@pkmn/engine 0.1.0-dev.47feedd9 → 0.1.0-dev.4c173f03

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Files changed (53) hide show
  1. package/README.md +55 -44
  2. package/build/pkg/addon.js +3 -2
  3. package/build/pkg/addon.js.map +1 -1
  4. package/build/pkg/data/ids.json +12 -12
  5. package/build/pkg/data/layout.json +27 -5
  6. package/build/pkg/data/protocol.json +69 -12
  7. package/build/pkg/data.d.ts +2 -2
  8. package/build/pkg/gen1.d.ts +2 -1
  9. package/build/pkg/gen1.js +38 -20
  10. package/build/pkg/gen1.js.map +1 -1
  11. package/build/pkg/index.d.ts +4 -2
  12. package/build/pkg/index.js.map +1 -1
  13. package/build/pkg/protocol.d.ts +4 -2
  14. package/build/pkg/protocol.js +60 -39
  15. package/build/pkg/protocol.js.map +1 -1
  16. package/build/test/display.js +7 -3
  17. package/build/test/display.js.map +1 -1
  18. package/build.zig +89 -65
  19. package/package.json +41 -20
  20. package/src/bin/install-pkmn-engine +10 -5
  21. package/src/lib/binding/node.zig +46 -141
  22. package/src/lib/binding/wasm.zig +4 -2
  23. package/src/lib/common/battle.zig +17 -0
  24. package/src/lib/common/data.zig +15 -27
  25. package/src/lib/common/debug.zig +20 -11
  26. package/src/lib/common/js.zig +118 -0
  27. package/src/lib/common/optional.zig +67 -0
  28. package/src/lib/common/options.zig +9 -0
  29. package/src/lib/common/protocol.zig +750 -208
  30. package/src/lib/common/rational.zig +353 -0
  31. package/src/lib/common/rng.zig +15 -15
  32. package/src/lib/common/util.zig +12 -0
  33. package/src/lib/gen1/README.md +277 -180
  34. package/src/lib/gen1/calc.zig +426 -0
  35. package/src/lib/gen1/chance.zig +1060 -0
  36. package/src/lib/gen1/data/moves.zig +193 -181
  37. package/src/lib/gen1/data/species.zig +3 -3
  38. package/src/lib/gen1/data/types.zig +6 -6
  39. package/src/lib/gen1/data.zig +79 -65
  40. package/src/lib/gen1/helpers.zig +577 -35
  41. package/src/lib/gen1/mechanics.zig +869 -590
  42. package/src/lib/gen2/README.md +106 -85
  43. package/src/lib/gen2/calc.zig +143 -0
  44. package/src/lib/gen2/chance.zig +1314 -0
  45. package/src/lib/gen2/data/items.zig +13 -19
  46. package/src/lib/gen2/data/moves.zig +661 -567
  47. package/src/lib/gen2/data/species.zig +2 -2
  48. package/src/lib/gen2/data/types.zig +132 -29
  49. package/src/lib/gen2/data.zig +134 -84
  50. package/src/lib/gen2/generated.zig +1023 -0
  51. package/src/lib/gen2/helpers.zig +16 -22
  52. package/src/lib/gen2/mechanics.zig +2910 -12
  53. package/src/lib/pkmn.zig +61 -2
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,13 +13,13 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
24
25
  const Heal = protocol.Heal;
@@ -56,19 +57,15 @@ const BOOSTS = &[_][2]u8{
56
57
 
57
58
  const MAX_STAT_VALUE = 999;
58
59
 
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 {
60
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
61
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
62
+ if (battle.turn == 0) return start(battle, options);
64
63
 
65
64
  var s1 = false;
66
65
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
66
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
67
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
68
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
69
 
73
70
  var p1 = battle.side(.P1);
74
71
  var p2 = battle.side(.P2);
@@ -76,19 +73,19 @@ pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
76
73
  var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
74
  var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
75
 
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;
76
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
77
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
78
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
79
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
80
  }
84
81
 
85
82
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
83
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
84
 
88
- return endTurn(battle, log);
85
+ return endTurn(battle, options);
89
86
  }
90
87
 
91
- fn start(battle: anytype, log: anytype) !Result {
88
+ fn start(battle: anytype, options: anytype) !Result {
92
89
  const p1 = battle.side(.P1);
93
90
  const p2 = battle.side(.P2);
94
91
 
@@ -100,10 +97,10 @@ fn start(battle: anytype, log: anytype) !Result {
100
97
  assert(!showdown or p2_slot == 1);
101
98
  if (p2_slot == 0) return Result.Win;
102
99
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
100
+ try switchIn(battle, .P1, p1_slot, true, options);
101
+ try switchIn(battle, .P2, p2_slot, true, options);
105
102
 
106
- return endTurn(battle, log);
103
+ return endTurn(battle, options);
107
104
  }
108
105
 
109
106
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +114,6 @@ fn selectMove(
117
114
  choice: Choice,
118
115
  foe_choice: Choice,
119
116
  skip_turn: *bool,
120
- from: *?Move,
121
117
  ) ?Result {
122
118
  if (choice.type == .Pass) return null;
123
119
 
@@ -126,12 +122,14 @@ fn selectMove(
126
122
  const stored = side.stored();
127
123
 
128
124
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
125
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
126
 
131
127
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
128
+ if (volatiles.Recharging) {
129
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
130
+ return null;
131
+ }
133
132
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
133
  if (showdown) {
136
134
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
135
  saveMove(battle, player, null);
@@ -141,7 +139,6 @@ fn selectMove(
141
139
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
140
  if (!showdown) volatiles.Flinch = false;
143
141
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
142
  if (showdown) {
146
143
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
144
  saveMove(battle, player, null);
@@ -162,9 +159,7 @@ fn selectMove(
162
159
  return null;
163
160
  }
164
161
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
162
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
163
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
164
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -176,11 +171,7 @@ fn selectMove(
176
171
  assert(choice.data == 0);
177
172
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
173
  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));
174
+ const last = side.active.move(battle.lastMove(player).index);
184
175
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
176
  if (last.id == .MirrorMove) return Result.Error;
186
177
  }
@@ -204,16 +195,13 @@ fn selectMove(
204
195
  if (choice.data == 0) {
205
196
  const struggle = ok: {
206
197
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
198
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
199
  }
209
200
  break :ok true;
210
201
  };
211
-
212
202
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
203
  }
204
+ saveMove(battle, player, choice);
217
205
 
218
206
  return null;
219
207
  }
@@ -226,23 +214,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
214
  if (c.data == 0) {
227
215
  side.last_selected_move = .Struggle;
228
216
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
217
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
218
  const move = side.active.move(c.data);
231
219
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
220
  // sometimes required...), but a 0 PP move can be used automatically
233
221
  assert(showdown or move.pp != 0);
234
222
 
235
223
  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
- }
224
+ battle.lastMove(player).index = @intCast(c.data);
241
225
  }
242
226
  }
243
227
  }
244
228
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
229
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
230
  var side = battle.side(player);
247
231
  var foe = battle.foe(player);
248
232
  var active = &side.active;
@@ -255,11 +239,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
239
  side.order[0] = side.order[slot - 1];
256
240
  side.order[slot - 1] = out;
257
241
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
242
+ battle.lastMove(player).index = 1;
263
243
 
264
244
  side.last_used_move = .None;
265
245
  foe.last_used_move = .None;
@@ -275,17 +255,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
275
255
 
276
256
  foe.active.volatiles.Binding = false;
277
257
 
278
- try log.switched(battle.active(player), incoming);
258
+ try options.log.switched(battle.active(player), incoming);
259
+ options.chance.switched(player, side.order[0], out);
279
260
 
280
261
  if (showdown and incoming.status == Status.TOX) {
281
262
  incoming.status = Status.init(.PSN);
282
263
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
264
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
265
+ try options.log.status(battle.active(player), incoming.status, .Silent);
285
266
  }
286
267
  }
287
268
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
269
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
270
  assert(c1.type != .Pass or c2.type != .Pass);
290
271
 
291
272
  if (c1.type == .Pass) return .P2;
@@ -315,9 +296,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
296
  const spe2 = battle.side(.P2).active.stats.spe;
316
297
  if (spe1 == spe2) {
317
298
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
299
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
300
+ battle.rng.advance(1);
301
+ }
319
302
 
320
- const p1 = Rolls.speedTie(battle);
303
+ const p1 = try Rolls.speedTie(battle, options);
321
304
  if (!showdown) return if (p1) .P1 else .P2;
322
305
 
323
306
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +325,11 @@ fn doTurn(
342
325
  player_choice: Choice,
343
326
  player_rewrap: bool,
344
327
  player_skip: bool,
345
- player_from: ?Move,
346
328
  foe_player: Player,
347
329
  foe_choice: Choice,
348
330
  foe_rewrap: bool,
349
331
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
332
+ options: anytype,
352
333
  ) !?Result {
353
334
  assert(player_choice.type != .Pass);
354
335
 
@@ -360,36 +341,37 @@ fn doTurn(
360
341
  player_choice,
361
342
  player_rewrap,
362
343
  player_skip,
363
- player_from,
364
344
  &residual,
365
- log,
345
+ options,
366
346
  )) |r| return r;
367
347
  if (!replace) {
368
348
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
370
350
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
351
+ if (residual) try handleResidual(battle, player, options);
352
+ if (try checkFaint(battle, player, options)) |r| return r;
373
353
  } else if (foe_choice.type == .Pass) return null;
374
354
 
355
+ options.chance.clearPending();
356
+
375
357
  residual = true;
376
358
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
359
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
360
+ if (if (calc) null else try executeMove(
378
361
  battle,
379
362
  foe_player,
380
363
  foe_choice,
381
364
  foe_rewrap,
382
365
  foe_skip,
383
- foe_from,
384
366
  &residual,
385
- log,
367
+ options,
386
368
  )) |r| return r;
387
369
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
370
+ if (!calc and foe_choice.type != .Switch) {
371
+ if (try checkFaint(battle, player, options)) |r| return r;
390
372
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
373
+ if (residual) try handleResidual(battle, foe_player, options);
374
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
393
375
  }
394
376
 
395
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +390,13 @@ fn executeMove(
408
390
  choice: Choice,
409
391
  rewrap: bool,
410
392
  skip: bool,
411
- from: ?Move,
412
393
  residual: *bool,
413
- log: anytype,
394
+ options: anytype,
414
395
  ) !?Result {
415
396
  var side = battle.side(player);
416
397
 
417
398
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
399
+ try switchIn(battle, player, choice.data, false, options);
419
400
  return null;
420
401
  }
421
402
 
@@ -425,13 +406,13 @@ fn executeMove(
425
406
  if (side.last_selected_move == .SKIP_TURN) {
426
407
  assert(!showdown);
427
408
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
409
+ try options.log.cant(battle.active(player), .Bound);
429
410
  }
430
411
  return null;
431
412
  }
432
413
 
433
414
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
415
+ var mslot: u4 = @intCast(choice.data);
435
416
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
417
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
418
  var auto = showdown and side.last_selected_move != .None;
@@ -440,14 +421,13 @@ fn executeMove(
440
421
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
422
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
423
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
424
+ mslot = @intCast(battle.lastMove(player).index);
447
425
  const stored = side.stored();
448
426
  // 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);
427
+ auto = isForced(&side.active) or
428
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
429
+ side.last_selected_move == .HyperBeam or
430
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
453
433
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -464,15 +444,12 @@ fn executeMove(
464
444
  } else if (showdown and side.active.volatiles.Charging) {
465
445
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
446
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
471
448
  }
472
449
 
473
450
  var skip_can = false;
474
451
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
452
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
453
  .done => return null,
477
454
  .skip_can => skip_can = true,
478
455
  .skip_pp => skip_pp = true,
@@ -480,11 +457,11 @@ fn executeMove(
480
457
  .err => return @as(?Result, Result.Error),
481
458
  }
482
459
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
485
- }
460
+ const can = skip_can or
461
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
462
+ if (!can) return null;
486
463
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
464
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
465
  }
489
466
 
490
467
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +470,10 @@ fn beforeMove(
493
470
  battle: anytype,
494
471
  player: Player,
495
472
  skip: bool,
496
- from: ?Move,
497
473
  residual: *bool,
498
- log: anytype,
474
+ options: anytype,
499
475
  ) !BeforeMove {
476
+ var log = options.log;
500
477
  var side = battle.side(player);
501
478
  const foe = battle.foe(player);
502
479
  var active = &side.active;
@@ -505,11 +482,21 @@ fn beforeMove(
505
482
  var volatiles = &active.volatiles;
506
483
 
507
484
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
485
+ const before = stored.status;
509
486
  // 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);
487
+ if (options.calc.modify(player, .sleep)) |extend| {
488
+ if (!extend) stored.status = 0;
489
+ } else {
490
+ stored.status -= 1;
491
+ }
492
+
493
+ const duration = Status.duration(stored.status);
494
+ if (!Status.is(stored.status, .EXT)) {
495
+ try options.chance.sleep(player, duration);
496
+ }
497
+
498
+ if (duration == 0) {
499
+ try log.curestatus(ident, before, .Message);
513
500
  stored.status = 0; // clears EXT if present
514
501
  } else {
515
502
  try log.cant(ident, .Sleep);
@@ -543,15 +530,21 @@ fn beforeMove(
543
530
  return .done;
544
531
  }
545
532
 
546
- if (volatiles.disabled_duration > 0) {
547
- volatiles.disabled_duration -= 1;
548
- if (volatiles.disabled_duration == 0) {
549
- volatiles.disabled_move = 0;
533
+ if (volatiles.disable_duration > 0) {
534
+ if (options.calc.modify(player, .disable)) |extend| {
535
+ if (!extend) volatiles.disable_duration = 0;
536
+ } else {
537
+ volatiles.disable_duration -= 1;
538
+ }
539
+ try options.chance.disable(player, volatiles.disable_duration);
540
+
541
+ if (volatiles.disable_duration == 0) {
542
+ volatiles.disable_move = 0;
550
543
  try log.end(ident, .Disable);
551
544
  }
552
545
  }
553
546
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
554
- if (showdown and try disabled(side, ident, log)) return .done;
547
+ if (showdown and try disabled(side, ident, options)) return .done;
555
548
 
556
549
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
557
550
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -563,14 +556,20 @@ fn beforeMove(
563
556
  if (volatiles.Confusion) {
564
557
  assert(volatiles.confusion > 0);
565
558
 
566
- volatiles.confusion -= 1;
559
+ if (options.calc.modify(player, .confusion)) |extend| {
560
+ if (!extend) volatiles.confusion = 0;
561
+ } else {
562
+ volatiles.confusion -= 1;
563
+ }
564
+ try options.chance.confusion(player, volatiles.confusion);
565
+
567
566
  if (volatiles.confusion == 0) {
568
567
  volatiles.Confusion = false;
569
568
  try log.end(ident, .Confusion);
570
569
  } else {
571
570
  try log.activate(ident, .Confusion);
572
571
 
573
- if (Rolls.confused(battle)) {
572
+ if (try Rolls.confused(battle, player, options)) {
574
573
  assert(!volatiles.MultiHit);
575
574
  if (!volatiles.Rage) volatiles.state = 0;
576
575
  volatiles.Bide = false;
@@ -580,6 +579,7 @@ fn beforeMove(
580
579
  volatiles.Charging = false;
581
580
  volatiles.Binding = false;
582
581
  volatiles.Invulnerable = false;
582
+ options.chance.clearDurations(player, null);
583
583
  {
584
584
  // This feels (and is) disgusting but the cartridge literally just overwrites
585
585
  // the opponent's defense with the user's defense and resets it after. As a
@@ -599,7 +599,7 @@ fn beforeMove(
599
599
 
600
600
  const uncapped = battle.last_damage;
601
601
  // Skipping adjustDamage / randomizeDamage / checkHit
602
- _ = try applyDamage(battle, player, target, .Confusion, log);
602
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
603
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
604
  if (showdown) battle.last_damage = uncapped;
605
605
 
@@ -608,14 +608,15 @@ fn beforeMove(
608
608
  }
609
609
  }
610
610
 
611
- if (!showdown and try disabled(side, ident, log)) return .done;
611
+ if (!showdown and try disabled(side, ident, options)) return .done;
612
612
 
613
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
613
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
614
  if (!volatiles.Rage) volatiles.state = 0;
615
615
  volatiles.Bide = false;
616
616
  volatiles.Thrashing = false;
617
617
  volatiles.Charging = false;
618
618
  volatiles.Binding = false;
619
+ options.chance.clearDurations(player, null);
619
620
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
620
621
  try log.cant(ident, .Paralysis);
621
622
  return .done;
@@ -624,11 +625,24 @@ fn beforeMove(
624
625
  if (volatiles.Bide) {
625
626
  assert(!volatiles.Thrashing and !volatiles.Rage);
626
627
 
627
- volatiles.state +%= battle.last_damage;
628
+ if (showdown) {
629
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
630
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
631
+ // addition because 65535 is sufficient to faint any Pokémon anyway
632
+ volatiles.state +|= battle.last_damage;
633
+ } else {
634
+ volatiles.state +%= battle.last_damage;
635
+ }
628
636
 
629
637
  assert(volatiles.attacks > 0);
630
638
 
631
- volatiles.attacks -= 1;
639
+ if (options.calc.modify(player, .attacking)) |extend| {
640
+ if (!extend) volatiles.attacks = 0;
641
+ } else {
642
+ volatiles.attacks -= 1;
643
+ }
644
+ try options.chance.attacking(player, volatiles.attacks);
645
+
632
646
  if (volatiles.attacks != 0) {
633
647
  try log.activate(ident, .Bide);
634
648
  return .done;
@@ -646,15 +660,15 @@ fn beforeMove(
646
660
  }
647
661
 
648
662
  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);
663
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
664
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
651
665
 
652
666
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
653
667
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
654
668
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
655
669
  if (showdown) {
656
670
  residual.* = false;
657
- try handleResidual(battle, player, log);
671
+ try handleResidual(battle, player, options);
658
672
  }
659
673
 
660
674
  return .done;
@@ -662,17 +676,23 @@ fn beforeMove(
662
676
 
663
677
  if (volatiles.Thrashing) {
664
678
  assert(volatiles.attacks > 0);
665
- assert(from != null);
666
- volatiles.attacks -= 1;
667
- if (!showdown and handleThrashing(battle, active)) {
679
+
680
+ if (options.calc.modify(player, .attacking)) |extend| {
681
+ if (!extend) volatiles.attacks = 0;
682
+ } else {
683
+ volatiles.attacks -= 1;
684
+ }
685
+ try options.chance.attacking(player, volatiles.attacks);
686
+
687
+ if (!showdown and handleThrashing(battle, active, player, options)) {
668
688
  try log.start(battle.active(player), .ConfusionSilent);
669
689
  }
670
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
690
+ try log.move(ident, side.last_selected_move, battle.active(player.foe()));
671
691
  if (showdown) {
672
692
  // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
673
693
  // used in useMove and doesn't have the notion of skipping canMove semantics
674
694
  side.last_used_move = side.last_selected_move;
675
- if (handleThrashing(battle, active)) {
695
+ if (handleThrashing(battle, active, player, options)) {
676
696
  try log.start(battle.active(player), .ConfusionSilent);
677
697
  }
678
698
  }
@@ -681,18 +701,20 @@ fn beforeMove(
681
701
 
682
702
  if (volatiles.Binding) {
683
703
  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
- );
704
+
705
+ if (options.calc.modify(player, .binding)) |extend| {
706
+ if (!extend) volatiles.attacks = 0;
707
+ } else {
708
+ volatiles.attacks -= 1;
709
+ }
710
+ try options.chance.binding(player, volatiles.attacks);
711
+
712
+ try log.move(battle.active(player), side.last_selected_move, battle.active(player.foe()));
691
713
  if (showdown or battle.last_damage != 0) {
692
714
  const sub = showdown and foe.active.volatiles.Substitute;
693
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
715
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
694
716
  if (battle.foe(player).stored().hp > 0 and !sub) {
695
- try buildRage(battle, player.foe(), log);
717
+ try buildRage(battle, player.foe(), options);
696
718
  }
697
719
  }
698
720
  return .done;
@@ -707,56 +729,58 @@ fn canMove(
707
729
  mslot: u4,
708
730
  auto: bool,
709
731
  skip_pp: bool,
710
- from: ?Move,
732
+ from: Move,
711
733
  residual: *bool,
712
- log: anytype,
734
+ options: anytype,
713
735
  ) !bool {
714
736
  var side = battle.side(player);
715
737
  const player_ident = battle.active(player);
716
738
  const move = Move.get(side.last_selected_move);
717
739
 
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
740
  var skip = skip_pp;
723
741
  if (side.active.volatiles.Charging) {
724
742
  side.active.volatiles.Charging = false;
725
743
  side.active.volatiles.Invulnerable = false;
726
744
  } else if (move.effect == .Charge) {
727
- try log.move(player_ident, side.last_selected_move, .{}, from);
728
- try Effects.charge(battle, player, log);
745
+ try options.log.moveFrom(player_ident, side.last_selected_move, .{}, from);
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
729
748
  return false;
730
749
  }
731
750
 
732
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
751
+ side.last_used_move = side.last_selected_move;
733
752
  if (!skip) decrementPP(side, mslot, auto);
734
753
 
735
754
  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);
755
+ try options.log.moveFrom(player_ident, side.last_selected_move, battle.active(target), from);
756
+ setCounterable(battle, player, side, move);
744
757
 
745
758
  if (move.effect.onBegin()) {
746
- try onBegin(battle, player, move, mslot, residual, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
747
760
  return false;
748
761
  }
749
762
 
750
763
  if (move.effect == .Thrashing) {
751
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
752
765
  } else if (!showdown and move.effect == .Binding) {
753
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
754
- Effects.binding(battle, player, false);
767
+ try Effects.binding(battle, player, false, options);
755
768
  }
756
769
 
757
770
  return true;
758
771
  }
759
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
760
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
761
785
  if (side.last_selected_move == .Struggle) return;
762
786
 
@@ -766,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
766
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
767
791
  if (volatiles.Bide) return;
768
792
 
769
- assert(active.move(mslot).pp > 0 or auto);
770
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
771
796
  if (volatiles.Transform) return;
772
797
 
773
- assert(side.stored().move(mslot).pp > 0 or auto);
774
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
775
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
776
802
  }
777
803
 
@@ -779,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
779
805
  var active = &side.active;
780
806
  const volatiles = &active.volatiles;
781
807
 
782
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
783
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
784
810
  if (showdown and volatiles.Transform) return;
785
811
 
786
812
  assert(mslot > 0 and mslot <= 4);
787
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
788
814
  }
789
815
 
790
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -795,8 +821,9 @@ fn doMove(
795
821
  rewrap: bool,
796
822
  auto: bool,
797
823
  residual: *bool,
798
- log: anytype,
824
+ options: anytype,
799
825
  ) !?Result {
826
+ var log = options.log;
800
827
  var side = battle.side(player);
801
828
  const foe = battle.foe(player);
802
829
 
@@ -811,23 +838,27 @@ fn doMove(
811
838
  var hits: u4 = 1;
812
839
  var effectiveness = Effectiveness.neutral;
813
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
814
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
815
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
816
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
817
847
  }
818
848
 
819
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
820
850
  // calling moveHit early covers most of that but we also need to check type immunity first
821
851
  var miss = showdown and miss: {
822
852
  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);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
825
855
  if (immune and move.effect != .Binding) break :miss true;
826
856
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
827
857
  battle.last_damage = 0;
828
858
  break :miss true;
829
859
  }
830
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
831
862
  };
832
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
833
864
 
@@ -835,16 +866,16 @@ fn doMove(
835
866
  const skip = status or immune;
836
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
837
868
  if (showdown and move.effect.isMulti()) {
838
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
839
870
  hits = side.active.volatiles.attacks;
840
871
  late = false;
841
872
  }
842
873
 
843
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
844
875
  const check = !showdown or (!counter and move.effect != .OHKO);
845
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
846
877
 
847
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
848
879
 
849
880
  battle.last_damage = 0;
850
881
 
@@ -866,17 +897,15 @@ fn doMove(
866
897
  effectiveness = adjustDamage(battle, player);
867
898
  immune = effectiveness == 0;
868
899
  }
869
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
870
901
  }
871
902
  }
872
903
 
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
-
904
+ var zero = battle.last_damage == 0;
876
905
  miss = if (showdown or skip)
877
906
  miss
878
907
  else
879
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
880
909
 
881
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
882
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -884,11 +913,11 @@ fn doMove(
884
913
 
885
914
  if (!showdown or !miss) {
886
915
  if (move.effect == .MirrorMove) {
887
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
888
917
  } else if (move.effect == .Metronome) {
889
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
890
919
  } else if (move.effect.onEnd()) {
891
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
892
921
  return null;
893
922
  }
894
923
  }
@@ -907,29 +936,34 @@ fn doMove(
907
936
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
908
937
  try log.fail(foe_ident, .None);
909
938
  } else {
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
910
940
  try log.lastmiss();
911
941
  try log.miss(battle.active(player));
912
942
  }
913
943
  if (move.effect == .JumpKick) {
914
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
915
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
916
946
  battle.last_damage = 1;
917
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
918
948
  if (showdown and side.stored().hp == 0) residual.* = false;
919
949
  } else if (move.effect == .Explode) {
920
950
  try Effects.explode(battle, player);
921
- try buildRage(battle, player.foe(), log);
951
+ try buildRage(battle, player.foe(), options);
922
952
  } else if (showdown and move.effect == .Disable) {
923
- try buildRage(battle, player.foe(), log);
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
924
956
  }
925
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
926
960
  }
927
961
 
928
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
929
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
930
964
  // it up above before damage calculation).
931
965
  if (!showdown and move.effect.isMulti()) {
932
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
933
967
  hits = side.active.volatiles.attacks;
934
968
  }
935
969
 
@@ -947,11 +981,13 @@ fn doMove(
947
981
  try log.resisted(battle.active(player.foe()));
948
982
  }
949
983
  }
950
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
951
985
  if (hit == 0 and ohko) try log.ohko();
952
986
  hit += 1;
953
987
  if (foe.stored().hp == 0) break;
954
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
990
+ }
955
991
  // If the substitute breaks during a multi-hit attack, the attack ends
956
992
  if (nullified) break;
957
993
  }
@@ -961,17 +997,23 @@ fn doMove(
961
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
962
998
  side.active.volatiles.attacks = 0;
963
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
964
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
965
1001
  }
966
1002
  try log.hitcount(battle.active(player.foe()), hit);
967
1003
  } else if (showdown) {
968
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
969
1005
  if (move.effect == .Binding) {
970
- Effects.binding(battle, player, rewrap);
1006
+ try Effects.binding(battle, player, rewrap, options);
971
1007
  if (immune) {
972
1008
  battle.last_damage = 0;
1009
+ assert(foe.stored().hp > 0);
973
1010
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
974
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1011
+ if (sub) {
1012
+ try log.activate(battle.active(player.foe()), .Substitute);
1013
+ } else {
1014
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1015
+ try buildRage(battle, player.foe(), options);
1016
+ }
975
1017
  return null;
976
1018
  }
977
1019
  }
@@ -984,12 +1026,12 @@ fn doMove(
984
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
985
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
986
1028
  // 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);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
988
1030
 
989
1031
  if (foe.stored().hp == 0) return null;
990
1032
 
991
1033
  // 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);
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
993
1035
 
994
1036
  if (!move.effect.isSpecial()) {
995
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -1000,29 +1042,29 @@ fn doMove(
1000
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1001
1043
  // puts the |-status| message before |-hitcount| instead of after.
1002
1044
  if (move.effect == .Twineedle) {
1003
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1004
1046
  } else if (move.effect == .Disable) {
1005
- const result = try Effects.disable(battle, player, move, log);
1006
- if (showdown) try buildRage(battle, player.foe(), log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
1007
1049
  return result;
1008
1050
  } else {
1009
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
1010
1052
  }
1011
1053
  }
1012
1054
 
1013
1055
  return null;
1014
1056
  }
1015
1057
 
1016
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1017
1059
  const side = battle.side(player);
1018
1060
 
1019
1061
  // 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;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1024
1066
 
1025
- return Rolls.criticalHit(battle, chance);
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
1026
1068
  }
1027
1069
 
1028
1070
  fn calcDamage(
@@ -1088,7 +1130,7 @@ fn calcDamage(
1088
1130
  d = @min(997, d);
1089
1131
  d += 2;
1090
1132
 
1091
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1092
1134
 
1093
1135
  return true;
1094
1136
  }
@@ -1102,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1102
1144
  var d = battle.last_damage;
1103
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1104
1146
 
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));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1108
1150
 
1109
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1110
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1124,17 +1166,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1124
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1125
1167
  }
1126
1168
 
1127
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1128
1170
  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);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1131
1175
  }
1132
1176
 
1133
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1134
1178
  const side = battle.side(player);
1135
1179
  const foe = battle.foe(player);
1136
1180
 
1137
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1138
1183
 
1139
1184
  battle.last_damage = switch (side.last_selected_move) {
1140
1185
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1143,10 +1188,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1143
1188
  .DragonRage => 40,
1144
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1145
1190
  .Psywave => power: {
1146
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1147
1192
  // GLITCH: Psywave infinite glitch loop
1148
1193
  if (!showdown and max <= 1) return Result.Error;
1149
- break :power Rolls.psywave(battle, max);
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1150
1195
  },
1151
1196
  else => unreachable,
1152
1197
  };
@@ -1154,59 +1199,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1154
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1155
1200
 
1156
1201
  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);
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1159
1204
 
1160
1205
  return null;
1161
1206
  }
1162
1207
 
1163
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1164
1209
  const foe = battle.foe(player);
1165
1210
 
1166
1211
  if (battle.last_damage == 0) {
1167
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(battle.active(player), .None);
1168
1213
  return null;
1169
1214
  }
1170
1215
 
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);
1216
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1174
1217
  const foe_last_selected_move =
1175
1218
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1176
- .Counter
1219
+ .Splash
1177
1220
  else
1178
1221
  foe.last_selected_move);
1179
1222
 
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
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1185
1224
  const selected = foe_last_selected_move.bp > 0 and
1186
1225
  foe.last_selected_move != .Counter and
1187
1226
  (foe_last_selected_move.type == .Normal or
1188
1227
  foe_last_selected_move.type == .Fighting);
1189
1228
 
1190
1229
  if (!used and !selected) {
1191
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(battle.active(player), .None);
1192
1231
  return null;
1193
1232
  }
1194
1233
 
1195
1234
  if (!used or !selected) {
1196
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1197
1236
  if (!showdown) return Result.Error;
1198
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(battle.active(player), .None);
1199
1238
  return null;
1200
1239
  }
1201
1240
 
1202
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1241
+ battle.last_damage *|= 2;
1203
1242
 
1204
1243
  // Pokémon Showdown calls checkHit before Counter
1205
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1206
1246
 
1207
1247
  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);
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1210
1250
  return null;
1211
1251
  }
1212
1252
 
@@ -1215,7 +1255,7 @@ fn applyDamage(
1215
1255
  target_player: Player,
1216
1256
  sub_player: Player,
1217
1257
  reason: Damage,
1218
- log: anytype,
1258
+ options: anytype,
1219
1259
  ) !bool {
1220
1260
  assert(showdown or battle.last_damage != 0);
1221
1261
 
@@ -1230,19 +1270,20 @@ fn applyDamage(
1230
1270
  subbed.active.volatiles.substitute = 0;
1231
1271
  subbed.active.volatiles.Substitute = false;
1232
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1233
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(battle.active(sub_player), .Substitute);
1274
+ options.calc.capped(target_player);
1234
1275
  return true;
1235
1276
  } else {
1236
1277
  // 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);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(battle.active(sub_player), .Substitute);
1239
1280
  return false;
1240
1281
  }
1241
1282
  }
1242
1283
 
1243
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1244
1285
  target.stored().hp -= battle.last_damage;
1245
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1246
1287
  return false;
1247
1288
  }
1248
1289
 
@@ -1253,22 +1294,24 @@ fn mirrorMove(
1253
1294
  rewrap: bool,
1254
1295
  auto: bool,
1255
1296
  residual: *bool,
1256
- log: anytype,
1257
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1258
1299
  var side = battle.side(player);
1259
1300
  const foe = battle.foe(player);
1260
1301
 
1261
1302
  side.last_selected_move = foe.last_used_move;
1262
1303
 
1263
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1264
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(battle.active(player), .None);
1265
1306
  return null;
1266
1307
  } else if (!showdown or foe.last_used_move != .Struggle) {
1267
1308
  incrementPP(side, mslot);
1268
1309
  }
1269
1310
 
1270
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1271
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1272
1315
  }
1273
1316
 
1274
1317
  fn metronome(
@@ -1278,35 +1321,48 @@ fn metronome(
1278
1321
  rewrap: bool,
1279
1322
  auto: bool,
1280
1323
  residual: *bool,
1281
- log: anytype,
1282
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1283
1326
  var side = battle.side(player);
1284
1327
 
1285
- side.last_selected_move = Rolls.metronome(battle);
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1286
1329
  incrementPP(side, mslot);
1287
1330
 
1288
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1289
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1290
1335
  }
1291
1336
 
1292
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1293
1338
  var immune = false;
1294
1339
  var mist = false;
1295
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1296
1343
  assert(!immune);
1297
1344
  if (mist) {
1298
1345
  assert(!showdown);
1299
1346
  const foe_ident = battle.active(player.foe());
1300
- try log.activate(foe_ident, .Mist);
1301
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(foe_ident, .Mist);
1348
+ try options.log.fail(foe_ident, .None);
1302
1349
  } else {
1303
- try log.lastmiss();
1304
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss();
1352
+ try options.log.miss(battle.active(player));
1305
1353
  }
1354
+
1306
1355
  return false;
1307
1356
  }
1308
1357
 
1309
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1310
1366
  var side = battle.side(player);
1311
1367
  const foe = battle.foe(player);
1312
1368
 
@@ -1345,10 +1401,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1345
1401
  const overwritten = overwrite and state > 0;
1346
1402
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1347
1403
 
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)];
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1350
1406
  accuracy = accuracy * boost[0] / boost[1];
1351
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1352
1408
  accuracy = accuracy * boost[0] / boost[1];
1353
1409
  accuracy = @min(255, @max(1, accuracy));
1354
1410
 
@@ -1357,7 +1413,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1357
1413
  if (overwrite) side.active.volatiles.state = accuracy;
1358
1414
 
1359
1415
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1360
- break :miss !Rolls.hit(battle, accuracy);
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1361
1417
  };
1362
1418
 
1363
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1367,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1367
1423
  }
1368
1424
 
1369
1425
  if (!miss) return true;
1370
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1371
1427
  side.active.volatiles.Binding = false;
1372
1428
  return false;
1373
1429
  }
@@ -1375,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1375
1431
  fn checkFaint(
1376
1432
  battle: anytype,
1377
1433
  player: Player,
1378
- log: anytype,
1379
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1380
1436
  const side = battle.side(player);
1381
1437
  if (side.stored().hp > 0) return null;
1382
1438
 
@@ -1384,33 +1440,32 @@ fn checkFaint(
1384
1440
  const foe_fainted = foe.stored().hp == 0;
1385
1441
 
1386
1442
  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;
1443
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1444
+ const more = player_out or foe_out;
1390
1445
 
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;
1446
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1447
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1393
1448
 
1394
1449
  assert(!side.active.volatiles.MultiHit);
1395
1450
  assert(!foe.active.volatiles.MultiHit);
1396
1451
 
1397
- if (tie) {
1398
- try log.tie();
1452
+ if (player_out and foe_out) {
1453
+ try options.log.tie();
1399
1454
  return Result.Tie;
1400
1455
  } else if (player_out) {
1401
- try log.win(player.foe());
1456
+ try options.log.win(player.foe());
1402
1457
  return if (player == .P1) Result.Lose else Result.Win;
1403
1458
  } else if (foe_out) {
1404
- try log.win(player);
1459
+ try options.log.win(player);
1405
1460
  return if (player == .P1) Result.Win else Result.Lose;
1406
1461
  }
1407
1462
 
1408
1463
  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 };
1464
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1465
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1411
1466
  }
1412
1467
 
1413
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1468
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1414
1469
  var side = battle.side(player);
1415
1470
  var foe = battle.foe(player);
1416
1471
  assert(side.stored().hp == 0);
@@ -1443,32 +1498,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1443
1498
  side.stored().stats.spe;
1444
1499
  }
1445
1500
 
1446
- try log.faint(battle.active(player), done);
1501
+ try options.log.faint(battle.active(player), done);
1502
+ options.calc.capped(player);
1447
1503
  return null;
1448
1504
  }
1449
1505
 
1450
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1451
1507
  var side = battle.side(player);
1452
1508
  var stored = side.stored();
1453
1509
  const ident = battle.active(player);
1454
1510
  var volatiles = &side.active.volatiles;
1455
1511
 
1456
1512
  const brn = Status.is(stored.status, .BRN);
1457
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1458
1514
  var damage = @max(stored.stats.hp / 16, 1);
1459
-
1460
1515
  if (volatiles.Toxic) {
1461
1516
  volatiles.toxic += 1;
1462
1517
  damage *= volatiles.toxic;
1463
1518
  }
1519
+ damage = @min(damage, stored.hp);
1464
1520
 
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);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1524
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1525
+ }
1472
1526
  }
1473
1527
 
1474
1528
  if (volatiles.LeechSeed) {
@@ -1493,42 +1547,42 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1493
1547
  stored.hp -= amount;
1494
1548
 
1495
1549
  // As above, Pokémon Showdown uses damageOf but its not relevant
1496
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1550
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1497
1551
 
1498
1552
  const before = foe_stored.hp;
1499
1553
  // Uncapped damage is added back to the foe
1500
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1501
1555
  // 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);
1556
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1503
1557
  }
1504
1558
  }
1505
1559
 
1506
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1507
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1508
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1509
1563
 
1510
- if (showdown and options.ebc and checkEBC(battle)) {
1511
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie();
1512
1568
  return Result.Tie;
1513
1569
  }
1514
1570
 
1515
- battle.turn += 1;
1516
-
1517
1571
  if (showdown and battle.turn >= 1000) {
1518
- try log.tie();
1572
+ try options.log.tie();
1519
1573
  return Result.Tie;
1520
1574
  } else if (battle.turn >= 65535) {
1521
1575
  return Result.Error;
1522
1576
  }
1523
1577
 
1524
- try log.turn(battle.turn);
1578
+ try options.log.turn(battle.turn);
1525
1579
 
1526
1580
  return Result.Default;
1527
1581
  }
1528
1582
 
1529
1583
  fn checkEBC(battle: anytype) bool {
1530
1584
  for (battle.sides, 0..) |side, i| {
1531
- const foe = battle.sides[~@intCast(u1, i)];
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1532
1586
 
1533
1587
  var foe_all_ghosts = true;
1534
1588
  var foe_all_transform = true;
@@ -1580,10 +1634,10 @@ fn checkEBC(battle: anytype) bool {
1580
1634
  return false;
1581
1635
  }
1582
1636
 
1583
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1584
- if (side.active.volatiles.disabled_move != 0) {
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1585
1639
  // 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;
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1587
1641
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1588
1642
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1589
1643
  m
@@ -1591,28 +1645,28 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1591
1645
  side.last_selected_move;
1592
1646
  if (m != .None and m == last) {
1593
1647
  side.active.volatiles.Charging = false;
1594
- try log.disabled(ident, last);
1648
+ try options.log.disabled(ident, last);
1595
1649
  return true;
1596
1650
  }
1597
1651
  }
1598
1652
  return false;
1599
1653
  }
1600
1654
 
1601
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1655
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1602
1656
  const side = battle.side(who);
1603
1657
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1604
- try Effects.boost(battle, who, Move.get(.Rage), log);
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1605
1659
  }
1606
1660
  }
1607
1661
 
1608
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1609
1663
  var volatiles = &active.volatiles;
1610
1664
  assert(volatiles.Thrashing);
1611
1665
  if (volatiles.attacks > 0) return false;
1612
1666
 
1613
1667
  volatiles.Thrashing = false;
1614
1668
  volatiles.Confusion = true;
1615
- volatiles.confusion = Rolls.confusionDuration(battle);
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1616
1670
  return true;
1617
1671
  }
1618
1672
 
@@ -1622,42 +1676,42 @@ inline fn onBegin(
1622
1676
  move: Move.Data,
1623
1677
  mslot: u8,
1624
1678
  residual: *bool,
1625
- log: anytype,
1679
+ options: anytype,
1626
1680
  ) !void {
1627
1681
  assert(move.effect.onBegin());
1628
1682
  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),
1683
+ .Confusion => Effects.confusion(battle, player, move, options),
1684
+ .Conversion => Effects.conversion(battle, player, options),
1685
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1686
+ .Haze => Effects.haze(battle, player, options),
1687
+ .Heal => Effects.heal(battle, player, options),
1688
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1689
+ .LightScreen => Effects.lightScreen(battle, player, options),
1690
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1691
+ .Mist => Effects.mist(battle, player, options),
1692
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1693
+ .Poison => Effects.poison(battle, player, move, options),
1694
+ .Reflect => Effects.reflect(battle, player, options),
1695
+ .Splash => Effects.splash(battle, player, options),
1696
+ .Substitute => Effects.substitute(battle, player, residual, options),
1697
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1698
+ .Transform => Effects.transform(battle, player, options),
1645
1699
  else => unreachable,
1646
1700
  };
1647
1701
  }
1648
1702
 
1649
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1703
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1650
1704
  assert(move.effect.onEnd());
1651
1705
  return switch (move.effect) {
1652
- .Bide => Effects.bide(battle, player, log),
1706
+ .Bide => Effects.bide(battle, player, options),
1653
1707
  // zig fmt: off
1654
1708
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1655
1709
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1656
- Effects.boost(battle, player, move, log),
1710
+ Effects.boost(battle, player, move, options),
1657
1711
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1658
- Effects.unboost(battle, player, move, log),
1712
+ Effects.unboost(battle, player, move, options),
1659
1713
  // zig fmt: on
1660
- .Sleep => Effects.sleep(battle, player, move, log),
1714
+ .Sleep => Effects.sleep(battle, player, move, options),
1661
1715
  else => unreachable,
1662
1716
  };
1663
1717
  }
@@ -1667,51 +1721,51 @@ inline fn alwaysHappens(
1667
1721
  player: Player,
1668
1722
  move: Move.Data,
1669
1723
  residual: *bool,
1670
- log: anytype,
1724
+ options: anytype,
1671
1725
  ) !void {
1672
1726
  assert(move.effect.alwaysHappens());
1673
1727
  return switch (move.effect) {
1674
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1728
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1675
1729
  .Explode => Effects.explode(battle, player),
1676
- .PayDay => Effects.payDay(battle, player, log),
1730
+ .PayDay => Effects.payDay(battle, player, options),
1677
1731
  .Rage => Effects.rage(battle, player),
1678
- .Recoil => Effects.recoil(battle, player, residual, log),
1732
+ .Recoil => Effects.recoil(battle, player, residual, options),
1679
1733
  .JumpKick, .Binding => {},
1680
1734
  else => unreachable,
1681
1735
  };
1682
1736
  }
1683
1737
 
1684
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1738
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1685
1739
  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),
1740
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1741
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1742
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1743
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1744
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1691
1745
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1692
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1693
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1746
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1747
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1694
1748
  // zig fmt: off
1695
1749
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1696
- Effects.unboost(battle, player, move, log),
1750
+ Effects.unboost(battle, player, move, options),
1697
1751
  // zig fmt: on
1698
1752
  else => {},
1699
1753
  };
1700
1754
  }
1701
1755
 
1702
1756
  pub const Effects = struct {
1703
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1757
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1704
1758
  var side = battle.side(player);
1705
1759
 
1706
1760
  side.active.volatiles.Bide = true;
1707
1761
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1708
1762
  side.active.volatiles.state = 0;
1709
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1763
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1710
1764
 
1711
- try log.start(battle.active(player), .Bide);
1765
+ try options.log.start(battle.active(player), .Bide);
1712
1766
  }
1713
1767
 
1714
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1768
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1715
1769
  var foe = battle.foe(player);
1716
1770
  var foe_stored = foe.stored();
1717
1771
 
@@ -1722,83 +1776,97 @@ pub const Effects = struct {
1722
1776
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1723
1777
  if (Status.is(foe_stored.status, .FRZ)) {
1724
1778
  assert(move.type == .Fire);
1725
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1779
+ try options.log.curestatus(
1780
+ battle.active(player.foe()),
1781
+ foe_stored.status,
1782
+ .Message,
1783
+ );
1726
1784
  foe_stored.status = 0;
1727
1785
  }
1728
1786
  return;
1729
1787
  }
1730
1788
 
1731
1789
  if (foe.active.types.includes(move.type)) return;
1732
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1790
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1791
+ return;
1792
+ }
1733
1793
 
1734
1794
  foe_stored.status = Status.init(.BRN);
1735
1795
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1736
1796
 
1737
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1797
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1738
1798
  }
1739
1799
 
1740
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1800
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1741
1801
  var side = battle.side(player);
1742
1802
  var volatiles = &side.active.volatiles;
1743
1803
 
1744
1804
  volatiles.Charging = true;
1745
1805
  const move = side.last_selected_move;
1746
1806
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1747
- try log.laststill();
1748
- try log.prepare(battle.active(player), move);
1807
+ try options.log.laststill();
1808
+ try options.log.prepare(battle.active(player), move);
1749
1809
  }
1750
1810
 
1751
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1752
1812
  var foe = battle.foe(player);
1753
1813
  const sub = foe.active.volatiles.Substitute;
1754
1814
 
1755
1815
  if (move.effect == .ConfusionChance) {
1756
- if (!Rolls.confusionChance(battle)) return;
1816
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1757
1817
  } else {
1758
1818
  if (showdown) {
1759
- if (!try checkHit(battle, player, move, log)) {
1819
+ if (!try checkHit(battle, player, move, options)) {
1760
1820
  return;
1761
1821
  } else if (sub) {
1762
- return log.fail(battle.active(player.foe()), .None);
1822
+ return options.log.fail(battle.active(player.foe()), .None);
1763
1823
  }
1764
1824
  } else {
1765
1825
  if (sub) {
1766
- return log.fail(battle.active(player.foe()), .None);
1767
- } else if (!try checkHit(battle, player, move, log)) {
1826
+ return options.log.fail(battle.active(player.foe()), .None);
1827
+ } else if (!try checkHit(battle, player, move, options)) {
1768
1828
  return;
1769
1829
  }
1770
1830
  }
1831
+ try options.chance.commit(player, .hit);
1771
1832
  }
1772
1833
 
1773
1834
  if (foe.active.volatiles.Confusion) return;
1774
1835
  foe.active.volatiles.Confusion = true;
1775
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1836
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1776
1837
 
1777
- try log.start(battle.active(player.foe()), .Confusion);
1838
+ try options.log.start(battle.active(player.foe()), .Confusion);
1778
1839
  }
1779
1840
 
1780
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1841
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1781
1842
  const foe = battle.foe(player);
1782
1843
 
1783
1844
  if (foe.active.volatiles.Invulnerable) {
1784
- try log.lastmiss();
1785
- return log.miss(battle.active(player));
1845
+ try options.log.lastmiss();
1846
+ return options.log.miss(battle.active(player));
1786
1847
  }
1787
1848
 
1788
1849
  battle.side(player).active.types = foe.active.types;
1789
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1850
+ return options.log.typechange(
1851
+ battle.active(player),
1852
+ foe.active.types,
1853
+ battle.active(player.foe()),
1854
+ );
1790
1855
  }
1791
1856
 
1792
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1857
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1793
1858
  var foe = battle.foe(player);
1794
1859
  var volatiles = &foe.active.volatiles;
1795
1860
  const foe_ident = battle.active(player.foe());
1796
1861
 
1797
1862
  // Pokémon Showdown handles hit/miss earlier in doMove
1798
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1863
+ if (!showdown) {
1864
+ if (!try checkHit(battle, player, move, options)) return null;
1865
+ try options.chance.commit(player, .hit);
1866
+ }
1799
1867
 
1800
- if (volatiles.disabled_move != 0) {
1801
- try log.fail(foe_ident, .None);
1868
+ if (volatiles.disable_move != 0) {
1869
+ try options.log.fail(foe_ident, .None);
1802
1870
  return null;
1803
1871
  }
1804
1872
 
@@ -1814,7 +1882,7 @@ pub const Effects = struct {
1814
1882
  // Technically this is still considered simply a "miss" on the cartridge,
1815
1883
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1816
1884
  if (n == 0) {
1817
- try log.fail(foe_ident, .None);
1885
+ try options.log.fail(foe_ident, .None);
1818
1886
  return null;
1819
1887
  } else if (err) {
1820
1888
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1822,16 +1890,17 @@ pub const Effects = struct {
1822
1890
  return Result.Error;
1823
1891
  }
1824
1892
 
1825
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1826
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1893
+ volatiles.disable_move =
1894
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1895
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1827
1896
 
1828
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1897
+ const id = foe.active.move(volatiles.disable_move).id;
1898
+ try options.log.startEffect(foe_ident, .Disable, id);
1829
1899
  return null;
1830
1900
  }
1831
1901
 
1832
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1833
- var side = battle.side(player);
1834
- var stored = side.stored();
1902
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1903
+ var stored = battle.side(player).stored();
1835
1904
 
1836
1905
  if (battle.last_damage == 0) {
1837
1906
  assert(showdown);
@@ -1844,7 +1913,7 @@ pub const Effects = struct {
1844
1913
  if (stored.hp == stored.stats.hp) return;
1845
1914
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1846
1915
 
1847
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1916
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1848
1917
  }
1849
1918
 
1850
1919
  fn explode(battle: anytype, player: Player) !void {
@@ -1858,26 +1927,28 @@ pub const Effects = struct {
1858
1927
  side.active.volatiles.LeechSeed = false;
1859
1928
  }
1860
1929
 
1861
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1930
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1862
1931
  var volatiles = &battle.foe(player).active.volatiles;
1863
1932
 
1864
1933
  if (volatiles.Substitute) return;
1865
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1934
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1935
+ return;
1936
+ }
1866
1937
 
1867
1938
  volatiles.Flinch = true;
1868
1939
  volatiles.Recharging = false;
1869
1940
  }
1870
1941
 
1871
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1872
1943
  var side = battle.side(player);
1873
1944
 
1874
1945
  if (side.active.volatiles.FocusEnergy) return;
1875
1946
  side.active.volatiles.FocusEnergy = true;
1876
1947
 
1877
- try log.start(battle.active(player), .FocusEnergy);
1948
+ try options.log.start(battle.active(player), .FocusEnergy);
1878
1949
  }
1879
1950
 
1880
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1951
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1881
1952
  var foe = battle.foe(player);
1882
1953
  var foe_stored = foe.stored();
1883
1954
  const foe_ident = battle.active(player.foe());
@@ -1889,17 +1960,18 @@ pub const Effects = struct {
1889
1960
  }
1890
1961
 
1891
1962
  if (foe.active.types.includes(move.type)) return;
1892
- if (!Rolls.secondaryChance(battle, true)) return;
1963
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1893
1964
  // Freeze Clause Mod
1894
1965
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1895
1966
 
1896
1967
  foe_stored.status = Status.init(.FRZ);
1897
1968
  // GLITCH: Hyper Beam recharging status is not cleared
1898
1969
 
1899
- try log.status(foe_ident, foe_stored.status, .None);
1970
+ try options.log.status(foe_ident, foe_stored.status, .None);
1900
1971
  }
1901
1972
 
1902
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1973
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1974
+ var log = options.log;
1903
1975
  var side = battle.side(player);
1904
1976
  var foe = battle.foe(player);
1905
1977
 
@@ -1921,7 +1993,7 @@ pub const Effects = struct {
1921
1993
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1922
1994
  if (showdown) {
1923
1995
  for (&battle.sides, 0..) |*s, i| {
1924
- const p = @intToEnum(Player, i);
1996
+ const p: Player = @enumFromInt(i);
1925
1997
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1926
1998
  if (p != player and Status.any(s.stored().status)) {
1927
1999
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1930,7 +2002,7 @@ pub const Effects = struct {
1930
2002
  s.stored().status = Status.init(.PSN);
1931
2003
  try log.status(battle.active(p), s.stored().status, .None);
1932
2004
  }
1933
- try clearVolatiles(battle, p, log);
2005
+ try clearVolatiles(battle, p, p != player, options);
1934
2006
  }
1935
2007
  } else {
1936
2008
  if (Status.any(foe_stored.status)) {
@@ -1940,71 +2012,76 @@ pub const Effects = struct {
1940
2012
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1941
2013
  foe_stored.status = 0;
1942
2014
  }
1943
- try clearVolatiles(battle, player, log);
1944
- try clearVolatiles(battle, player.foe(), log);
2015
+ try clearVolatiles(battle, player, false, options);
2016
+ try clearVolatiles(battle, player.foe(), true, options);
1945
2017
  }
1946
2018
  }
1947
2019
 
1948
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2020
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1949
2021
  var side = battle.side(player);
1950
2022
  var stored = side.stored();
1951
2023
  const ident = battle.active(player);
1952
2024
 
1953
2025
  // GLITCH: HP recovery move failure glitches
1954
2026
  const delta = stored.stats.hp - stored.hp;
1955
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2027
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2028
+ return try options.log.fail(ident, .None);
2029
+ }
1956
2030
 
1957
2031
  const rest = side.last_selected_move == .Rest;
1958
2032
  if (rest) {
1959
2033
  // Adding the sleep status runs the sleep condition handler to roll duration
1960
2034
  if (showdown) battle.rng.advance(1);
1961
2035
  stored.status = Status.slf(2);
1962
- try log.statusFrom(ident, stored.status, Move.Rest);
2036
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1963
2037
  stored.hp = stored.stats.hp;
1964
2038
  } else {
1965
2039
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1966
2040
  }
1967
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2041
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1968
2042
  }
1969
2043
 
1970
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2044
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1971
2045
  battle.side(player).active.volatiles.Recharging = true;
1972
- try log.mustrecharge(battle.active(player));
2046
+ try options.log.mustrecharge(battle.active(player));
1973
2047
  }
1974
2048
 
1975
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2049
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1976
2050
  var foe = battle.foe(player);
1977
2051
 
1978
2052
  if (showdown) {
1979
2053
  // Invulnerability trumps type immunity on Pokémon Showdown
1980
2054
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1981
- return log.immune(battle.active(player.foe()), .None);
2055
+ return options.log.immune(battle.active(player.foe()), .None);
1982
2056
  }
1983
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1984
2058
  if (foe.active.volatiles.LeechSeed) return;
1985
2059
  } else {
1986
- if (!try checkHit(battle, player, move, log)) return;
2060
+ if (!try checkHit(battle, player, move, options)) return;
1987
2061
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1988
- try log.lastmiss();
1989
- return log.miss(battle.active(player));
2062
+ try options.log.lastmiss();
2063
+ return options.log.miss(battle.active(player));
1990
2064
  }
1991
2065
  }
1992
2066
 
2067
+ try options.chance.commit(player, .hit);
1993
2068
  foe.active.volatiles.LeechSeed = true;
1994
2069
 
1995
- try log.start(battle.active(player.foe()), .LeechSeed);
2070
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1996
2071
  }
1997
2072
 
1998
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2073
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1999
2074
  var side = battle.side(player);
2000
2075
 
2001
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2076
+ if (side.active.volatiles.LightScreen) {
2077
+ return options.log.fail(battle.active(player), .None);
2078
+ }
2002
2079
  side.active.volatiles.LightScreen = true;
2003
2080
 
2004
- try log.start(battle.active(player), .LightScreen);
2081
+ try options.log.start(battle.active(player), .LightScreen);
2005
2082
  }
2006
2083
 
2007
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2084
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2008
2085
  var side = battle.side(player);
2009
2086
  var foe = battle.foe(player);
2010
2087
 
@@ -2020,7 +2097,7 @@ pub const Effects = struct {
2020
2097
  const has_mimic = has_mimic: {
2021
2098
  for (side.active.moves, 0..) |m, i| {
2022
2099
  if (m.id == .Mimic) {
2023
- oslot = @intCast(u8, i + 1);
2100
+ oslot = @intCast(i + 1);
2024
2101
  break :has_mimic true;
2025
2102
  }
2026
2103
  }
@@ -2028,38 +2105,43 @@ pub const Effects = struct {
2028
2105
  };
2029
2106
  if (!has_mimic) {
2030
2107
  // 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);
2108
+ if (!try checkHit(battle, player, move, options)) return;
2109
+ try options.chance.commit(player, .hit);
2110
+ return try options.log.fail(battle.active(player.foe()), .None);
2033
2111
  }
2034
2112
  }
2035
- if (!try checkHit(battle, player, move, log)) return;
2113
+ if (!try checkHit(battle, player, move, options)) return;
2114
+ try options.chance.commit(player, .hit);
2036
2115
 
2037
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2116
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2038
2117
  side.active.move(oslot).id = foe.active.move(rslot).id;
2039
2118
 
2040
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2119
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2041
2120
  }
2042
2121
 
2043
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2122
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2044
2123
  var side = battle.side(player);
2045
2124
 
2046
2125
  if (side.active.volatiles.Mist) return;
2047
2126
  side.active.volatiles.Mist = true;
2048
2127
 
2049
- try log.start(battle.active(player), .Mist);
2128
+ try options.log.start(battle.active(player), .Mist);
2050
2129
  }
2051
2130
 
2052
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2131
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2053
2132
  var side = battle.side(player);
2054
2133
 
2055
2134
  assert(!side.active.volatiles.MultiHit);
2056
2135
  side.active.volatiles.MultiHit = true;
2057
2136
 
2058
- side.active.volatiles.attacks =
2059
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2137
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2138
+ try Rolls.distribution(battle, .MultiHit, player, options)
2139
+ else
2140
+ 2;
2060
2141
  }
2061
2142
 
2062
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2143
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2144
+ var log = options.log;
2063
2145
  var foe = battle.foe(player);
2064
2146
  var foe_stored = foe.stored();
2065
2147
  const foe_ident = battle.active(player.foe());
@@ -2070,7 +2152,7 @@ pub const Effects = struct {
2070
2152
  if (showdown) {
2071
2153
  // Invulnerability trumps type immunity on Pokémon Showdown
2072
2154
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2073
- if (!try checkHit(battle, player, move, log)) return;
2155
+ if (!try checkHit(battle, player, move, options)) return;
2074
2156
  }
2075
2157
  if (Status.any(foe_stored.status)) {
2076
2158
  return log.fail(
@@ -2080,8 +2162,9 @@ pub const Effects = struct {
2080
2162
  }
2081
2163
  if (!showdown) {
2082
2164
  if (immune) return log.immune(foe_ident, .None);
2083
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
2084
2166
  }
2167
+ try options.chance.commit(player, .hit);
2085
2168
 
2086
2169
  foe_stored.status = Status.init(.PAR);
2087
2170
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2089,7 +2172,7 @@ pub const Effects = struct {
2089
2172
  try log.status(foe_ident, foe_stored.status, .None);
2090
2173
  }
2091
2174
 
2092
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2175
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2093
2176
  var foe = battle.foe(player);
2094
2177
  var foe_stored = foe.stored();
2095
2178
 
@@ -2101,25 +2184,30 @@ pub const Effects = struct {
2101
2184
 
2102
2185
  // Body Slam can't paralyze a Normal type Pokémon
2103
2186
  if (foe.active.types.includes(move.type)) return;
2104
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2187
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2188
+ return;
2189
+ }
2105
2190
 
2106
2191
  foe_stored.status = Status.init(.PAR);
2107
2192
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2108
2193
 
2109
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2194
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2110
2195
  }
2111
2196
 
2112
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2113
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2197
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2198
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2199
+ try options.log.fieldactivate();
2200
+ }
2114
2201
  }
2115
2202
 
2116
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2117
2205
  var foe = battle.foe(player);
2118
2206
  var foe_stored = foe.stored();
2119
2207
  const foe_ident = battle.active(player.foe());
2120
2208
  const toxic = battle.side(player).last_selected_move == .Toxic;
2121
2209
 
2122
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2210
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2123
2211
  return;
2124
2212
  } else if (foe.active.volatiles.Substitute) {
2125
2213
  if (move.effect != .Poison) return;
@@ -2143,8 +2231,13 @@ pub const Effects = struct {
2143
2231
  }
2144
2232
 
2145
2233
  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;
2234
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2235
+ try options.chance.commit(player, .hit);
2236
+ } else {
2237
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2238
+ return;
2239
+ }
2240
+ }
2148
2241
 
2149
2242
  foe_stored.status = Status.init(.PSN);
2150
2243
  if (toxic) {
@@ -2162,28 +2255,36 @@ pub const Effects = struct {
2162
2255
  volatiles.Rage = true;
2163
2256
  }
2164
2257
 
2165
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2258
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2166
2259
  var side = battle.side(player);
2167
2260
  var stored = side.stored();
2168
2261
 
2169
- const damage = @intCast(i16, @max(battle.last_damage /
2262
+ assert(showdown or battle.last_damage > 0);
2263
+ if (showdown and battle.last_damage == 0) return;
2264
+
2265
+ const damage: i16 = @intCast(@max(battle.last_damage /
2170
2266
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2171
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2267
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2172
2268
 
2173
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2269
+ try options.log.damageOf(
2270
+ battle.active(player),
2271
+ stored,
2272
+ .RecoilOf,
2273
+ battle.active(player.foe()),
2274
+ );
2174
2275
  if (showdown and stored.hp == 0) residual.* = false;
2175
2276
  }
2176
2277
 
2177
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2278
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2178
2279
  var side = battle.side(player);
2179
2280
 
2180
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2281
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2181
2282
  side.active.volatiles.Reflect = true;
2182
2283
 
2183
- try log.start(battle.active(player), .Reflect);
2284
+ try options.log.start(battle.active(player), .Reflect);
2184
2285
  }
2185
2286
 
2186
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2287
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2187
2288
  var foe = battle.foe(player);
2188
2289
  var foe_stored = foe.stored();
2189
2290
  const foe_ident = battle.active(player.foe());
@@ -2194,13 +2295,14 @@ pub const Effects = struct {
2194
2295
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2195
2296
  } else {
2196
2297
  if (Status.any(foe_stored.status)) {
2197
- return log.fail(
2298
+ return options.log.fail(
2198
2299
  foe_ident,
2199
2300
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2200
2301
  );
2201
2302
  }
2202
2303
  // 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;
2304
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2305
+ try options.chance.commit(player, .hit);
2204
2306
  }
2205
2307
 
2206
2308
  // Sleep Clause Mod
@@ -2211,31 +2313,32 @@ pub const Effects = struct {
2211
2313
  }
2212
2314
  foe.active.volatiles.Recharging = false;
2213
2315
 
2214
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2215
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2316
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2317
+ const last = battle.side(player).last_selected_move;
2318
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2216
2319
  }
2217
2320
 
2218
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2219
- try log.activate(battle.active(player), .Splash);
2321
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2322
+ try options.log.activate(battle.active(player), .Splash);
2220
2323
  }
2221
2324
 
2222
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2325
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2223
2326
  var side = battle.side(player);
2224
2327
  if (side.active.volatiles.Substitute) {
2225
- try log.fail(battle.active(player), .Substitute);
2328
+ try options.log.fail(battle.active(player), .Substitute);
2226
2329
  return;
2227
2330
  }
2228
2331
 
2229
2332
  assert(side.stored().stats.hp <= 1023);
2230
2333
  // 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);
2334
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2232
2335
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2233
2336
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2234
2337
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2235
2338
  // avoid having to convert to floating point)
2236
2339
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2237
2340
  if (side.stored().hp < required_hp) {
2238
- try log.fail(battle.active(player), .Weak);
2341
+ try options.log.fail(battle.active(player), .Weak);
2239
2342
  return;
2240
2343
  }
2241
2344
 
@@ -2243,31 +2346,37 @@ pub const Effects = struct {
2243
2346
  side.stored().hp -= hp;
2244
2347
  side.active.volatiles.substitute = hp + 1;
2245
2348
  side.active.volatiles.Substitute = true;
2246
- try log.start(battle.active(player), .Substitute);
2349
+ try options.log.start(battle.active(player), .Substitute);
2247
2350
  if (hp > 0) {
2248
- try log.damage(battle.active(player), side.stored(), .None);
2351
+ try options.log.damage(battle.active(player), side.stored(), .None);
2249
2352
  if (showdown and side.stored().hp == 0) residual.* = false;
2250
2353
  }
2251
2354
  }
2252
2355
 
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
-
2356
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2256
2357
  // 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;
2358
+ if (showdown) {
2359
+ if (battle.side(player).last_selected_move == .Teleport) return;
2360
+ if (try checkHit(battle, player, move, options)) {
2361
+ try options.chance.commit(player, .hit);
2362
+ }
2363
+ battle.last_damage = 0;
2364
+ } else {
2365
+ try options.log.fail(battle.active(player), .None);
2366
+ try options.log.laststill();
2367
+ }
2259
2368
  }
2260
2369
 
2261
- fn thrashing(battle: anytype, player: Player) void {
2370
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2262
2371
  var volatiles = &battle.side(player).active.volatiles;
2263
2372
  assert(!volatiles.Thrashing);
2264
2373
  assert(!volatiles.Bide);
2265
2374
 
2266
2375
  volatiles.Thrashing = true;
2267
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2376
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2268
2377
  }
2269
2378
 
2270
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2379
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2271
2380
  var side = battle.side(player);
2272
2381
  const foe = battle.foe(player);
2273
2382
  const foe_ident = battle.active(player.foe());
@@ -2293,10 +2402,10 @@ pub const Effects = struct {
2293
2402
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2294
2403
  }
2295
2404
 
2296
- try log.transform(battle.active(player), foe_ident);
2405
+ try options.log.transform(battle.active(player), foe_ident);
2297
2406
  }
2298
2407
 
2299
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2408
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2300
2409
  var side = battle.side(player);
2301
2410
  var foe = battle.foe(player);
2302
2411
 
@@ -2308,10 +2417,12 @@ pub const Effects = struct {
2308
2417
  foe.active.volatiles.Recharging = false;
2309
2418
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2310
2419
 
2311
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2420
+ side.active.volatiles.attacks =
2421
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2312
2422
  }
2313
2423
 
2314
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2424
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2425
+ var log = options.log;
2315
2426
  var side = battle.side(player);
2316
2427
  const ident = battle.active(player);
2317
2428
 
@@ -2323,7 +2434,7 @@ pub const Effects = struct {
2323
2434
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2324
2435
  if (boosts.atk == 6) return try log.fail(ident, .None);
2325
2436
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2326
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2437
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2327
2438
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2328
2439
  if (stats.atk == MAX_STAT_VALUE) {
2329
2440
  boosts.atk -= 1;
@@ -2334,7 +2445,7 @@ pub const Effects = struct {
2334
2445
  }
2335
2446
  return try log.fail(ident, .None);
2336
2447
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2448
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2338
2449
  const stat = unmodifiedStats(battle, side).atk;
2339
2450
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
2451
  try log.boost(ident, reason, n);
@@ -2345,7 +2456,7 @@ pub const Effects = struct {
2345
2456
  assert(boosts.def >= -6 and boosts.def <= 6);
2346
2457
  if (boosts.def == 6) return try log.fail(ident, .None);
2347
2458
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2348
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2459
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2349
2460
  if (stats.def == MAX_STAT_VALUE) {
2350
2461
  boosts.def -= 1;
2351
2462
  if (showdown) {
@@ -2354,7 +2465,7 @@ pub const Effects = struct {
2354
2465
  }
2355
2466
  return try log.fail(ident, .None);
2356
2467
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2468
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2358
2469
  const stat = unmodifiedStats(battle, side).def;
2359
2470
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
2471
  try log.boost(ident, .Defense, n);
@@ -2362,7 +2473,7 @@ pub const Effects = struct {
2362
2473
  .SpeedUp2 => {
2363
2474
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2364
2475
  if (boosts.spe == 6) return try log.fail(ident, .None);
2365
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2476
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2366
2477
  if (stats.spe == MAX_STAT_VALUE) {
2367
2478
  boosts.spe -= 1;
2368
2479
  if (showdown) {
@@ -2371,7 +2482,7 @@ pub const Effects = struct {
2371
2482
  }
2372
2483
  return try log.fail(ident, .None);
2373
2484
  }
2374
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2485
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2375
2486
  const stat = unmodifiedStats(battle, side).spe;
2376
2487
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2377
2488
  try log.boost(ident, .Speed, 2);
@@ -2380,7 +2491,7 @@ pub const Effects = struct {
2380
2491
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2381
2492
  if (boosts.spc == 6) return try log.fail(ident, .None);
2382
2493
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2383
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2494
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2384
2495
  if (stats.spc == MAX_STAT_VALUE) {
2385
2496
  boosts.spc -= 1;
2386
2497
  if (showdown) {
@@ -2391,7 +2502,7 @@ pub const Effects = struct {
2391
2502
  }
2392
2503
  return try log.fail(ident, .None);
2393
2504
  }
2394
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2505
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2395
2506
  const stat = unmodifiedStats(battle, side).spc;
2396
2507
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2397
2508
  try log.boost(ident, .SpecialAttack, n);
@@ -2400,7 +2511,7 @@ pub const Effects = struct {
2400
2511
  .EvasionUp1 => {
2401
2512
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2402
2513
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2403
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2514
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2404
2515
  try log.boost(ident, .Evasion, 1);
2405
2516
  },
2406
2517
  else => unreachable,
@@ -2410,28 +2521,32 @@ pub const Effects = struct {
2410
2521
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2411
2522
  }
2412
2523
 
2413
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2524
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2525
+ var log = options.log;
2414
2526
  var foe = battle.foe(player);
2415
2527
  const foe_ident = battle.active(player.foe());
2528
+ const secondary = move.effect.isStatDownChance();
2416
2529
 
2417
- if (foe.active.volatiles.Substitute) {
2418
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2419
- }
2530
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2420
2531
 
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
2532
+ if (secondary) {
2533
+ const proc = try Rolls.unboost(battle, player, options);
2534
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2535
+ } else {
2536
+ // checkHit already checks for Invulnerable
2537
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2538
+ try options.chance.commit(player, .hit);
2425
2539
  }
2426
2540
 
2427
2541
  var stats = &foe.active.stats;
2428
2542
  var boosts = &foe.active.boosts;
2543
+ const fail = showdown or !secondary;
2429
2544
 
2430
2545
  switch (move.effect) {
2431
2546
  .AttackDown1, .AttackDownChance => {
2432
2547
  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));
2548
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2549
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2435
2550
  if (stats.atk == 1) {
2436
2551
  boosts.atk += 1;
2437
2552
  if (showdown) {
@@ -2440,16 +2555,16 @@ pub const Effects = struct {
2440
2555
  }
2441
2556
  return try log.fail(foe_ident, .None);
2442
2557
  }
2443
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2558
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
2559
  const stat = unmodifiedStats(battle, foe).atk;
2445
2560
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2446
2561
  try log.boost(foe_ident, .Attack, -1);
2447
2562
  },
2448
2563
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2449
2564
  assert(boosts.def >= -6 and boosts.def <= 6);
2450
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2565
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2451
2566
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2452
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2567
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2453
2568
  if (stats.def == 1) {
2454
2569
  boosts.def += 1;
2455
2570
  if (showdown) {
@@ -2458,15 +2573,15 @@ pub const Effects = struct {
2458
2573
  }
2459
2574
  return try log.fail(foe_ident, .None);
2460
2575
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2576
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2462
2577
  const stat = unmodifiedStats(battle, foe).def;
2463
2578
  stats.def = @max(1, stat * mod[0] / mod[1]);
2464
2579
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2465
2580
  },
2466
2581
  .SpeedDown1, .SpeedDownChance => {
2467
2582
  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));
2583
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2584
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2470
2585
  if (stats.spe == 1) {
2471
2586
  boosts.spe += 1;
2472
2587
  if (showdown) {
@@ -2475,7 +2590,7 @@ pub const Effects = struct {
2475
2590
  }
2476
2591
  return try log.fail(foe_ident, .None);
2477
2592
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2593
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2479
2594
  const stat = unmodifiedStats(battle, foe).spe;
2480
2595
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2481
2596
  try log.boost(foe_ident, .Speed, -1);
@@ -2483,8 +2598,8 @@ pub const Effects = struct {
2483
2598
  },
2484
2599
  .SpecialDownChance => {
2485
2600
  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));
2601
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2602
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2488
2603
  if (stats.spc == 1) {
2489
2604
  boosts.spc += 1;
2490
2605
  if (showdown) {
@@ -2495,7 +2610,7 @@ pub const Effects = struct {
2495
2610
  }
2496
2611
  return try log.fail(foe_ident, .None);
2497
2612
  }
2498
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2613
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2499
2614
  const stat = unmodifiedStats(battle, foe).spc;
2500
2615
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2501
2616
  try log.boost(foe_ident, .SpecialAttack, -1);
@@ -2503,8 +2618,8 @@ pub const Effects = struct {
2503
2618
  },
2504
2619
  .AccuracyDown1 => {
2505
2620
  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));
2621
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2622
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2508
2623
  try log.boost(foe_ident, .Accuracy, -1);
2509
2624
  },
2510
2625
  else => unreachable,
@@ -2529,19 +2644,22 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2529
2644
  }
2530
2645
  }
2531
2646
 
2532
- inline fn isForced(active: ActivePokemon) bool {
2647
+ inline fn isForced(active: anytype) bool {
2533
2648
  return active.volatiles.Recharging or active.volatiles.Rage or
2534
2649
  active.volatiles.Thrashing or active.volatiles.Charging;
2535
2650
  }
2536
2651
 
2537
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2652
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2653
+ var log = options.log;
2538
2654
  var side = battle.side(who);
2539
2655
  var volatiles = &side.active.volatiles;
2540
2656
  const ident = battle.active(who);
2541
2657
 
2542
- if (volatiles.disabled_move != 0) {
2543
- volatiles.disabled_move = 0;
2544
- volatiles.disabled_duration = 0;
2658
+ options.chance.clearDurations(who, clear);
2659
+
2660
+ if (volatiles.disable_move != 0) {
2661
+ volatiles.disable_move = 0;
2662
+ volatiles.disable_duration = 0;
2545
2663
  try log.end(ident, .DisableSilent);
2546
2664
  }
2547
2665
  if (volatiles.Confusion) {
@@ -2551,15 +2669,15 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2551
2669
  }
2552
2670
  if (volatiles.Mist) {
2553
2671
  volatiles.Mist = false;
2554
- try log.end(ident, .Mist);
2672
+ try log.end(ident, .MistSilent);
2555
2673
  }
2556
2674
  if (volatiles.FocusEnergy) {
2557
2675
  volatiles.FocusEnergy = false;
2558
- try log.end(ident, .FocusEnergy);
2676
+ try log.end(ident, .FocusEnergySilent);
2559
2677
  }
2560
2678
  if (volatiles.LeechSeed) {
2561
2679
  volatiles.LeechSeed = false;
2562
- try log.end(ident, .LeechSeed);
2680
+ try log.end(ident, .LeechSeedSilent);
2563
2681
  }
2564
2682
  if (!showdown and volatiles.Toxic) {
2565
2683
  volatiles.Toxic = false;
@@ -2567,152 +2685,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2567
2685
  }
2568
2686
  if (volatiles.LightScreen) {
2569
2687
  volatiles.LightScreen = false;
2570
- try log.end(ident, .LightScreen);
2688
+ try log.end(ident, .LightScreenSilent);
2571
2689
  }
2572
2690
  if (volatiles.Reflect) {
2573
2691
  volatiles.Reflect = false;
2574
- try log.end(ident, .Reflect);
2692
+ try log.end(ident, .ReflectSilent);
2575
2693
  }
2576
2694
  if (showdown and volatiles.Toxic) {
2577
2695
  volatiles.Toxic = false;
2578
2696
  // Pokémon Showdown erroneously clears the toxic counter
2579
2697
  volatiles.toxic = 0;
2580
- try log.end(ident, .Toxic);
2698
+ try log.end(ident, .ToxicSilent);
2581
2699
  }
2582
2700
  }
2583
2701
 
2584
2702
  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
- }
2703
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2704
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2705
+ player == .P1
2706
+ else if (showdown)
2707
+ battle.rng.range(u8, 0, 2) == 0
2708
+ else
2709
+ battle.rng.next() < Gen12.percent(50) + 1;
2589
2710
 
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;
2711
+ try options.chance.speedTie(p1);
2712
+ return p1;
2593
2713
  }
2594
2714
 
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
- }
2715
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2716
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2717
+ val == .true
2718
+ else if (showdown)
2719
+ battle.rng.chance(u8, rate, 256)
2720
+ else
2721
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2602
2722
 
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;
2723
+ try options.chance.criticalHit(player, crit, rate);
2724
+ return crit;
2606
2725
  }
2607
2726
 
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
- }
2727
+ inline fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2728
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2729
+ val
2730
+ else roll: {
2731
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2732
+ while (true) {
2733
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2734
+ if (r >= 217) break :roll r;
2735
+ }
2736
+ };
2612
2737
 
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;
2738
+ assert(roll >= 217 and roll <= 255);
2739
+ try options.chance.damage(player, roll);
2740
+ return roll;
2616
2741
  }
2617
2742
 
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);
2743
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2744
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2745
+ val == .true
2746
+ else if (showdown)
2747
+ battle.rng.chance(u8, accuracy, 256)
2748
+ else
2749
+ battle.rng.next() < accuracy;
2750
+
2751
+ options.chance.hit(ok, accuracy);
2752
+ return ok;
2621
2753
  }
2622
2754
 
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);
2755
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2756
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2757
+ val == .true
2758
+ else if (showdown)
2759
+ !battle.rng.chance(u8, 128, 256)
2760
+ else
2761
+ battle.rng.next() >= Gen12.percent(50) + 1;
2762
+
2763
+ try options.chance.confused(player, cfz);
2764
+ return cfz;
2626
2765
  }
2627
2766
 
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));
2767
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2768
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2769
+ val == .true
2770
+ else if (showdown)
2771
+ battle.rng.chance(u8, 63, 256)
2772
+ else
2773
+ battle.rng.next() < Gen12.percent(25);
2774
+
2775
+ try options.chance.paralyzed(player, par);
2776
+ return par;
2631
2777
  }
2632
2778
 
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));
2779
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2780
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2781
+ val == .true
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2636
2789
  }
2637
2790
 
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
- }
2791
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (showdown)
2797
+ battle.rng.chance(u8, rate, 256)
2798
+ else
2799
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2800
+
2801
+ try options.chance.secondaryChance(player, proc, rate);
2802
+ return proc;
2644
2803
  }
2645
2804
 
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);
2805
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2806
+ const rate: u8 = if (low) 52 else 103;
2807
+
2808
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2809
+ val == .true
2810
+ else if (showdown)
2811
+ battle.rng.chance(u8, rate, 256)
2812
+ else
2813
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2814
+
2815
+ try options.chance.secondaryChance(player, proc, rate);
2816
+ return proc;
2649
2817
  }
2650
2818
 
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);
2819
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2821
+ val == .true
2822
+ else if (showdown)
2823
+ battle.rng.chance(u8, 85, 256)
2824
+ else
2825
+ battle.rng.next() < Gen12.percent(33) + 1;
2826
+
2827
+ try options.chance.secondaryChance(player, proc, 85);
2828
+ return proc;
2829
+ }
2830
+
2831
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2832
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2833
+ val
2834
+ else if (showdown)
2835
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2836
+ else move: {
2837
+ while (true) {
2838
+ const r = battle.rng.next();
2839
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2840
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2841
+ break :move @enumFromInt(r);
2671
2842
  }
2672
- }
2843
+ };
2673
2844
 
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
- }
2845
+ try options.chance.metronome(player, move);
2846
+ return move;
2678
2847
  }
2679
2848
 
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);
2849
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2850
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2851
+ val - 1
2852
+ else if (showdown)
2853
+ battle.rng.range(u8, 0, max)
2854
+ else power: {
2855
+ while (true) {
2856
+ const r = battle.rng.next();
2857
+ if (r < max) break :power r;
2858
+ }
2859
+ };
2860
+
2861
+ assert(power < max);
2862
+ try options.chance.psywave(player, power, max);
2863
+ return power;
2683
2864
  }
2684
2865
 
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
- }
2866
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2867
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2868
+ @intCast(val)
2869
+ else if (showdown)
2870
+ battle.rng.range(u3, 1, 8)
2871
+ else duration: {
2872
+ while (true) {
2873
+ const r = battle.rng.next() & 7;
2874
+ if (r != 0) break :duration @intCast(r);
2875
+ }
2876
+ };
2877
+
2878
+ assert(duration >= 1 and duration <= 7);
2879
+ options.chance.duration(.sleep, player, player.foe(), duration);
2880
+ return duration;
2697
2881
  }
2698
2882
 
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
- }
2883
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2884
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2885
+ val
2886
+ else if (showdown)
2887
+ battle.rng.range(u4, 1, 9)
2888
+ else
2889
+ @intCast((battle.rng.next() & 7) + 1);
2890
+
2891
+ assert(duration >= 1 and duration <= 8);
2892
+ options.chance.duration(.disable, player, player.foe(), duration);
2893
+ return duration;
2705
2894
  }
2706
2895
 
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);
2896
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2897
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2898
+ @intCast(val)
2899
+ else if (showdown)
2900
+ battle.rng.range(u3, 2, 6)
2901
+ else
2902
+ @intCast((battle.rng.next() & 3) + 2);
2903
+
2904
+ assert(duration >= 2 and duration <= 5);
2905
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2906
+ return duration;
2711
2907
  }
2712
2908
 
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;
2909
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2910
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2911
+ @intCast(val)
2912
+ else if (showdown)
2913
+ battle.rng.range(u3, 2, 4)
2914
+ else
2915
+ @intCast((battle.rng.next() & 1) + 2);
2916
+
2917
+ assert(duration >= 2 and duration <= 3);
2918
+ options.chance.duration(.attacking, player, player, duration);
2919
+ return duration;
2920
+ }
2921
+
2922
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2923
+
2924
+ inline fn distribution(
2925
+ battle: anytype,
2926
+ comptime effect: Move.Effect,
2927
+ player: Player,
2928
+ options: anytype,
2929
+ ) !u3 {
2930
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2931
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2935
+ else n: {
2936
+ const r = (battle.rng.next() & 3);
2937
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2938
+ };
2939
+
2940
+ assert(n >= 2 and n <= 5);
2941
+ if (effect == .Binding) {
2942
+ options.chance.duration(.binding, player, player, n);
2943
+ } else {
2944
+ try options.chance.multiHit(player, n);
2945
+ }
2946
+ return n;
2947
+ }
2948
+
2949
+ fn moveSlot(
2950
+ battle: anytype,
2951
+ player: Player,
2952
+ moves: []MoveSlot,
2953
+ check_pp: u4,
2954
+ options: anytype,
2955
+ ) !u4 {
2956
+ // TODO: consider throwing error instead of rerolling?
2957
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2958
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2959
+ val
2960
+ else
2961
+ null
2962
+ else
2963
+ null;
2964
+
2965
+ const slot: u4 = overridden orelse slot: {
2966
+ if (showdown) {
2967
+ if (check_pp == 0) {
2968
+ var i: usize = moves.len;
2969
+ while (i > 0) {
2970
+ i -= 1;
2971
+ if (moves[i].id != .None) {
2972
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2973
+ }
2974
+ }
2975
+ } else {
2976
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2977
+ var i: usize = 0;
2978
+ while (i < moves.len and r > 0) : (i += 1) {
2979
+ if (moves[i].pp > 0) {
2980
+ r -= 1;
2981
+ if (r == 0) break :slot @intCast(i + 1);
2982
+ }
2983
+ }
2984
+ }
2985
+ }
2986
+
2987
+ while (true) {
2988
+ const r: u4 = @intCast(battle.rng.next() & 3);
2989
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2990
+ }
2991
+ };
2992
+
2993
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2994
+ return slot;
2716
2995
  }
2717
2996
  };
2718
2997
 
@@ -2720,14 +2999,14 @@ test "RNG agreement" {
2720
2999
  if (!showdown) return;
2721
3000
  var expected: [256]u32 = undefined;
2722
3001
  for (0..expected.len) |i| {
2723
- expected[i] = @intCast(u32, i * 0x1000000);
3002
+ expected[i] = @intCast(i * 0x1000000);
2724
3003
  }
2725
3004
 
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 };
3005
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3006
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3007
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3008
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3009
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2731
3010
 
2732
3011
  for (0..expected.len) |i| {
2733
3012
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2763,7 +3042,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2763
3042
  const side = battle.side(player);
2764
3043
  const foe = battle.foe(player);
2765
3044
 
2766
- var active = side.active;
3045
+ var active = &side.active;
2767
3046
  const stored = side.stored();
2768
3047
 
2769
3048
  // While players are not given any input options on the cartridge in these cases,
@@ -2777,7 +3056,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2777
3056
  // strictly correct as the player would not have been presented the option to move or
2778
3057
  // switch at all.
2779
3058
  if (isForced(active)) {
2780
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3059
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2781
3060
  n += 1;
2782
3061
  return n;
2783
3062
  }
@@ -2817,7 +3096,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2817
3096
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2818
3097
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2819
3098
  const struggle =
2820
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3099
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2821
3100
  const s = if (struggle) 0 else slot;
2822
3101
  out[n] = .{ .type = .Move, .data = s };
2823
3102
  n += 1;
@@ -2832,7 +3111,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3111
  const m = active.moves[slot - 1];
2833
3112
  if (m.id == .None) break;
2834
3113
  if (m.pp == 0) continue;
2835
- if (active.volatiles.disabled_move == slot) continue;
3114
+ if (active.volatiles.disable_move == slot) continue;
2836
3115
  out[n] = .{ .type = .Move, .data = slot };
2837
3116
  n += 1;
2838
3117
  }