if (!try checkHit(battle, player, move, log)) return;
2216
+ if (immune) return log.immune(.{ foe_ident, .None });
2217
+ if (!try checkHit(battle, player, move, options)) return;
2084
2218
  }
2085
2219
 
2086
2220
  foe_stored.status = Status.init(.PAR);
2087
2221
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2088
2222
 
2089
- try log.status(foe_ident, foe_stored.status, .None);
2223
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2090
2224
  }
2091
2225
 
2092
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2226
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2093
2227
  var foe = battle.foe(player);
2094
2228
  var foe_stored = foe.stored();
2095
2229
 
@@ -2101,50 +2235,59 @@ pub const Effects = struct {
2101
2235
 
2102
2236
  // Body Slam can't paralyze a Normal type Pokémon
2103
2237
  if (foe.active.types.includes(move.type)) return;
2104
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2238
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2239
+ return;
2240
+ }
2105
2241
 
2106
2242
  foe_stored.status = Status.init(.PAR);
2107
2243
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2108
2244
 
2109
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2245
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2110
2246
  }
2111
2247
 
2112
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2113
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2248
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2249
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2250
+ try options.log.fieldactivate(.{});
2251
+ }
2114
2252
  }
2115
2253
 
2116
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2255
+ var log = options.log;
2117
2256
  var foe = battle.foe(player);
2118
2257
  var foe_stored = foe.stored();
2119
2258
  const foe_ident = battle.active(player.foe());
2120
2259
  const toxic = battle.side(player).last_selected_move == .Toxic;
2121
2260
 
2122
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2261
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2123
2262
  return;
2124
2263
  } else if (foe.active.volatiles.Substitute) {
2125
2264
  if (move.effect != .Poison) return;
2126
- return log.fail(foe_ident, .None);
2265
+ return log.fail(.{ foe_ident, .None });
2127
2266
  } else if (Status.any(foe_stored.status)) {
2128
2267
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2129
2268
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2130
2269
  // 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))
2270
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2132
2271
  if (!showdown)
2133
- .Poison
2272
+ Fail.Poison
2134
2273
  else if (toxic == (foe_stored.status == Status.TOX))
2135
- if (toxic) .Toxic else .Poison
2274
+ if (toxic) Fail.Toxic else Fail.Poison
2136
2275
  else
2137
- .None
2276
+ Fail.None
2138
2277
  else
2139
- .None);
2278
+ Fail.None });
2140
2279
  } else if (foe.active.types.includes(.Poison)) {
2141
2280
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2142
- return log.immune(foe_ident, .None);
2281
+ return log.immune(.{ foe_ident, .None });
2143
2282
  }
2144
2283
 
2145
2284
  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;
2285
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2286
+ } else {
2287
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2288
+ return;
2289
+ }
2290
+ }
2148
2291
 
2149
2292
  foe_stored.status = Status.init(.PSN);
2150
2293
  if (toxic) {
@@ -2153,7 +2296,7 @@ pub const Effects = struct {
2153
2296
  foe.active.volatiles.toxic = 0;
2154
2297
  }
2155
2298
 
2156
- try log.status(foe_ident, foe_stored.status, .None);
2299
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2157
2300
  }
2158
2301
 
2159
2302
  fn rage(battle: anytype, player: Player) !void {
@@ -2162,28 +2305,37 @@ pub const Effects = struct {
2162
2305
  volatiles.Rage = true;
2163
2306
  }
2164
2307
 
2165
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2308
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2166
2309
  var side = battle.side(player);
2167
2310
  var stored = side.stored();
2168
2311
 
2169
- const damage = @intCast(i16, @max(battle.last_damage /
2312
+ assert(showdown or battle.last_damage > 0);
2313
+ if (showdown and battle.last_damage == 0) return;
2314
+
2315
+ const damage: i16 = @intCast(@max(battle.last_damage /
2170
2316
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2171
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2317
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2172
2318
 
2173
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2319
+ try options.log.damage(.{
2320
+ battle.active(player),
2321
+ stored,
2322
+ .RecoilOf,
2323
+ battle.active(player.foe()),
2324
+ });
2174
2325
  if (showdown and stored.hp == 0) residual.* = false;
2175
2326
  }
2176
2327
 
2177
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2328
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2178
2329
  var side = battle.side(player);
2330
+ const ident = battle.active(player);
2179
2331
 
2180
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2332
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2181
2333
  side.active.volatiles.Reflect = true;
2182
2334
 
2183
- try log.start(battle.active(player), .Reflect);
2335
+ try options.log.start(.{ ident, .Reflect });
2184
2336
  }
2185
2337
 
2186
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2338
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2187
2339
  var foe = battle.foe(player);
2188
2340
  var foe_stored = foe.stored();
2189
2341
  const foe_ident = battle.active(player.foe());
@@ -2194,80 +2346,87 @@ pub const Effects = struct {
2194
2346
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2195
2347
  } else {
2196
2348
  if (Status.any(foe_stored.status)) {
2197
- return log.fail(
2349
+ return options.log.fail(.{
2198
2350
  foe_ident,
2199
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2200
- );
2351
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2352
+ });
2201
2353
  }
2202
- // 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;
2354
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2355
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2204
2356
  }
2205
2357
 
2206
2358
  // Sleep Clause Mod
2207
- if (showdown) {
2359
+ if (pkmn.options.mod) {
2208
2360
  for (foe.pokemon) |p| {
2209
2361
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2210
2362
  }
2211
2363
  }
2212
2364
  foe.active.volatiles.Recharging = false;
2213
2365
 
2214
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2215
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2366
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2367
+ options.chance.observe(.sleep, player.foe(), .started);
2368
+
2369
+ const last = battle.side(player).last_selected_move;
2370
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2216
2371
  }
2217
2372
 
2218
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2219
- try log.activate(battle.active(player), .Splash);
2373
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2374
+ try options.log.activate(.{ battle.active(player), .Splash });
2220
2375
  }
2221
2376
 
2222
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2377
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2223
2378
  var side = battle.side(player);
2224
2379
  if (side.active.volatiles.Substitute) {
2225
- try log.fail(battle.active(player), .Substitute);
2226
- return;
2380
+ return options.log.fail(.{ battle.active(player), .Substitute });
2227
2381
  }
2228
2382
 
2229
2383
  assert(side.stored().stats.hp <= 1023);
2230
2384
  // 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);
2385
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2232
2386
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2233
2387
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2234
2388
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2235
2389
  // avoid having to convert to floating point)
2236
2390
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2237
2391
  if (side.stored().hp < required_hp) {
2238
- try log.fail(battle.active(player), .Weak);
2239
- return;
2392
+ return options.log.fail(.{ battle.active(player), .Weak });
2240
2393
  }
2241
2394
 
2242
2395
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2243
2396
  side.stored().hp -= hp;
2244
2397
  side.active.volatiles.substitute = hp + 1;
2245
2398
  side.active.volatiles.Substitute = true;
2246
- try log.start(battle.active(player), .Substitute);
2399
+ try options.log.start(.{ battle.active(player), .Substitute });
2247
2400
  if (hp > 0) {
2248
- try log.damage(battle.active(player), side.stored(), .None);
2401
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2249
2402
  if (showdown and side.stored().hp == 0) residual.* = false;
2250
2403
  }
2251
2404
  }
2252
2405
 
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
-
2406
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2256
2407
  // 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;
2408
+ if (showdown) {
2409
+ if (battle.side(player).last_selected_move == .Teleport) return;
2410
+ _ = try checkHit(battle, player, move, options);
2411
+ battle.last_damage = 0;
2412
+ } else {
2413
+ try options.log.fail(.{ battle.active(player), .None });
2414
+ try options.log.laststill(.{});
2415
+ }
2259
2416
  }
2260
2417
 
2261
- fn thrashing(battle: anytype, player: Player) void {
2418
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2262
2419
  var volatiles = &battle.side(player).active.volatiles;
2263
2420
  assert(!volatiles.Thrashing);
2264
2421
  assert(!volatiles.Bide);
2265
2422
 
2266
2423
  volatiles.Thrashing = true;
2267
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2424
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2425
+
2426
+ options.chance.observe(.attacking, player, .started);
2268
2427
  }
2269
2428
 
2270
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2429
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2271
2430
  var side = battle.side(player);
2272
2431
  const foe = battle.foe(player);
2273
2432
  const foe_ident = battle.active(player.foe());
@@ -2293,25 +2452,28 @@ pub const Effects = struct {
2293
2452
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2294
2453
  }
2295
2454
 
2296
- try log.transform(battle.active(player), foe_ident);
2455
+ try options.log.transform(.{ battle.active(player), foe_ident });
2297
2456
  }
2298
2457
 
2299
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2458
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2300
2459
  var side = battle.side(player);
2301
2460
  var foe = battle.foe(player);
2302
2461
 
2303
2462
  if (side.active.volatiles.Binding) return;
2304
2463
  side.active.volatiles.Binding = true;
2305
2464
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2306
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2465
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2307
2466
  if (!showdown) {
2308
2467
  foe.active.volatiles.Recharging = false;
2309
2468
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2310
2469
 
2311
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2470
+ side.active.volatiles.attacks =
2471
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2472
+ options.chance.observe(.binding, player, .started);
2312
2473
  }
2313
2474
 
2314
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2475
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2476
+ var log = options.log;
2315
2477
  var side = battle.side(player);
2316
2478
  const ident = battle.active(player);
2317
2479
 
@@ -2321,87 +2483,87 @@ pub const Effects = struct {
2321
2483
  switch (move.effect) {
2322
2484
  .AttackUp1, .AttackUp2, .Rage => {
2323
2485
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2324
- if (boosts.atk == 6) return try log.fail(ident, .None);
2486
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2325
2487
  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;
2488
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2489
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2328
2490
  if (stats.atk == MAX_STAT_VALUE) {
2329
2491
  boosts.atk -= 1;
2330
2492
  if (showdown) {
2331
- try log.boost(ident, reason, n);
2332
- try log.boost(ident, Boost.Attack, -1);
2493
+ try log.boost(.{ ident, reason, n });
2494
+ try log.boost(.{ ident, .Attack, -1 });
2333
2495
  if (move.effect == .Rage) return;
2334
2496
  }
2335
- return try log.fail(ident, .None);
2497
+ return log.fail(.{ ident, .None });
2336
2498
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2499
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2338
2500
  const stat = unmodifiedStats(battle, side).atk;
2339
2501
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, reason, n);
2502
+ try log.boost(.{ ident, reason, n });
2341
2503
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2342
2504
  if (showdown and move.effect == .Rage) return;
2343
2505
  },
2344
2506
  .DefenseUp1, .DefenseUp2 => {
2345
2507
  assert(boosts.def >= -6 and boosts.def <= 6);
2346
- if (boosts.def == 6) return try log.fail(ident, .None);
2508
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2347
2509
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2348
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2510
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2349
2511
  if (stats.def == MAX_STAT_VALUE) {
2350
2512
  boosts.def -= 1;
2351
2513
  if (showdown) {
2352
- try log.boost(ident, .Defense, n);
2353
- try log.boost(ident, .Defense, -1);
2514
+ try log.boost(.{ ident, .Defense, n });
2515
+ try log.boost(.{ ident, .Defense, -1 });
2354
2516
  }
2355
- return try log.fail(ident, .None);
2517
+ return log.fail(.{ ident, .None });
2356
2518
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2519
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2358
2520
  const stat = unmodifiedStats(battle, side).def;
2359
2521
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
- try log.boost(ident, .Defense, n);
2522
+ try log.boost(.{ ident, .Defense, n });
2361
2523
  },
2362
2524
  .SpeedUp2 => {
2363
2525
  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));
2526
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2527
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2366
2528
  if (stats.spe == MAX_STAT_VALUE) {
2367
2529
  boosts.spe -= 1;
2368
2530
  if (showdown) {
2369
- try log.boost(ident, .Speed, 2);
2370
- try log.boost(ident, .Speed, -1);
2531
+ try log.boost(.{ ident, .Speed, 2 });
2532
+ try log.boost(.{ ident, .Speed, -1 });
2371
2533
  }
2372
- return try log.fail(ident, .None);
2534
+ return log.fail(.{ ident, .None });
2373
2535
  }
2374
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2536
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2375
2537
  const stat = unmodifiedStats(battle, side).spe;
2376
2538
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2377
- try log.boost(ident, .Speed, 2);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2378
2540
  },
2379
2541
  .SpecialUp1, .SpecialUp2 => {
2380
2542
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2381
- if (boosts.spc == 6) return try log.fail(ident, .None);
2543
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2382
2544
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2383
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2545
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2384
2546
  if (stats.spc == MAX_STAT_VALUE) {
2385
2547
  boosts.spc -= 1;
2386
2548
  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);
2549
+ try log.boost(.{ ident, .SpecialAttack, n });
2550
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2551
+ try log.boost(.{ ident, .SpecialDefense, n });
2552
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2391
2553
  }
2392
- return try log.fail(ident, .None);
2554
+ return log.fail(.{ ident, .None });
2393
2555
  }
2394
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2556
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2395
2557
  const stat = unmodifiedStats(battle, side).spc;
2396
2558
  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);
2559
+ try log.boost(.{ ident, .SpecialAttack, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2399
2561
  },
2400
2562
  .EvasionUp1 => {
2401
2563
  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);
2564
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2565
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2566
+ try log.boost(.{ ident, .Evasion, 1 });
2405
2567
  },
2406
2568
  else => unreachable,
2407
2569
  }
@@ -2410,102 +2572,105 @@ pub const Effects = struct {
2410
2572
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2411
2573
  }
2412
2574
 
2413
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2575
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2576
+ var log = options.log;
2414
2577
  var foe = battle.foe(player);
2415
2578
  const foe_ident = battle.active(player.foe());
2579
+ const secondary = move.effect.isStatDownChance();
2416
2580
 
2417
- if (foe.active.volatiles.Substitute) {
2418
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2419
- }
2581
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2420
2582
 
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
2583
+ if (secondary) {
2584
+ const proc = try Rolls.unboost(battle, player, options);
2585
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2586
+ } else {
2587
+ // checkHit already checks for Invulnerable
2588
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2425
2589
  }
2426
2590
 
2427
2591
  var stats = &foe.active.stats;
2428
2592
  var boosts = &foe.active.boosts;
2593
+ const fail = showdown or !secondary;
2429
2594
 
2430
2595
  switch (move.effect) {
2431
2596
  .AttackDown1, .AttackDownChance => {
2432
2597
  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));
2598
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2599
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2435
2600
  if (stats.atk == 1) {
2436
2601
  boosts.atk += 1;
2437
2602
  if (showdown) {
2438
- try log.boost(foe_ident, .Attack, -1);
2439
- try log.boost(foe_ident, .Attack, 1);
2603
+ try log.boost(.{ foe_ident, .Attack, -1 });
2604
+ try log.boost(.{ foe_ident, .Attack, 1 });
2440
2605
  }
2441
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2442
2607
  }
2443
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
2609
  const stat = unmodifiedStats(battle, foe).atk;
2445
2610
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2446
- try log.boost(foe_ident, .Attack, -1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2447
2612
  },
2448
2613
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2449
2614
  assert(boosts.def >= -6 and boosts.def <= 6);
2450
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2615
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2451
2616
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2452
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2617
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2453
2618
  if (stats.def == 1) {
2454
2619
  boosts.def += 1;
2455
2620
  if (showdown) {
2456
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2457
- try log.boost(foe_ident, .Defense, 1);
2621
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2622
+ try log.boost(.{ foe_ident, .Defense, 1 });
2458
2623
  }
2459
- return try log.fail(foe_ident, .None);
2624
+ return log.fail(.{ foe_ident, .None });
2460
2625
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2626
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2462
2627
  const stat = unmodifiedStats(battle, foe).def;
2463
2628
  stats.def = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2465
2630
  },
2466
2631
  .SpeedDown1, .SpeedDownChance => {
2467
2632
  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));
2633
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2634
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2470
2635
  if (stats.spe == 1) {
2471
2636
  boosts.spe += 1;
2472
2637
  if (showdown) {
2473
- try log.boost(foe_ident, .Speed, -1);
2474
- try log.boost(foe_ident, .Speed, 1);
2638
+ try log.boost(.{ foe_ident, .Speed, -1 });
2639
+ try log.boost(.{ foe_ident, .Speed, 1 });
2475
2640
  }
2476
- return try log.fail(foe_ident, .None);
2641
+ return log.fail(.{ foe_ident, .None });
2477
2642
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2643
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2479
2644
  const stat = unmodifiedStats(battle, foe).spe;
2480
2645
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2481
- try log.boost(foe_ident, .Speed, -1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2482
2647
  assert(boosts.spe >= -6);
2483
2648
  },
2484
2649
  .SpecialDownChance => {
2485
2650
  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));
2651
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2652
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2488
2653
  if (stats.spc == 1) {
2489
2654
  boosts.spc += 1;
2490
2655
  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);
2656
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2657
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2658
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2495
2660
  }
2496
- return try log.fail(foe_ident, .None);
2661
+ return log.fail(.{ foe_ident, .None });
2497
2662
  }
2498
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2663
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2499
2664
  const stat = unmodifiedStats(battle, foe).spc;
2500
2665
  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);
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2503
2668
  },
2504
2669
  .AccuracyDown1 => {
2505
2670
  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);
2671
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2672
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2673
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2509
2674
  },
2510
2675
  else => unreachable,
2511
2676
  }
@@ -2529,37 +2694,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2529
2694
  }
2530
2695
  }
2531
2696
 
2532
- inline fn isForced(active: ActivePokemon) bool {
2697
+ fn isForced(active: anytype) bool {
2533
2698
  return active.volatiles.Recharging or active.volatiles.Rage or
2534
2699
  active.volatiles.Thrashing or active.volatiles.Charging;
2535
2700
  }
2536
2701
 
2537
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2702
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2703
+ var log = options.log;
2538
2704
  var side = battle.side(who);
2539
2705
  var volatiles = &side.active.volatiles;
2540
2706
  const ident = battle.active(who);
2541
2707
 
2542
- if (volatiles.disabled_move != 0) {
2543
- volatiles.disabled_move = 0;
2544
- volatiles.disabled_duration = 0;
2545
- try log.end(ident, .DisableSilent);
2708
+ if (volatiles.disable_move != 0) {
2709
+ volatiles.disable_move = 0;
2710
+ volatiles.disable_duration = 0;
2711
+ options.chance.observe(.disable, who, .None);
2712
+ try log.end(.{ ident, .DisableSilent });
2546
2713
  }
2547
2714
  if (volatiles.Confusion) {
2548
2715
  // volatiles.confusion is left unchanged
2549
2716
  volatiles.Confusion = false;
2550
- try log.end(ident, .ConfusionSilent);
2717
+ options.chance.observe(.confusion, who, .None);
2718
+ try log.end(.{ ident, .ConfusionSilent });
2551
2719
  }
2552
2720
  if (volatiles.Mist) {
2553
2721
  volatiles.Mist = false;
2554
- try log.end(ident, .Mist);
2722
+ try log.end(.{ ident, .MistSilent });
2555
2723
  }
2556
2724
  if (volatiles.FocusEnergy) {
2557
2725
  volatiles.FocusEnergy = false;
2558
- try log.end(ident, .FocusEnergy);
2726
+ try log.end(.{ ident, .FocusEnergySilent });
2559
2727
  }
2560
2728
  if (volatiles.LeechSeed) {
2561
2729
  volatiles.LeechSeed = false;
2562
- try log.end(ident, .LeechSeed);
2730
+ try log.end(.{ ident, .LeechSeedSilent });
2563
2731
  }
2564
2732
  if (!showdown and volatiles.Toxic) {
2565
2733
  volatiles.Toxic = false;
@@ -2567,152 +2735,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2567
2735
  }
2568
2736
  if (volatiles.LightScreen) {
2569
2737
  volatiles.LightScreen = false;
2570
- try log.end(ident, .LightScreen);
2738
+ try log.end(.{ ident, .LightScreenSilent });
2571
2739
  }
2572
2740
  if (volatiles.Reflect) {
2573
2741
  volatiles.Reflect = false;
2574
- try log.end(ident, .Reflect);
2742
+ try log.end(.{ ident, .ReflectSilent });
2575
2743
  }
2576
2744
  if (showdown and volatiles.Toxic) {
2577
2745
  volatiles.Toxic = false;
2578
2746
  // Pokémon Showdown erroneously clears the toxic counter
2579
2747
  volatiles.toxic = 0;
2580
- try log.end(ident, .Toxic);
2748
+ try log.end(.{ ident, .ToxicSilent });
2581
2749
  }
2582
2750
  }
2583
2751
 
2752
+ fn decrement(
2753
+ comptime field: chance.Action.Field,
2754
+ player: Player,
2755
+ options: anytype,
2756
+ n: anytype,
2757
+ ) @TypeOf(n) {
2758
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2759
+ .started, .ended => 0,
2760
+ .continuing => if (n > 1) n - 1 else n,
2761
+ else => unreachable,
2762
+ } else n - 1;
2763
+ }
2764
+
2584
2765
  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
- }
2766
+ fn speedTie(battle: anytype, options: anytype) !bool {
2767
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2768
+ player == .P1
2769
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2770
+ battle.rng.speedTie()
2771
+ else if (showdown)
2772
+ battle.rng.range(u8, 0, 2) == 0
2773
+ else
2774
+ battle.rng.next() < Gen12.percent(50) + 1;
2775
+
2776
+ try options.chance.speedTie(p1);
2777
+ return p1;
2778
+ }
2779
+
2780
+ fn criticalHit(
2781
+ battle: anytype,
2782
+ player: Player,
2783
+ rate: u8,
2784
+ spurious: bool,
2785
+ options: anytype,
2786
+ ) !bool {
2787
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2788
+ val == .true
2789
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2790
+ battle.rng.criticalHit(player, rate)
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2795
+
2796
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2797
+ return crit;
2798
+ }
2799
+
2800
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2801
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2802
+ val
2803
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2804
+ battle.rng.damage(player)
2805
+ else roll: {
2806
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2807
+ while (true) {
2808
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2809
+ if (r >= 217) break :roll r;
2810
+ }
2811
+ };
2589
2812
 
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;
2813
+ assert(roll >= 217 and roll <= 255);
2814
+ try options.chance.damage(player, roll);
2815
+ return roll;
2593
2816
  }
2594
2817
 
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
- }
2818
+ const uN = if (pkmn.options.miss) u8 else u9;
2819
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2820
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2824
+ battle.rng.hit(player, acc)
2825
+ else if (showdown)
2826
+ battle.rng.chance(uN, acc, 256)
2827
+ else
2828
+ battle.rng.next() < acc;
2602
2829
 
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;
2830
+ try options.chance.hit(player, ok, acc);
2831
+ return ok;
2606
2832
  }
2607
2833
 
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
- }
2834
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2835
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2836
+ val == .true
2837
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2838
+ battle.rng.confused(player)
2839
+ else if (showdown)
2840
+ !battle.rng.chance(u8, 128, 256)
2841
+ else
2842
+ battle.rng.next() >= Gen12.percent(50) + 1;
2612
2843
 
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;
2844
+ try options.chance.confused(player, cfz);
2845
+ return cfz;
2616
2846
  }
2617
2847
 
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);
2621
- }
2848
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2849
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2850
+ val == .true
2851
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2852
+ battle.rng.paralyzed(player)
2853
+ else if (showdown)
2854
+ battle.rng.chance(u8, 63, 256)
2855
+ else
2856
+ battle.rng.next() < Gen12.percent(25);
2622
2857
 
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);
2858
+ try options.chance.paralyzed(player, par);
2859
+ return par;
2626
2860
  }
2627
2861
 
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));
2631
- }
2862
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2863
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2864
+ val == .true
2865
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2866
+ battle.rng.secondaryChance(player, 25)
2867
+ else if (showdown)
2868
+ battle.rng.chance(u8, 25, 256)
2869
+ else
2870
+ battle.rng.next() < Gen12.percent(10);
2632
2871
 
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));
2872
+ try options.chance.secondaryChance(player, proc, 25);
2873
+ return proc;
2636
2874
  }
2637
2875
 
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
- }
2876
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2877
+ const rate: u8 = if (low) 26 else 77;
2878
+
2879
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2880
+ val == .true
2881
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2882
+ battle.rng.secondaryChance(player, rate)
2883
+ else if (showdown)
2884
+ battle.rng.chance(u8, rate, 256)
2885
+ else
2886
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2887
+
2888
+ try options.chance.secondaryChance(player, proc, rate);
2889
+ return proc;
2644
2890
  }
2645
2891
 
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);
2892
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2893
+ const rate: u8 = if (low) 52 else 103;
2894
+
2895
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2896
+ val == .true
2897
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2898
+ battle.rng.secondaryChance(player, rate)
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, rate, 256)
2901
+ else
2902
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2903
+
2904
+ try options.chance.secondaryChance(player, proc, rate);
2905
+ return proc;
2649
2906
  }
2650
2907
 
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);
2908
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2909
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2910
+ val == .true
2911
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2912
+ battle.rng.secondaryChance(player, 85)
2913
+ else if (showdown)
2914
+ battle.rng.chance(u8, 85, 256)
2915
+ else
2916
+ battle.rng.next() < Gen12.percent(33) + 1;
2917
+
2918
+ try options.chance.secondaryChance(player, proc, 85);
2919
+ return proc;
2920
+ }
2921
+
2922
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2923
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2924
+ val
2925
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2926
+ battle.rng.metronome(player)
2927
+ else if (showdown)
2928
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2929
+ else move: {
2930
+ while (true) {
2931
+ const r = battle.rng.next();
2932
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2933
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2934
+ break :move @enumFromInt(r);
2671
2935
  }
2672
- }
2936
+ };
2673
2937
 
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
- }
2938
+ try options.chance.metronome(player, move);
2939
+ return move;
2940
+ }
2941
+
2942
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2943
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2944
+ val - 1
2945
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2946
+ battle.rng.psywave(player)
2947
+ else if (showdown)
2948
+ battle.rng.range(u8, 0, max)
2949
+ else power: {
2950
+ while (true) {
2951
+ const r = battle.rng.next();
2952
+ if (r < max) break :power r;
2953
+ }
2954
+ };
2955
+
2956
+ assert(power < max);
2957
+ try options.chance.psywave(player, power, max);
2958
+ return power;
2678
2959
  }
2679
2960
 
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);
2961
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2962
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2963
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2964
+ else
2965
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2966
+ battle.rng.sleepDuration(player)
2967
+ else if (showdown)
2968
+ battle.rng.range(u3, 1, 8)
2969
+ else duration: {
2970
+ while (true) {
2971
+ const r = battle.rng.next() & 7;
2972
+ if (r != 0) break :duration @intCast(r);
2973
+ }
2974
+ };
2975
+
2976
+ assert(duration >= 1 and duration <= 7);
2977
+ options.chance.duration(player, duration);
2978
+ return duration;
2683
2979
  }
2684
2980
 
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
- }
2981
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2982
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2983
+ if (val >= 1 and val <= 8) val else null
2984
+ else
2985
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2986
+ battle.rng.disableDuration(player)
2987
+ else if (showdown)
2988
+ battle.rng.range(u4, 1, 9)
2989
+ else
2990
+ @intCast((battle.rng.next() & 7) + 1);
2991
+
2992
+ assert(duration >= 1 and duration <= 8);
2993
+ options.chance.duration(player, duration);
2994
+ return duration;
2697
2995
  }
2698
2996
 
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
- }
2997
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2998
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2999
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3000
+ else
3001
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3002
+ battle.rng.confusionDuration(player)
3003
+ else if (showdown)
3004
+ battle.rng.range(u3, 2, 6)
3005
+ else
3006
+ @intCast((battle.rng.next() & 3) + 2);
3007
+
3008
+ assert(duration >= 2 and duration <= 5);
3009
+ options.chance.duration(player, duration);
3010
+ return duration;
2705
3011
  }
2706
3012
 
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);
3013
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3014
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3015
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3016
+ else
3017
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3018
+ battle.rng.attackingDuration(player)
3019
+ else if (showdown)
3020
+ battle.rng.range(u3, 2, 4)
3021
+ else
3022
+ @intCast((battle.rng.next() & 1) + 2);
3023
+
3024
+ assert(duration >= 2 and duration <= 3);
3025
+ options.chance.duration(player, duration);
3026
+ return duration;
2711
3027
  }
2712
3028
 
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;
3029
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3030
+
3031
+ fn distribution(
3032
+ battle: anytype,
3033
+ comptime effect: Move.Effect,
3034
+ player: Player,
3035
+ options: anytype,
3036
+ ) !u3 {
3037
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3038
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3039
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3040
+ else
3041
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3042
+ battle.rng.distribution(player)
3043
+ else if (showdown)
3044
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3045
+ else n: {
3046
+ const r = (battle.rng.next() & 3);
3047
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3048
+ };
3049
+
3050
+ assert(n >= 2 and n <= 5);
3051
+ if (effect == .Binding) {
3052
+ options.chance.duration(player, n);
3053
+ } else {
3054
+ try options.chance.multiHit(player, n);
3055
+ }
3056
+ return n;
3057
+ }
3058
+
3059
+ fn moveSlot(
3060
+ battle: anytype,
3061
+ player: Player,
3062
+ moves: []MoveSlot,
3063
+ check_pp: u4,
3064
+ options: anytype,
3065
+ ) !u4 {
3066
+ // TODO: consider throwing error instead of rerolling?
3067
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3068
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3069
+ val
3070
+ else
3071
+ null
3072
+ else
3073
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3074
+ battle.rng.moveSlot(player, moves, check_pp)
3075
+ else slot: {
3076
+ if (showdown) {
3077
+ if (check_pp == 0) {
3078
+ var i: usize = moves.len;
3079
+ while (i > 0) {
3080
+ i -= 1;
3081
+ if (moves[i].id != .None) {
3082
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3083
+ }
3084
+ }
3085
+ } else {
3086
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3087
+ var i: usize = 0;
3088
+ while (i < moves.len and r > 0) : (i += 1) {
3089
+ if (moves[i].pp > 0) {
3090
+ r -= 1;
3091
+ if (r == 0) break :slot @intCast(i + 1);
3092
+ }
3093
+ }
3094
+ }
3095
+ }
3096
+
3097
+ while (true) {
3098
+ const r: u4 = @intCast(battle.rng.next() & 3);
3099
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3100
+ }
3101
+ };
3102
+
3103
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3104
+ return slot;
2716
3105
  }
2717
3106
  };
2718
3107
 
@@ -2720,14 +3109,14 @@ test "RNG agreement" {
2720
3109
  if (!showdown) return;
2721
3110
  var expected: [256]u32 = undefined;
2722
3111
  for (0..expected.len) |i| {
2723
- expected[i] = @intCast(u32, i * 0x1000000);
3112
+ expected[i] = @intCast(i * 0x1000000);
2724
3113
  }
2725
3114
 
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 };
3115
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3116
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3117
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2731
3120
 
2732
3121
  for (0..expected.len) |i| {
2733
3122
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2763,11 +3152,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2763
3152
  const side = battle.side(player);
2764
3153
  const foe = battle.foe(player);
2765
3154
 
2766
- var active = side.active;
3155
+ const active = &side.active;
2767
3156
  const stored = side.stored();
2768
3157
 
2769
3158
  // While players are not given any input options on the cartridge in these cases,
2770
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3159
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2771
3160
  //
2772
3161
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2773
3162
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2775,9 +3164,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2775
3164
  // passing due to being forced into using a move. Instead of introducing another option
2776
3165
  // we simply repurpose Move with no move slot, even though pedantically this is not
2777
3166
  // strictly correct as the player would not have been presented the option to move or
2778
- // switch at all.
3167
+ // switch at all
2779
3168
  if (isForced(active)) {
2780
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3169
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2781
3170
  n += 1;
2782
3171
  return n;
2783
3172
  }
@@ -2794,7 +3183,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2794
3183
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2795
3184
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2796
3185
  // either disables all other moves in the case of limited or requires you to select a
2797
- // move normally if sleeping/frozen/bound.
3186
+ // move normally if sleeping/frozen/bound
2798
3187
  if (!showdown and (limited or foe.active.volatiles.Binding or
2799
3188
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2800
3189
  {
@@ -2807,7 +3196,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2807
3196
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2808
3197
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2809
3198
  // Move will not result in forcing the subsequent use unless the user also had the
2810
- // proc-ed move in their moveset) and disabling all other moves.
3199
+ // proc-ed move in their moveset) and disabling all other moves
2811
3200
  if (limited) {
2812
3201
  assert(showdown);
2813
3202
  assert(side.last_selected_move != .None);
@@ -2817,7 +3206,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2817
3206
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2818
3207
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2819
3208
  const struggle =
2820
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3209
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2821
3210
  const s = if (struggle) 0 else slot;
2822
3211
  out[n] = .{ .type = .Move, .data = s };
2823
3212
  n += 1;
@@ -2832,14 +3221,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3221
  const m = active.moves[slot - 1];
2833
3222
  if (m.id == .None) break;
2834
3223
  if (m.pp == 0) continue;
2835
- if (active.volatiles.disabled_move == slot) continue;
3224
+ if (active.volatiles.disable_move == slot) continue;
2836
3225
  out[n] = .{ .type = .Move, .data = slot };
2837
3226
  n += 1;
2838
3227
  }
2839
3228
  // Struggle (Pokémon Showdown would use 'move 1' here)
2840
3229
  if (n == before) {
2841
3230
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2842
- if (!showdown) {
3231
+ if (!pkmn.options.mod) {
2843
3232
  while (slot <= 4) : (slot += 1) {
2844
3233
  if (active.moves[slot - 1].pp != 0) return n;
2845
3234
  }