@pkmn/engine 0.1.0-dev.4eeb346e → 0.1.0-dev.4f7cbb89

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Files changed (56) hide show
  1. package/README.md +70 -59
  2. package/build/pkg/addon.d.ts +1 -1
  3. package/build/pkg/addon.js +7 -6
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +2 -2
  9. package/build/pkg/gen1.d.ts +5 -4
  10. package/build/pkg/gen1.js +48 -32
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +15 -12
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.d.ts +4 -2
  15. package/build/pkg/protocol.js +61 -40
  16. package/build/pkg/protocol.js.map +1 -1
  17. package/build/test/display.js +29 -12
  18. package/build/test/display.js.map +1 -1
  19. package/build/tools/debug.js +3 -1
  20. package/build/tools/debug.js.map +1 -1
  21. package/build.zig +106 -76
  22. package/package.json +46 -23
  23. package/src/bin/install-pkmn-engine +11 -6
  24. package/src/lib/binding/node.zig +46 -141
  25. package/src/lib/binding/wasm.zig +5 -3
  26. package/src/lib/common/battle.zig +17 -0
  27. package/src/lib/common/data.zig +19 -31
  28. package/src/lib/common/debug.zig +21 -11
  29. package/src/lib/common/js.zig +118 -0
  30. package/src/lib/common/optional.zig +67 -0
  31. package/src/lib/common/options.zig +12 -3
  32. package/src/lib/common/protocol.zig +930 -386
  33. package/src/lib/common/rational.zig +353 -0
  34. package/src/lib/common/rng.zig +24 -15
  35. package/src/lib/common/util.zig +12 -0
  36. package/src/lib/gen1/README.md +285 -182
  37. package/src/lib/gen1/calc.zig +426 -0
  38. package/src/lib/gen1/chance.zig +1060 -0
  39. package/src/lib/gen1/data/moves.zig +202 -190
  40. package/src/lib/gen1/data/species.zig +4 -4
  41. package/src/lib/gen1/data/types.zig +10 -10
  42. package/src/lib/gen1/data.zig +85 -71
  43. package/src/lib/gen1/helpers.zig +577 -32
  44. package/src/lib/gen1/mechanics.zig +1044 -723
  45. package/src/lib/gen2/README.md +105 -85
  46. package/src/lib/gen2/calc.zig +143 -0
  47. package/src/lib/gen2/chance.zig +1314 -0
  48. package/src/lib/gen2/data/items.zig +14 -20
  49. package/src/lib/gen2/data/moves.zig +664 -570
  50. package/src/lib/gen2/data/species.zig +2 -2
  51. package/src/lib/gen2/data/types.zig +137 -34
  52. package/src/lib/gen2/data.zig +124 -86
  53. package/src/lib/gen2/generated.zig +808 -0
  54. package/src/lib/gen2/helpers.zig +16 -22
  55. package/src/lib/gen2/mechanics.zig +3510 -12
  56. package/src/lib/pkmn.zig +65 -6
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,37 +58,35 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
64
64
 
65
- var f1: ?Move = null;
66
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
67
67
 
68
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
69
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
70
-
71
- if (turnOrder(battle, c1, c2) == .P1) {
72
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
73
- } else {
74
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
75
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
76
70
 
77
71
  var p1 = battle.side(.P1);
78
- if (p1.active.volatiles.attacks == 0) {
79
- p1.active.volatiles.Binding = false;
80
- }
81
72
  var p2 = battle.side(.P2);
82
- if (p2.active.volatiles.attacks == 0) {
83
- p2.active.volatiles.Binding = false;
73
+
74
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
84
81
  }
85
82
 
86
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
87
87
  }
88
88
 
89
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
90
90
  const p1 = battle.side(.P1);
91
91
  const p2 = battle.side(.P2);
92
92
 
@@ -98,10 +98,10 @@ fn start(battle: anytype, log: anytype) !Result {
98
98
  assert(!showdown or p2_slot == 1);
99
99
  if (p2_slot == 0) return Result.Win;
100
100
 
101
- try switchIn(battle, .P1, p1_slot, true, log);
102
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
103
103
 
104
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
105
105
  }
106
106
 
107
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -114,7 +114,7 @@ fn selectMove(
114
114
  player: Player,
115
115
  choice: Choice,
116
116
  foe_choice: Choice,
117
- from: *?Move,
117
+ skip_turn: *bool,
118
118
  ) ?Result {
119
119
  if (choice.type == .Pass) return null;
120
120
 
@@ -123,20 +123,27 @@ fn selectMove(
123
123
  const stored = side.stored();
124
124
 
125
125
  assert(!isForced(side.active) or
126
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
127
127
 
128
128
  // pre-battle menu
129
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
130
133
  if (volatiles.Rage) {
131
- from.* = side.last_used_move;
132
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
133
138
  return null;
134
139
  }
135
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
136
141
  if (!showdown) volatiles.Flinch = false;
137
142
  if (volatiles.Thrashing or volatiles.Charging) {
138
- from.* = side.last_selected_move;
139
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
140
147
  return null;
141
148
  }
142
149
 
@@ -146,13 +153,14 @@ fn selectMove(
146
153
  // pre-move select
147
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
148
155
  assert(showdown or choice.data == 0);
149
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
150
160
  return null;
151
161
  }
152
162
  if (volatiles.Binding) {
153
- from.* = side.last_used_move;
154
163
  if (showdown) {
155
- if (foe_choice.type == .Switch) from.* = null;
156
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
157
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
158
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -164,11 +172,7 @@ fn selectMove(
164
172
  assert(choice.data == 0);
165
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
166
174
  if (foe_choice.type == .Switch) {
167
- const slot = if (player == .P1)
168
- battle.last_selected_indexes.p1
169
- else
170
- battle.last_selected_indexes.p2;
171
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
172
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
173
177
  if (last.id == .MirrorMove) return Result.Error;
174
178
  }
@@ -177,6 +181,7 @@ fn selectMove(
177
181
  }
178
182
 
179
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
180
185
  if (showdown) {
181
186
  saveMove(battle, player, choice);
182
187
  } else {
@@ -191,16 +196,13 @@ fn selectMove(
191
196
  if (choice.data == 0) {
192
197
  const struggle = ok: {
193
198
  for (side.active.moves, 0..) |move, i| {
194
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
195
200
  }
196
201
  break :ok true;
197
202
  };
198
-
199
203
  assert(struggle);
200
- saveMove(battle, player, choice);
201
- } else {
202
- saveMove(battle, player, choice);
203
204
  }
205
+ saveMove(battle, player, choice);
204
206
 
205
207
  return null;
206
208
  }
@@ -213,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
213
215
  if (c.data == 0) {
214
216
  side.last_selected_move = .Struggle;
215
217
  } else {
216
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
217
219
  const move = side.active.move(c.data);
218
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
219
221
  // sometimes required...), but a 0 PP move can be used automatically
220
222
  assert(showdown or move.pp != 0);
221
223
 
222
224
  side.last_selected_move = move.id;
223
- if (player == .P1) {
224
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
225
- } else {
226
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
227
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
228
226
  }
229
227
  }
230
228
  }
231
229
 
232
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
233
231
  var side = battle.side(player);
234
232
  var foe = battle.foe(player);
235
233
  var active = &side.active;
@@ -242,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
242
240
  side.order[0] = side.order[slot - 1];
243
241
  side.order[slot - 1] = out;
244
242
 
245
- if (player == .P1) {
246
- battle.last_selected_indexes.p1 = 1;
247
- } else {
248
- battle.last_selected_indexes.p2 = 1;
249
- }
243
+ battle.lastMove(player).index = 1;
250
244
 
251
245
  side.last_used_move = .None;
252
246
  foe.last_used_move = .None;
@@ -262,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
262
256
 
263
257
  foe.active.volatiles.Binding = false;
264
258
 
265
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
266
261
 
267
262
  if (showdown and incoming.status == Status.TOX) {
268
263
  incoming.status = Status.init(.PSN);
269
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
270
265
  // rather not clutter up turnOrder just for this (incorrect) log message
271
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
272
267
  }
273
268
  }
274
269
 
275
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
276
271
  assert(c1.type != .Pass or c2.type != .Pass);
277
272
 
278
273
  if (c1.type == .Pass) return .P2;
@@ -302,9 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
302
297
  const spe2 = battle.side(.P2).active.stats.spe;
303
298
  if (spe1 == spe2) {
304
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
305
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
306
303
 
307
- const p1 = Rolls.speedTie(battle);
304
+ const p1 = try Rolls.speedTie(battle, options);
308
305
  if (!showdown) return if (p1) .P1 else .P2;
309
306
 
310
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -327,34 +324,55 @@ fn doTurn(
327
324
  battle: anytype,
328
325
  player: Player,
329
326
  player_choice: Choice,
330
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
331
329
  foe_player: Player,
332
330
  foe_choice: Choice,
333
- foe_from: ?Move,
334
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
335
334
  ) !?Result {
336
335
  assert(player_choice.type != .Pass);
337
336
 
338
337
  var residual = true;
339
338
  var replace = battle.side(player).stored().hp == 0;
340
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
341
348
  if (!replace) {
342
349
  if (player_choice.type != .Switch) {
343
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
344
351
  }
345
- if (residual) try handleResidual(battle, player, log);
346
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
347
354
  } else if (foe_choice.type == .Pass) return null;
348
355
 
356
+ options.chance.clearPending();
357
+
349
358
  residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +422,13 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, residual, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,11 +458,11 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
446
- return null;
447
- }
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
448
464
 
449
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
450
466
  }
451
467
 
452
468
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -454,10 +470,11 @@ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
470
  fn beforeMove(
455
471
  battle: anytype,
456
472
  player: Player,
457
- from: ?Move,
473
+ skip: bool,
458
474
  residual: *bool,
459
- log: anytype,
475
+ options: anytype,
460
476
  ) !BeforeMove {
477
+ var log = options.log;
461
478
  var side = battle.side(player);
462
479
  const foe = battle.foe(player);
463
480
  var active = &side.active;
@@ -466,58 +483,69 @@ fn beforeMove(
466
483
  var volatiles = &active.volatiles;
467
484
 
468
485
  if (Status.is(stored.status, .SLP)) {
469
- const status = stored.status;
486
+ const before = stored.status;
470
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
471
- stored.status -= 1;
472
- if (Status.duration(stored.status) == 0) {
473
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
474
501
  stored.status = 0; // clears EXT if present
475
502
  } else {
476
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
477
504
  }
478
505
  side.last_used_move = .None;
479
506
  return .done;
480
507
  }
481
508
 
482
509
  if (Status.is(stored.status, .FRZ)) {
483
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
484
511
  side.last_used_move = .None;
485
512
  return .done;
486
513
  }
487
514
 
488
- if (foe.active.volatiles.Binding) {
489
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
490
517
  return .done;
491
518
  }
492
519
 
493
- if (!showdown and volatiles.Flinch) {
494
- volatiles.Flinch = false;
495
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
496
525
  return .done;
497
526
  }
498
527
 
499
528
  if (volatiles.Recharging) {
500
529
  volatiles.Recharging = false;
501
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
502
531
  return .done;
503
532
  }
504
533
 
505
- if (volatiles.disabled_duration > 0) {
506
- volatiles.disabled_duration -= 1;
507
- if (volatiles.disabled_duration == 0) {
508
- volatiles.disabled_move = 0;
509
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
510
539
  }
511
- }
512
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
513
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
514
541
 
515
- // Pokémon Showdown checks for Flinch *after* instead of before
516
- if (showdown and volatiles.Flinch) {
517
- volatiles.Flinch = false;
518
- try log.cant(ident, .Flinch);
519
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
520
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
521
549
 
522
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
523
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -529,14 +557,20 @@ fn beforeMove(
529
557
  if (volatiles.Confusion) {
530
558
  assert(volatiles.confusion > 0);
531
559
 
532
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
533
567
  if (volatiles.confusion == 0) {
534
568
  volatiles.Confusion = false;
535
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
536
570
  } else {
537
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
538
572
 
539
- if (Rolls.confused(battle)) {
573
+ if (try Rolls.confused(battle, player, options)) {
540
574
  assert(!volatiles.MultiHit);
541
575
  if (!volatiles.Rage) volatiles.state = 0;
542
576
  volatiles.Bide = false;
@@ -546,6 +580,7 @@ fn beforeMove(
546
580
  volatiles.Charging = false;
547
581
  volatiles.Binding = false;
548
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
549
584
  {
550
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
551
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -565,7 +600,7 @@ fn beforeMove(
565
600
 
566
601
  const uncapped = battle.last_damage;
567
602
  // Skipping adjustDamage / randomizeDamage / checkHit
568
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
569
604
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
570
605
  if (showdown) battle.last_damage = uncapped;
571
606
 
@@ -574,53 +609,67 @@ fn beforeMove(
574
609
  }
575
610
  }
576
611
 
577
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
578
613
 
579
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
580
615
  if (!volatiles.Rage) volatiles.state = 0;
581
616
  volatiles.Bide = false;
582
617
  volatiles.Thrashing = false;
583
618
  volatiles.Charging = false;
584
619
  volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
585
621
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
586
- try log.cant(ident, .Paralysis);
622
+ try log.cant(.{ ident, .Paralysis });
587
623
  return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
638
  assert(volatiles.attacks > 0);
596
639
 
597
- volatiles.attacks -= 1;
640
+ if (options.calc.modify(player, .attacking)) |extend| {
641
+ if (!extend) volatiles.attacks = 0;
642
+ } else {
643
+ volatiles.attacks -= 1;
644
+ }
645
+ try options.chance.attacking(player, volatiles.attacks);
646
+
598
647
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
648
+ try log.activate(.{ ident, .Bide });
600
649
  return .done;
601
650
  }
602
651
 
603
652
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
653
+ try log.end(.{ ident, .Bide });
605
654
 
606
655
  battle.last_damage = volatiles.state *% 2;
607
656
  volatiles.state = 0;
608
657
 
609
658
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
659
+ try log.fail(.{ ident, .None });
611
660
  return .done;
612
661
  }
613
662
 
614
663
  const sub = showdown and foe.active.volatiles.Substitute;
615
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
616
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
664
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
665
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
617
666
 
618
667
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
619
668
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
620
669
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
621
670
  if (showdown) {
622
671
  residual.* = false;
623
- try handleResidual(battle, player, log);
672
+ try handleResidual(battle, player, options);
624
673
  }
625
674
 
626
675
  return .done;
@@ -628,29 +677,46 @@ fn beforeMove(
628
677
 
629
678
  if (volatiles.Thrashing) {
630
679
  assert(volatiles.attacks > 0);
631
- assert(from != null);
632
- volatiles.attacks -= 1;
633
- if (!showdown and handleThrashing(battle, active)) {
634
- try log.start(battle.active(player), .ConfusionSilent);
680
+
681
+ if (options.calc.modify(player, .attacking)) |extend| {
682
+ if (!extend) volatiles.attacks = 0;
683
+ } else {
684
+ volatiles.attacks -= 1;
635
685
  }
636
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
637
- if (showdown and handleThrashing(battle, active)) {
638
- try log.start(battle.active(player), .ConfusionSilent);
686
+ try options.chance.attacking(player, volatiles.attacks);
687
+
688
+ if (!showdown and handleThrashing(battle, active, player, options)) {
689
+ try log.start(.{ battle.active(player), .ConfusionSilent });
690
+ }
691
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
692
+ if (showdown) {
693
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
694
+ // used in useMove and doesn't have the notion of skipping canMove semantics
695
+ side.last_used_move = side.last_selected_move;
696
+ if (handleThrashing(battle, active, player, options)) {
697
+ try log.start(.{ battle.active(player), .ConfusionSilent });
698
+ }
639
699
  }
640
700
  return .skip_can;
641
701
  }
642
702
 
643
703
  if (volatiles.Binding) {
644
704
  assert(volatiles.attacks > 0);
645
- volatiles.attacks -= 1;
646
- try log.move(
647
- battle.active(player),
648
- side.last_selected_move,
649
- battle.active(player.foe()),
650
- side.last_selected_move,
651
- );
705
+
706
+ if (options.calc.modify(player, .binding)) |extend| {
707
+ if (!extend) volatiles.attacks = 0;
708
+ } else {
709
+ volatiles.attacks -= 1;
710
+ }
711
+ try options.chance.binding(player, volatiles.attacks);
712
+
713
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
652
714
  if (showdown or battle.last_damage != 0) {
653
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
715
+ const sub = showdown and foe.active.volatiles.Substitute;
716
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
717
+ if (battle.foe(player).stored().hp > 0 and !sub) {
718
+ try buildRage(battle, player.foe(), options);
719
+ }
654
720
  }
655
721
  return .done;
656
722
  }
@@ -664,56 +730,58 @@ fn canMove(
664
730
  mslot: u4,
665
731
  auto: bool,
666
732
  skip_pp: bool,
667
- from: ?Move,
733
+ from: Move,
668
734
  residual: *bool,
669
- log: anytype,
735
+ options: anytype,
670
736
  ) !bool {
671
737
  var side = battle.side(player);
672
738
  const player_ident = battle.active(player);
673
739
  const move = Move.get(side.last_selected_move);
674
740
 
675
- const foe_last = battle.foe(player).last_used_move;
676
- const special = from != null and (from.? == .Metronome and
677
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
678
-
679
741
  var skip = skip_pp;
680
742
  if (side.active.volatiles.Charging) {
681
743
  side.active.volatiles.Charging = false;
682
744
  side.active.volatiles.Invulnerable = false;
683
745
  } else if (move.effect == .Charge) {
684
- try log.move(player_ident, side.last_selected_move, .{}, from);
685
- try Effects.charge(battle, player, log);
746
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
747
+ setCounterable(battle, player, side, move);
748
+ try Effects.charge(battle, player, options);
686
749
  return false;
687
750
  }
688
751
 
689
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
752
+ side.last_used_move = side.last_selected_move;
690
753
  if (!skip) decrementPP(side, mslot, auto);
691
754
 
692
755
  const target = if (move.target == .Self) player else player.foe();
693
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
694
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
695
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
696
- // meaning sometimes we lose this information. from is still set because it not being null is
697
- // relevant for control flow, but we don't have anything useful to put in the log. This is
698
- // regrettable, but this information is more "nice to have" than required
699
- const f = if (from != null and from.? == .None) null else from;
700
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
757
+ setCounterable(battle, player, side, move);
701
758
 
702
759
  if (move.effect.onBegin()) {
703
- try onBegin(battle, player, move, mslot, residual, log);
760
+ try onBegin(battle, player, move, mslot, residual, options);
704
761
  return false;
705
762
  }
706
763
 
707
764
  if (move.effect == .Thrashing) {
708
- Effects.thrashing(battle, player);
765
+ Effects.thrashing(battle, player, options);
709
766
  } else if (!showdown and move.effect == .Binding) {
710
767
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
711
- Effects.binding(battle, player);
768
+ try Effects.binding(battle, player, false, options);
712
769
  }
713
770
 
714
771
  return true;
715
772
  }
716
773
 
774
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
775
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
776
+ // in cases where an early return happens the data for a players last selected move does not get
777
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
778
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
779
+ // as the desync results from actually having two separate battle states that subtly disagree
780
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
781
+ (move.type == .Normal or move.type == .Fighting);
782
+ battle.lastMove(player).counterable = @intFromBool(counterable);
783
+ }
784
+
717
785
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
718
786
  if (side.last_selected_move == .Struggle) return;
719
787
 
@@ -723,12 +791,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
723
791
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
724
792
  if (volatiles.Bide) return;
725
793
 
726
- assert(active.move(mslot).pp > 0 or auto);
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
794
+ var move_slot = active.move(mslot);
795
+ assert(move_slot.pp > 0 or auto);
796
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
728
797
  if (volatiles.Transform) return;
729
798
 
730
- assert(side.stored().move(mslot).pp > 0 or auto);
731
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
799
+ move_slot = side.stored().move(mslot);
800
+ assert(move_slot.pp > 0 or auto);
801
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
732
802
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
733
803
  }
734
804
 
@@ -736,12 +806,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
736
806
  var active = &side.active;
737
807
  const volatiles = &active.volatiles;
738
808
 
739
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
809
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
740
810
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
741
811
  if (showdown and volatiles.Transform) return;
742
812
 
743
813
  assert(mslot > 0 and mslot <= 4);
744
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
814
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
745
815
  }
746
816
 
747
817
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -749,10 +819,12 @@ fn doMove(
749
819
  battle: anytype,
750
820
  player: Player,
751
821
  mslot: u4,
822
+ rewrap: bool,
752
823
  auto: bool,
753
824
  residual: *bool,
754
- log: anytype,
825
+ options: anytype,
755
826
  ) !?Result {
827
+ var log = options.log;
756
828
  var side = battle.side(player);
757
829
  const foe = battle.foe(player);
758
830
 
@@ -767,23 +839,27 @@ fn doMove(
767
839
  var hits: u4 = 1;
768
840
  var effectiveness = Effectiveness.neutral;
769
841
 
842
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
843
+ if (showdown and !counter) battle.last_damage = 0;
844
+
770
845
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
771
846
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
772
- return specialDamage(battle, player, move, log);
847
+ return specialDamage(battle, player, move, options);
773
848
  }
774
849
 
775
850
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
776
851
  // calling moveHit early covers most of that but we also need to check type immunity first
777
852
  var miss = showdown and miss: {
778
853
  immune = move.target != .Self and !status and !counter and
779
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
780
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
854
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
855
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
781
856
  if (immune and move.effect != .Binding) break :miss true;
782
857
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
783
858
  battle.last_damage = 0;
784
859
  break :miss true;
785
860
  }
786
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
861
+ break :miss (move.target != .Self and
862
+ !moveHit(battle, player, move, &immune, &mist, options));
787
863
  };
788
864
  assert(!immune or miss or (showdown and move.effect == .Binding));
789
865
 
@@ -791,16 +867,16 @@ fn doMove(
791
867
  const skip = status or immune;
792
868
  if ((!showdown or (!skip or counter)) and !miss) blk: {
793
869
  if (showdown and move.effect.isMulti()) {
794
- Effects.multiHit(battle, player, move);
870
+ try Effects.multiHit(battle, player, move, options);
795
871
  hits = side.active.volatiles.attacks;
796
872
  late = false;
797
873
  }
798
874
 
799
875
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
800
876
  const check = !showdown or (!counter and move.effect != .OHKO);
801
- if (check) crit = checkCriticalHit(battle, player, move);
877
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
802
878
 
803
- if (counter) return counterDamage(battle, player, move, log);
879
+ if (counter) return counterDamage(battle, player, move, options);
804
880
 
805
881
  battle.last_damage = 0;
806
882
 
@@ -822,17 +898,15 @@ fn doMove(
822
898
  effectiveness = adjustDamage(battle, player);
823
899
  immune = effectiveness == 0;
824
900
  }
825
- randomizeDamage(battle);
901
+ try randomizeDamage(battle, player, options);
826
902
  }
827
903
  }
828
904
 
829
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
830
- if (showdown and skip) battle.last_damage = 0;
831
-
905
+ var zero = battle.last_damage == 0;
832
906
  miss = if (showdown or skip)
833
907
  miss
834
908
  else
835
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
909
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
836
910
 
837
911
  assert(showdown or miss or battle.last_damage > 0 or skip);
838
912
  assert((!showdown and miss) or !(ohko and immune));
@@ -840,11 +914,11 @@ fn doMove(
840
914
 
841
915
  if (!showdown or !miss) {
842
916
  if (move.effect == .MirrorMove) {
843
- return mirrorMove(battle, player, mslot, auto, residual, log);
917
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
844
918
  } else if (move.effect == .Metronome) {
845
- return metronome(battle, player, mslot, auto, residual, log);
919
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
846
920
  } else if (move.effect.onEnd()) {
847
- try onEnd(battle, player, move, log);
921
+ try onEnd(battle, player, move, options);
848
922
  return null;
849
923
  }
850
924
  }
@@ -856,36 +930,41 @@ fn doMove(
856
930
  ohko = (!showdown or (!immune and !invulnerable)) and
857
931
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
858
932
  if (ohko) {
859
- try log.immune(foe_ident, .OHKO);
860
- } else if (immune and !invulnerable) {
861
- try log.immune(foe_ident, .None);
933
+ try log.immune(.{ foe_ident, .OHKO });
934
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
935
+ try log.immune(.{ foe_ident, .None });
862
936
  } else if (mist) {
863
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
864
- try log.fail(foe_ident, .None);
937
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
938
+ try log.fail(.{ foe_ident, .None });
865
939
  } else {
866
- try log.lastmiss();
867
- try log.miss(battle.active(player));
940
+ if (showdown or !zero) try options.chance.commit(player, .miss);
941
+ try log.lastmiss(.{});
942
+ try log.miss(.{battle.active(player)});
868
943
  }
869
944
  if (move.effect == .JumpKick) {
870
945
  // Recoil is supposed to be damage/8 but damage will always be 0 here
871
- assert(battle.last_damage == 0);
946
+ assert(showdown or battle.last_damage == 0);
872
947
  battle.last_damage = 1;
873
- _ = try applyDamage(battle, player, player.foe(), .None, log);
948
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
874
949
  if (showdown and side.stored().hp == 0) residual.* = false;
875
950
  } else if (move.effect == .Explode) {
876
951
  try Effects.explode(battle, player);
877
- try buildRage(battle, player.foe(), log);
952
+ try buildRage(battle, player.foe(), options);
878
953
  } else if (showdown and move.effect == .Disable) {
879
- try buildRage(battle, player.foe(), log);
954
+ try buildRage(battle, player.foe(), options);
955
+ } else if (!showdown and immune and move.effect == .Binding) {
956
+ try options.chance.commit(player, .binding);
880
957
  }
881
958
  return null;
959
+ } else {
960
+ try options.chance.commit(player, .hit);
882
961
  }
883
962
 
884
963
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
885
964
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
886
965
  // it up above before damage calculation).
887
966
  if (!showdown and move.effect.isMulti()) {
888
- Effects.multiHit(battle, player, move);
967
+ try Effects.multiHit(battle, player, move, options);
889
968
  hits = side.active.volatiles.attacks;
890
969
  }
891
970
 
@@ -896,18 +975,20 @@ fn doMove(
896
975
  var hit: u4 = 0;
897
976
  while (hit < hits) {
898
977
  if (hit == 0) {
899
- if (crit) try log.crit(battle.active(player.foe()));
978
+ if (crit) try log.crit(.{battle.active(player.foe())});
900
979
  if (effectiveness > Effectiveness.neutral) {
901
- try log.supereffective(battle.active(player.foe()));
980
+ try log.supereffective(.{battle.active(player.foe())});
902
981
  } else if (effectiveness < Effectiveness.neutral) {
903
- try log.resisted(battle.active(player.foe()));
982
+ try log.resisted(.{battle.active(player.foe())});
904
983
  }
905
984
  }
906
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
907
- if (hit == 0 and ohko) try log.ohko();
985
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
986
+ if (hit == 0 and ohko) try log.ohko(.{});
908
987
  hit += 1;
909
988
  if (foe.stored().hp == 0) break;
910
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
989
+ if (!late and (!sub or move.effect == .Explode)) {
990
+ try buildRage(battle, player.foe(), options);
991
+ }
911
992
  // If the substitute breaks during a multi-hit attack, the attack ends
912
993
  if (nullified) break;
913
994
  }
@@ -917,17 +998,23 @@ fn doMove(
917
998
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
918
999
  side.active.volatiles.attacks = 0;
919
1000
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
920
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1001
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
921
1002
  }
922
- try log.hitcount(battle.active(player.foe()), hit);
1003
+ try log.hitcount(.{ battle.active(player.foe()), hit });
923
1004
  } else if (showdown) {
924
1005
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
925
1006
  if (move.effect == .Binding) {
926
- Effects.binding(battle, player);
1007
+ try Effects.binding(battle, player, rewrap, options);
927
1008
  if (immune) {
928
1009
  battle.last_damage = 0;
1010
+ assert(foe.stored().hp > 0);
929
1011
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
930
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1012
+ if (sub) {
1013
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1014
+ } else {
1015
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1016
+ try buildRage(battle, player.foe(), options);
1017
+ }
931
1018
  return null;
932
1019
  }
933
1020
  }
@@ -940,12 +1027,12 @@ fn doMove(
940
1027
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
941
1028
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
942
1029
  // setup before the loop means we can avoid having to waste time doing no-op handler searches.
943
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1030
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
944
1031
 
945
1032
  if (foe.stored().hp == 0) return null;
946
1033
 
947
1034
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
948
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1035
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
949
1036
 
950
1037
  if (!move.effect.isSpecial()) {
951
1038
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -956,29 +1043,29 @@ fn doMove(
956
1043
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
957
1044
  // puts the |-status| message before |-hitcount| instead of after.
958
1045
  if (move.effect == .Twineedle) {
959
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1046
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
960
1047
  } else if (move.effect == .Disable) {
961
- const result = try Effects.disable(battle, player, move, log);
962
- if (showdown) try buildRage(battle, player.foe(), log);
1048
+ const result = try Effects.disable(battle, player, move, options);
1049
+ if (showdown) try buildRage(battle, player.foe(), options);
963
1050
  return result;
964
1051
  } else {
965
- try moveEffect(battle, player, move, log);
1052
+ try moveEffect(battle, player, move, options);
966
1053
  }
967
1054
  }
968
1055
 
969
1056
  return null;
970
1057
  }
971
1058
 
972
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1059
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
973
1060
  const side = battle.side(player);
974
1061
 
975
1062
  // Base speed is used for the critical hit calculation, even when Transform-ed
976
- var chance = @as(u16, Species.chance(side.stored().species));
977
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
978
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
979
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1063
+ var rate = @as(u16, Species.chance(side.stored().species));
1064
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1065
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1066
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
980
1067
 
981
- return Rolls.criticalHit(battle, chance);
1068
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
982
1069
  }
983
1070
 
984
1071
  fn calcDamage(
@@ -1044,7 +1131,7 @@ fn calcDamage(
1044
1131
  d = @min(997, d);
1045
1132
  d += 2;
1046
1133
 
1047
- battle.last_damage = @intCast(u16, d);
1134
+ battle.last_damage = @intCast(d);
1048
1135
 
1049
1136
  return true;
1050
1137
  }
@@ -1058,9 +1145,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1058
1145
  var d = battle.last_damage;
1059
1146
  if (side.active.types.includes(move.type)) d +%= d / 2;
1060
1147
 
1061
- const neutral = @enumToInt(Effectiveness.Neutral);
1062
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1063
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1148
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1149
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1150
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1064
1151
 
1065
1152
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1066
1153
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1080,17 +1167,20 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1080
1167
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1081
1168
  }
1082
1169
 
1083
- fn randomizeDamage(battle: anytype) void {
1170
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1084
1171
  if (battle.last_damage <= 1) return;
1085
- const random = Rolls.damage(battle);
1086
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1172
+ const random = try Rolls.damage(battle, player, options);
1173
+ options.calc.base(player.foe(), battle.last_damage);
1174
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1175
+ options.calc.final(player.foe(), battle.last_damage);
1087
1176
  }
1088
1177
 
1089
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1178
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1090
1179
  const side = battle.side(player);
1091
1180
  const foe = battle.foe(player);
1092
1181
 
1093
- if (!try checkHit(battle, player, move, log)) return null;
1182
+ if (!try checkHit(battle, player, move, options)) return null;
1183
+ try options.chance.commit(player, .hit);
1094
1184
 
1095
1185
  battle.last_damage = switch (side.last_selected_move) {
1096
1186
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1099,10 +1189,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1099
1189
  .DragonRage => 40,
1100
1190
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1101
1191
  .Psywave => power: {
1102
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1192
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1103
1193
  // GLITCH: Psywave infinite glitch loop
1104
1194
  if (!showdown and max <= 1) return Result.Error;
1105
- break :power Rolls.psywave(battle, max);
1195
+ break :power try Rolls.psywave(battle, player, max, options);
1106
1196
  },
1107
1197
  else => unreachable,
1108
1198
  };
@@ -1110,57 +1200,54 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1110
1200
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1111
1201
 
1112
1202
  const sub = showdown and foe.active.volatiles.Substitute;
1113
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1114
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1203
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1204
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1115
1205
 
1116
1206
  return null;
1117
1207
  }
1118
1208
 
1119
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1209
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1120
1210
  const foe = battle.foe(player);
1121
1211
 
1122
1212
  if (battle.last_damage == 0) {
1123
- try log.fail(battle.active(player), .None);
1213
+ try options.log.fail(.{ battle.active(player), .None });
1124
1214
  return null;
1125
1215
  }
1126
1216
 
1127
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1128
- const foe_last_used_move =
1129
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1217
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1130
1218
  const foe_last_selected_move =
1131
1219
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1132
- .Counter
1220
+ .Splash
1133
1221
  else
1134
1222
  foe.last_selected_move);
1135
1223
 
1136
- const used = foe_last_used_move.bp > 0 and
1137
- foe.last_used_move != .Counter and
1138
- (foe_last_used_move.type == .Normal or
1139
- foe_last_used_move.type == .Fighting);
1140
-
1224
+ const used = battle.lastMove(player.foe()).counterable != 0;
1141
1225
  const selected = foe_last_selected_move.bp > 0 and
1142
1226
  foe.last_selected_move != .Counter and
1143
1227
  (foe_last_selected_move.type == .Normal or
1144
1228
  foe_last_selected_move.type == .Fighting);
1145
1229
 
1146
1230
  if (!used and !selected) {
1147
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1148
1232
  return null;
1149
1233
  }
1150
1234
 
1151
1235
  if (!used or !selected) {
1152
1236
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1153
1237
  if (!showdown) return Result.Error;
1154
- try log.fail(battle.active(player), .None);
1238
+ try options.log.fail(.{ battle.active(player), .None });
1155
1239
  return null;
1156
1240
  }
1157
1241
 
1158
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1242
+ battle.last_damage *|= 2;
1159
1243
 
1160
1244
  // Pokémon Showdown calls checkHit before Counter
1161
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1245
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1246
+ try options.chance.commit(player, .hit);
1162
1247
 
1163
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1248
+ const sub = showdown and foe.active.volatiles.Substitute;
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1164
1251
  return null;
1165
1252
  }
1166
1253
 
@@ -1169,7 +1256,7 @@ fn applyDamage(
1169
1256
  target_player: Player,
1170
1257
  sub_player: Player,
1171
1258
  reason: Damage,
1172
- log: anytype,
1259
+ options: anytype,
1173
1260
  ) !bool {
1174
1261
  assert(showdown or battle.last_damage != 0);
1175
1262
 
@@ -1184,19 +1271,20 @@ fn applyDamage(
1184
1271
  subbed.active.volatiles.substitute = 0;
1185
1272
  subbed.active.volatiles.Substitute = false;
1186
1273
  // battle.last_damage is not updated with the amount of HP the Substitute had
1187
- try log.end(battle.active(sub_player), .Substitute);
1274
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1275
+ options.calc.capped(target_player);
1188
1276
  return true;
1189
1277
  } else {
1190
1278
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1191
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1192
- try log.activate(battle.active(sub_player), .Substitute);
1279
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1280
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1193
1281
  return false;
1194
1282
  }
1195
1283
  }
1196
1284
 
1197
1285
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1198
1286
  target.stored().hp -= battle.last_damage;
1199
- try log.damage(battle.active(target_player), target.stored(), reason);
1287
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1200
1288
  return false;
1201
1289
  }
1202
1290
 
@@ -1204,61 +1292,78 @@ fn mirrorMove(
1204
1292
  battle: anytype,
1205
1293
  player: Player,
1206
1294
  mslot: u4,
1295
+ rewrap: bool,
1207
1296
  auto: bool,
1208
1297
  residual: *bool,
1209
- log: anytype,
1210
- ) !?Result {
1298
+ options: anytype,
1299
+ ) anyerror!?Result {
1211
1300
  var side = battle.side(player);
1212
1301
  const foe = battle.foe(player);
1213
1302
 
1214
1303
  side.last_selected_move = foe.last_used_move;
1215
1304
 
1216
1305
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1217
- try log.fail(battle.active(player), .None);
1306
+ try options.log.fail(.{ battle.active(player), .None });
1218
1307
  return null;
1308
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1309
+ incrementPP(side, mslot);
1219
1310
  }
1220
1311
 
1221
- incrementPP(side, mslot);
1222
-
1223
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1224
- return doMove(battle, player, mslot, auto, residual, log);
1312
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1313
+ return null;
1314
+ }
1315
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1225
1316
  }
1226
1317
 
1227
1318
  fn metronome(
1228
1319
  battle: anytype,
1229
1320
  player: Player,
1230
1321
  mslot: u4,
1322
+ rewrap: bool,
1231
1323
  auto: bool,
1232
1324
  residual: *bool,
1233
- log: anytype,
1234
- ) !?Result {
1325
+ options: anytype,
1326
+ ) anyerror!?Result {
1235
1327
  var side = battle.side(player);
1236
1328
 
1237
- side.last_selected_move = Rolls.metronome(battle);
1329
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1238
1330
  incrementPP(side, mslot);
1239
1331
 
1240
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1332
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1333
+ return null;
1334
+ }
1335
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1336
  }
1243
1337
 
1244
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1338
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1245
1339
  var immune = false;
1246
1340
  var mist = false;
1247
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1341
+
1342
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1343
+
1248
1344
  assert(!immune);
1249
1345
  if (mist) {
1250
1346
  assert(!showdown);
1251
1347
  const foe_ident = battle.active(player.foe());
1252
- try log.activate(foe_ident, .Mist);
1253
- try log.fail(foe_ident, .None);
1348
+ try options.log.activate(.{ foe_ident, .Mist });
1349
+ try options.log.fail(.{ foe_ident, .None });
1254
1350
  } else {
1255
- try log.lastmiss();
1256
- try log.miss(battle.active(player));
1351
+ try options.chance.commit(player, .miss);
1352
+ try options.log.lastmiss(.{});
1353
+ try options.log.miss(.{battle.active(player)});
1257
1354
  }
1355
+
1258
1356
  return false;
1259
1357
  }
1260
1358
 
1261
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1359
+ fn moveHit(
1360
+ battle: anytype,
1361
+ player: Player,
1362
+ move: Move.Data,
1363
+ immune: *bool,
1364
+ mist: *bool,
1365
+ options: anytype,
1366
+ ) bool {
1262
1367
  var side = battle.side(player);
1263
1368
  const foe = battle.foe(player);
1264
1369
 
@@ -1297,10 +1402,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1297
1402
  const overwritten = overwrite and state > 0;
1298
1403
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1299
1404
 
1300
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1301
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1405
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1406
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1302
1407
  accuracy = accuracy * boost[0] / boost[1];
1303
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1408
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1304
1409
  accuracy = accuracy * boost[0] / boost[1];
1305
1410
  accuracy = @min(255, @max(1, accuracy));
1306
1411
 
@@ -1309,7 +1414,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1309
1414
  if (overwrite) side.active.volatiles.state = accuracy;
1310
1415
 
1311
1416
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1312
- break :miss !Rolls.hit(battle, accuracy);
1417
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1313
1418
  };
1314
1419
 
1315
1420
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1319,7 +1424,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1319
1424
  }
1320
1425
 
1321
1426
  if (!miss) return true;
1322
- battle.last_damage = 0;
1427
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1323
1428
  side.active.volatiles.Binding = false;
1324
1429
  return false;
1325
1430
  }
@@ -1327,8 +1432,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1327
1432
  fn checkFaint(
1328
1433
  battle: anytype,
1329
1434
  player: Player,
1330
- log: anytype,
1331
- ) @TypeOf(log).Error!?Result {
1435
+ options: anytype,
1436
+ ) @TypeOf(options.log).Error!?Result {
1332
1437
  const side = battle.side(player);
1333
1438
  if (side.stored().hp > 0) return null;
1334
1439
 
@@ -1336,33 +1441,32 @@ fn checkFaint(
1336
1441
  const foe_fainted = foe.stored().hp == 0;
1337
1442
 
1338
1443
  const player_out = findFirstAlive(side) == 0;
1339
- const foe_out = findFirstAlive(foe) == 0;
1340
- const tie = player_out and foe_out;
1341
- const more = tie or player_out or foe_out;
1444
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1445
+ const more = player_out or foe_out;
1342
1446
 
1343
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1344
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1447
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1448
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1345
1449
 
1346
1450
  assert(!side.active.volatiles.MultiHit);
1347
1451
  assert(!foe.active.volatiles.MultiHit);
1348
1452
 
1349
- if (tie) {
1350
- try log.tie();
1453
+ if (player_out and foe_out) {
1454
+ try options.log.tie(.{});
1351
1455
  return Result.Tie;
1352
1456
  } else if (player_out) {
1353
- try log.win(player.foe());
1457
+ try options.log.win(.{player.foe()});
1354
1458
  return if (player == .P1) Result.Lose else Result.Win;
1355
1459
  } else if (foe_out) {
1356
- try log.win(player);
1460
+ try options.log.win(.{player});
1357
1461
  return if (player == .P1) Result.Win else Result.Lose;
1358
1462
  }
1359
1463
 
1360
1464
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1361
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1362
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1465
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1466
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1363
1467
  }
1364
1468
 
1365
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1469
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1366
1470
  var side = battle.side(player);
1367
1471
  var foe = battle.foe(player);
1368
1472
  assert(side.stored().hp == 0);
@@ -1395,32 +1499,31 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1395
1499
  side.stored().stats.spe;
1396
1500
  }
1397
1501
 
1398
- try log.faint(battle.active(player), done);
1502
+ try options.log.faint(.{ battle.active(player), done });
1503
+ options.calc.capped(player);
1399
1504
  return null;
1400
1505
  }
1401
1506
 
1402
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1507
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1403
1508
  var side = battle.side(player);
1404
1509
  var stored = side.stored();
1405
1510
  const ident = battle.active(player);
1406
1511
  var volatiles = &side.active.volatiles;
1407
1512
 
1408
1513
  const brn = Status.is(stored.status, .BRN);
1409
- if (brn or Status.is(stored.status, .PSN)) blk: {
1514
+ if (brn or Status.is(stored.status, .PSN)) {
1410
1515
  var damage = @max(stored.stats.hp / 16, 1);
1411
-
1412
1516
  if (volatiles.Toxic) {
1413
1517
  volatiles.toxic += 1;
1414
1518
  damage *= volatiles.toxic;
1415
1519
  }
1520
+ damage = @min(damage, stored.hp);
1416
1521
 
1417
- const amount = @min(damage, stored.hp);
1418
- if (showdown and amount == 0) break :blk;
1419
-
1420
- stored.hp -= amount;
1421
-
1422
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1423
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1522
+ if (!showdown or damage > 0) {
1523
+ stored.hp -= damage;
1524
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1525
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1526
+ }
1424
1527
  }
1425
1528
 
1426
1529
  if (volatiles.LeechSeed) {
@@ -1444,47 +1547,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1444
1547
  const amount = @min(damage, stored.hp);
1445
1548
  stored.hp -= amount;
1446
1549
 
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) {
1449
- try log.damage(ident, stored, .LeechSeed);
1450
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1451
- if (showdown) battle.last_damage = damage;
1452
- }
1550
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1551
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1453
1552
 
1454
1553
  const before = foe_stored.hp;
1455
1554
  // Uncapped damage is added back to the foe
1456
1555
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1457
1556
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1458
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1557
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1459
1558
  }
1460
1559
  }
1461
1560
 
1462
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1561
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1463
1562
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1464
1563
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1465
1564
 
1466
- if (showdown and options.ebc and checkEBC(battle)) {
1467
- try log.tie();
1565
+ battle.turn += 1;
1566
+
1567
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1568
+ try options.log.tie(.{});
1468
1569
  return Result.Tie;
1469
1570
  }
1470
1571
 
1471
- battle.turn += 1;
1472
-
1473
1572
  if (showdown and battle.turn >= 1000) {
1474
- try log.tie();
1573
+ try options.log.tie(.{});
1475
1574
  return Result.Tie;
1476
1575
  } else if (battle.turn >= 65535) {
1477
1576
  return Result.Error;
1478
1577
  }
1479
1578
 
1480
- try log.turn(battle.turn);
1579
+ try options.log.turn(.{battle.turn});
1481
1580
 
1482
1581
  return Result.Default;
1483
1582
  }
1484
1583
 
1485
1584
  fn checkEBC(battle: anytype) bool {
1486
1585
  for (battle.sides, 0..) |side, i| {
1487
- const foe = battle.sides[~@intCast(u1, i)];
1586
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1488
1587
 
1489
1588
  var foe_all_ghosts = true;
1490
1589
  var foe_all_transform = true;
@@ -1536,10 +1635,10 @@ fn checkEBC(battle: anytype) bool {
1536
1635
  return false;
1537
1636
  }
1538
1637
 
1539
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1540
- if (side.active.volatiles.disabled_move != 0) {
1638
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1639
+ if (side.active.volatiles.disable_move != 0) {
1541
1640
  // A Pokémon that transforms after being disabled may end up with less move slots
1542
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1641
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1543
1642
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1544
1643
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1545
1644
  m
@@ -1547,127 +1646,127 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1547
1646
  side.last_selected_move;
1548
1647
  if (m != .None and m == last) {
1549
1648
  side.active.volatiles.Charging = false;
1550
- try log.disabled(ident, last);
1649
+ try options.log.cant(.{ ident, .Disable, last });
1551
1650
  return true;
1552
1651
  }
1553
1652
  }
1554
1653
  return false;
1555
1654
  }
1556
1655
 
1557
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1656
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1558
1657
  const side = battle.side(who);
1559
1658
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1560
- try Effects.boost(battle, who, Move.get(.Rage), log);
1659
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1561
1660
  }
1562
1661
  }
1563
1662
 
1564
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1663
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1565
1664
  var volatiles = &active.volatiles;
1566
1665
  assert(volatiles.Thrashing);
1567
1666
  if (volatiles.attacks > 0) return false;
1568
1667
 
1569
1668
  volatiles.Thrashing = false;
1570
1669
  volatiles.Confusion = true;
1571
- volatiles.confusion = Rolls.confusionDuration(battle);
1670
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1572
1671
  return true;
1573
1672
  }
1574
1673
 
1575
- inline fn onBegin(
1674
+ fn onBegin(
1576
1675
  battle: anytype,
1577
1676
  player: Player,
1578
1677
  move: Move.Data,
1579
1678
  mslot: u8,
1580
1679
  residual: *bool,
1581
- log: anytype,
1680
+ options: anytype,
1582
1681
  ) !void {
1583
1682
  assert(move.effect.onBegin());
1584
1683
  return switch (move.effect) {
1585
- .Confusion => Effects.confusion(battle, player, move, log),
1586
- .Conversion => Effects.conversion(battle, player, log),
1587
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1588
- .Haze => Effects.haze(battle, player, log),
1589
- .Heal => Effects.heal(battle, player, log),
1590
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1591
- .LightScreen => Effects.lightScreen(battle, player, log),
1592
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1593
- .Mist => Effects.mist(battle, player, log),
1594
- .Paralyze => Effects.paralyze(battle, player, move, log),
1595
- .Poison => Effects.poison(battle, player, move, log),
1596
- .Reflect => Effects.reflect(battle, player, log),
1597
- .Splash => Effects.splash(battle, player, log),
1598
- .Substitute => Effects.substitute(battle, player, residual, log),
1599
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1600
- .Transform => Effects.transform(battle, player, log),
1684
+ .Confusion => Effects.confusion(battle, player, move, options),
1685
+ .Conversion => Effects.conversion(battle, player, options),
1686
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1687
+ .Haze => Effects.haze(battle, player, options),
1688
+ .Heal => Effects.heal(battle, player, options),
1689
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1690
+ .LightScreen => Effects.lightScreen(battle, player, options),
1691
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1692
+ .Mist => Effects.mist(battle, player, options),
1693
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1694
+ .Poison => Effects.poison(battle, player, move, options),
1695
+ .Reflect => Effects.reflect(battle, player, options),
1696
+ .Splash => Effects.splash(battle, player, options),
1697
+ .Substitute => Effects.substitute(battle, player, residual, options),
1698
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1699
+ .Transform => Effects.transform(battle, player, options),
1601
1700
  else => unreachable,
1602
1701
  };
1603
1702
  }
1604
1703
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1704
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1606
1705
  assert(move.effect.onEnd());
1607
1706
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1707
+ .Bide => Effects.bide(battle, player, options),
1609
1708
  // zig fmt: off
1610
1709
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1710
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1711
+ Effects.boost(battle, player, move, options),
1613
1712
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1713
+ Effects.unboost(battle, player, move, options),
1615
1714
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1715
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1716
  else => unreachable,
1618
1717
  };
1619
1718
  }
1620
1719
 
1621
- inline fn alwaysHappens(
1720
+ fn alwaysHappens(
1622
1721
  battle: anytype,
1623
1722
  player: Player,
1624
1723
  move: Move.Data,
1625
1724
  residual: *bool,
1626
- log: anytype,
1725
+ options: anytype,
1627
1726
  ) !void {
1628
1727
  assert(move.effect.alwaysHappens());
1629
1728
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1729
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1730
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1731
+ .PayDay => Effects.payDay(battle, player, options),
1633
1732
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1733
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1734
  .JumpKick, .Binding => {},
1636
1735
  else => unreachable,
1637
1736
  };
1638
1737
  }
1639
1738
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1739
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1740
  return switch (move.effect) {
1642
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1643
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1644
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1645
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1646
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1741
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1742
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1743
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1744
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1745
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1746
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1747
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1748
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1749
  // zig fmt: off
1651
1750
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1751
+ Effects.unboost(battle, player, move, options),
1653
1752
  // zig fmt: on
1654
1753
  else => {},
1655
1754
  };
1656
1755
  }
1657
1756
 
1658
1757
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1758
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1759
  var side = battle.side(player);
1661
1760
 
1662
1761
  side.active.volatiles.Bide = true;
1663
1762
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1664
1763
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1764
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1666
1765
 
1667
- try log.start(battle.active(player), .Bide);
1766
+ try options.log.start(.{ battle.active(player), .Bide });
1668
1767
  }
1669
1768
 
1670
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1769
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1671
1770
  var foe = battle.foe(player);
1672
1771
  var foe_stored = foe.stored();
1673
1772
 
@@ -1678,83 +1777,92 @@ pub const Effects = struct {
1678
1777
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1679
1778
  if (Status.is(foe_stored.status, .FRZ)) {
1680
1779
  assert(move.type == .Fire);
1681
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1780
+ try options.log.curestatus(.{
1781
+ battle.active(player.foe()),
1782
+ foe_stored.status,
1783
+ .Message,
1784
+ });
1682
1785
  foe_stored.status = 0;
1683
1786
  }
1684
1787
  return;
1685
1788
  }
1686
1789
 
1687
1790
  if (foe.active.types.includes(move.type)) return;
1688
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1791
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1792
+ return;
1793
+ }
1689
1794
 
1690
1795
  foe_stored.status = Status.init(.BRN);
1691
1796
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1797
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1798
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1799
  }
1695
1800
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1801
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1802
  var side = battle.side(player);
1698
1803
  var volatiles = &side.active.volatiles;
1699
1804
 
1700
1805
  volatiles.Charging = true;
1701
1806
  const move = side.last_selected_move;
1702
1807
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1808
+ try options.log.laststill(.{});
1809
+ try options.log.prepare(.{ battle.active(player), move });
1705
1810
  }
1706
1811
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1812
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1813
  var foe = battle.foe(player);
1709
1814
  const sub = foe.active.volatiles.Substitute;
1710
1815
 
1711
1816
  if (move.effect == .ConfusionChance) {
1712
- if (!Rolls.confusionChance(battle)) return;
1817
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1713
1818
  } else {
1714
1819
  if (showdown) {
1715
- if (!try checkHit(battle, player, move, log)) {
1716
- return;
1717
- } else if (sub) {
1718
- return log.fail(battle.active(player.foe()), .None);
1719
- }
1820
+ if (!try checkHit(battle, player, move, options)) return;
1821
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1720
1822
  } else {
1721
- if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- } else if (!try checkHit(battle, player, move, log)) {
1724
- return;
1725
- }
1823
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1824
+ if (!try checkHit(battle, player, move, options)) return;
1726
1825
  }
1826
+ try options.chance.commit(player, .hit);
1727
1827
  }
1728
1828
 
1729
1829
  if (foe.active.volatiles.Confusion) return;
1730
1830
  foe.active.volatiles.Confusion = true;
1731
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1831
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1732
1832
 
1733
- try log.start(battle.active(player.foe()), .Confusion);
1833
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1734
1834
  }
1735
1835
 
1736
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1836
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1737
1837
  const foe = battle.foe(player);
1738
1838
 
1739
1839
  if (foe.active.volatiles.Invulnerable) {
1740
- try log.lastmiss();
1741
- return log.miss(battle.active(player));
1840
+ try options.log.lastmiss(.{});
1841
+ return options.log.miss(.{battle.active(player)});
1742
1842
  }
1743
1843
 
1744
1844
  battle.side(player).active.types = foe.active.types;
1745
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1845
+ return options.log.start(.{
1846
+ battle.active(player),
1847
+ .TypeChange,
1848
+ foe.active.types,
1849
+ battle.active(player.foe()),
1850
+ });
1746
1851
  }
1747
1852
 
1748
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1853
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1749
1854
  var foe = battle.foe(player);
1750
1855
  var volatiles = &foe.active.volatiles;
1751
1856
  const foe_ident = battle.active(player.foe());
1752
1857
 
1753
1858
  // Pokémon Showdown handles hit/miss earlier in doMove
1754
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1859
+ if (!showdown) {
1860
+ if (!try checkHit(battle, player, move, options)) return null;
1861
+ try options.chance.commit(player, .hit);
1862
+ }
1755
1863
 
1756
- if (volatiles.disabled_move != 0) {
1757
- try log.fail(foe_ident, .None);
1864
+ if (volatiles.disable_move != 0) {
1865
+ try options.log.fail(.{ foe_ident, .None });
1758
1866
  return null;
1759
1867
  }
1760
1868
 
@@ -1770,7 +1878,7 @@ pub const Effects = struct {
1770
1878
  // Technically this is still considered simply a "miss" on the cartridge,
1771
1879
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1772
1880
  if (n == 0) {
1773
- try log.fail(foe_ident, .None);
1881
+ try options.log.fail(.{ foe_ident, .None });
1774
1882
  return null;
1775
1883
  } else if (err) {
1776
1884
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1778,16 +1886,18 @@ pub const Effects = struct {
1778
1886
  return Result.Error;
1779
1887
  }
1780
1888
 
1781
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1782
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1889
+ volatiles.disable_move =
1890
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1891
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1783
1892
 
1784
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1893
+ const id = foe.active.move(volatiles.disable_move).id;
1894
+ try options.log.start(.{ foe_ident, .Disable, id });
1785
1895
  return null;
1786
1896
  }
1787
1897
 
1788
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1789
- var side = battle.side(player);
1790
- var stored = side.stored();
1898
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1899
+ var stored = battle.side(player).stored();
1900
+ const ident = battle.active(player);
1791
1901
 
1792
1902
  if (battle.last_damage == 0) {
1793
1903
  assert(showdown);
@@ -1800,7 +1910,7 @@ pub const Effects = struct {
1800
1910
  if (stored.hp == stored.stats.hp) return;
1801
1911
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1802
1912
 
1803
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1913
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1804
1914
  }
1805
1915
 
1806
1916
  fn explode(battle: anytype, player: Player) !void {
@@ -1814,26 +1924,28 @@ pub const Effects = struct {
1814
1924
  side.active.volatiles.LeechSeed = false;
1815
1925
  }
1816
1926
 
1817
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1927
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1818
1928
  var volatiles = &battle.foe(player).active.volatiles;
1819
1929
 
1820
1930
  if (volatiles.Substitute) return;
1821
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1931
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1932
+ return;
1933
+ }
1822
1934
 
1823
1935
  volatiles.Flinch = true;
1824
1936
  volatiles.Recharging = false;
1825
1937
  }
1826
1938
 
1827
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1939
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1828
1940
  var side = battle.side(player);
1829
1941
 
1830
1942
  if (side.active.volatiles.FocusEnergy) return;
1831
1943
  side.active.volatiles.FocusEnergy = true;
1832
1944
 
1833
- try log.start(battle.active(player), .FocusEnergy);
1945
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1834
1946
  }
1835
1947
 
1836
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1948
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1949
  var foe = battle.foe(player);
1838
1950
  var foe_stored = foe.stored();
1839
1951
  const foe_ident = battle.active(player.foe());
@@ -1845,17 +1957,18 @@ pub const Effects = struct {
1845
1957
  }
1846
1958
 
1847
1959
  if (foe.active.types.includes(move.type)) return;
1848
- if (!Rolls.secondaryChance(battle, true)) return;
1960
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1849
1961
  // Freeze Clause Mod
1850
1962
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1851
1963
 
1852
1964
  foe_stored.status = Status.init(.FRZ);
1853
1965
  // GLITCH: Hyper Beam recharging status is not cleared
1854
1966
 
1855
- try log.status(foe_ident, foe_stored.status, .None);
1967
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1856
1968
  }
1857
1969
 
1858
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1970
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1971
+ var log = options.log;
1859
1972
  var side = battle.side(player);
1860
1973
  var foe = battle.foe(player);
1861
1974
 
@@ -1871,96 +1984,100 @@ pub const Effects = struct {
1871
1984
  side.active.stats = side_stored.stats;
1872
1985
  foe.active.stats = foe_stored.stats;
1873
1986
 
1874
- try log.activate(player_ident, .Haze);
1875
- try log.clearallboost();
1987
+ try log.activate(.{ player_ident, .Haze });
1988
+ try log.clearallboost(.{});
1876
1989
 
1877
1990
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1878
1991
  if (showdown) {
1879
1992
  for (&battle.sides, 0..) |*s, i| {
1880
- const p = @intToEnum(Player, i);
1993
+ const p: Player = @enumFromInt(i);
1881
1994
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1882
1995
  if (p != player and Status.any(s.stored().status)) {
1883
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1996
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1884
1997
  s.stored().status = 0;
1885
1998
  } else if (showdown and s.stored().status == Status.TOX) {
1886
1999
  s.stored().status = Status.init(.PSN);
1887
- try log.status(battle.active(p), s.stored().status, .None);
2000
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1888
2001
  }
1889
- try clearVolatiles(battle, p, log);
2002
+ try clearVolatiles(battle, p, p != player, options);
1890
2003
  }
1891
2004
  } else {
1892
2005
  if (Status.any(foe_stored.status)) {
1893
2006
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1894
2007
  foe.last_selected_move = .SKIP_TURN;
1895
2008
  }
1896
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2009
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1897
2010
  foe_stored.status = 0;
1898
2011
  }
1899
- try clearVolatiles(battle, player, log);
1900
- try clearVolatiles(battle, player.foe(), log);
2012
+ try clearVolatiles(battle, player, false, options);
2013
+ try clearVolatiles(battle, player.foe(), true, options);
1901
2014
  }
1902
2015
  }
1903
2016
 
1904
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2017
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1905
2018
  var side = battle.side(player);
1906
2019
  var stored = side.stored();
1907
2020
  const ident = battle.active(player);
1908
2021
 
1909
2022
  // GLITCH: HP recovery move failure glitches
1910
2023
  const delta = stored.stats.hp - stored.hp;
1911
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2024
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2025
+ return options.log.fail(.{ ident, .None });
2026
+ }
1912
2027
 
1913
2028
  const rest = side.last_selected_move == .Rest;
1914
2029
  if (rest) {
1915
2030
  // Adding the sleep status runs the sleep condition handler to roll duration
1916
2031
  if (showdown) battle.rng.advance(1);
1917
2032
  stored.status = Status.slf(2);
1918
- try log.statusFrom(ident, stored.status, Move.Rest);
2033
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1919
2034
  stored.hp = stored.stats.hp;
1920
2035
  } else {
1921
2036
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1922
2037
  }
1923
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2038
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1924
2039
  }
1925
2040
 
1926
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2041
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1927
2042
  battle.side(player).active.volatiles.Recharging = true;
1928
- try log.mustrecharge(battle.active(player));
2043
+ try options.log.mustrecharge(.{battle.active(player)});
1929
2044
  }
1930
2045
 
1931
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2046
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1932
2047
  var foe = battle.foe(player);
1933
2048
 
1934
2049
  if (showdown) {
1935
2050
  // Invulnerability trumps type immunity on Pokémon Showdown
1936
2051
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1937
- return log.immune(battle.active(player.foe()), .None);
2052
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1938
2053
  }
1939
- if (!try checkHit(battle, player, move, log)) return;
2054
+ if (!try checkHit(battle, player, move, options)) return;
1940
2055
  if (foe.active.volatiles.LeechSeed) return;
1941
2056
  } else {
1942
- if (!try checkHit(battle, player, move, log)) return;
2057
+ if (!try checkHit(battle, player, move, options)) return;
1943
2058
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1944
- try log.lastmiss();
1945
- return log.miss(battle.active(player));
2059
+ try options.log.lastmiss(.{});
2060
+ return options.log.miss(.{battle.active(player)});
1946
2061
  }
1947
2062
  }
1948
2063
 
2064
+ try options.chance.commit(player, .hit);
1949
2065
  foe.active.volatiles.LeechSeed = true;
1950
2066
 
1951
- try log.start(battle.active(player.foe()), .LeechSeed);
2067
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1952
2068
  }
1953
2069
 
1954
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2070
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1955
2071
  var side = battle.side(player);
2072
+ const ident = battle.active(player);
1956
2073
 
1957
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2074
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1958
2075
  side.active.volatiles.LightScreen = true;
1959
2076
 
1960
- try log.start(battle.active(player), .LightScreen);
2077
+ try options.log.start(.{ ident, .LightScreen });
1961
2078
  }
1962
2079
 
1963
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2080
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1964
2081
  var side = battle.side(player);
1965
2082
  var foe = battle.foe(player);
1966
2083
 
@@ -1976,46 +2093,51 @@ pub const Effects = struct {
1976
2093
  const has_mimic = has_mimic: {
1977
2094
  for (side.active.moves, 0..) |m, i| {
1978
2095
  if (m.id == .Mimic) {
1979
- oslot = @intCast(u8, i + 1);
2096
+ oslot = @intCast(i + 1);
1980
2097
  break :has_mimic true;
1981
2098
  }
1982
2099
  }
1983
2100
  break :has_mimic false;
1984
2101
  };
1985
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1986
- // trigger |-miss| instead of |-fail|
1987
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1988
- return try log.fail(battle.active(player.foe()), .None);
2102
+ if (!has_mimic) {
2103
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2104
+ if (!try checkHit(battle, player, move, options)) return;
2105
+ try options.chance.commit(player, .hit);
2106
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1989
2107
  }
1990
2108
  }
1991
- if (!try checkHit(battle, player, move, log)) return;
2109
+ if (!try checkHit(battle, player, move, options)) return;
2110
+ try options.chance.commit(player, .hit);
1992
2111
 
1993
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2112
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1994
2113
  side.active.move(oslot).id = foe.active.move(rslot).id;
1995
2114
 
1996
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2115
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1997
2116
  }
1998
2117
 
1999
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2118
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2000
2119
  var side = battle.side(player);
2001
2120
 
2002
2121
  if (side.active.volatiles.Mist) return;
2003
2122
  side.active.volatiles.Mist = true;
2004
2123
 
2005
- try log.start(battle.active(player), .Mist);
2124
+ try options.log.start(.{ battle.active(player), .Mist });
2006
2125
  }
2007
2126
 
2008
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2127
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2009
2128
  var side = battle.side(player);
2010
2129
 
2011
2130
  assert(!side.active.volatiles.MultiHit);
2012
2131
  side.active.volatiles.MultiHit = true;
2013
2132
 
2014
- side.active.volatiles.attacks =
2015
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2133
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2134
+ try Rolls.distribution(battle, .MultiHit, player, options)
2135
+ else
2136
+ 2;
2016
2137
  }
2017
2138
 
2018
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2139
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2140
+ var log = options.log;
2019
2141
  var foe = battle.foe(player);
2020
2142
  var foe_stored = foe.stored();
2021
2143
  const foe_ident = battle.active(player.foe());
@@ -2025,27 +2147,29 @@ pub const Effects = struct {
2025
2147
 
2026
2148
  if (showdown) {
2027
2149
  // Invulnerability trumps type immunity on Pokémon Showdown
2028
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2029
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (immune and !foe.active.volatiles.Invulnerable) {
2151
+ return log.immune(.{ foe_ident, .None });
2152
+ } else if (!try checkHit(battle, player, move, options)) return;
2030
2153
  }
2031
2154
  if (Status.any(foe_stored.status)) {
2032
- return log.fail(
2155
+ return log.fail(.{
2033
2156
  foe_ident,
2034
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2035
- );
2157
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2158
+ });
2036
2159
  }
2037
2160
  if (!showdown) {
2038
- if (immune) return log.immune(foe_ident, .None);
2039
- if (!try checkHit(battle, player, move, log)) return;
2161
+ if (immune) return log.immune(.{ foe_ident, .None });
2162
+ if (!try checkHit(battle, player, move, options)) return;
2040
2163
  }
2164
+ try options.chance.commit(player, .hit);
2041
2165
 
2042
2166
  foe_stored.status = Status.init(.PAR);
2043
2167
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2044
2168
 
2045
- try log.status(foe_ident, foe_stored.status, .None);
2169
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2046
2170
  }
2047
2171
 
2048
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2172
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2049
2173
  var foe = battle.foe(player);
2050
2174
  var foe_stored = foe.stored();
2051
2175
 
@@ -2057,50 +2181,60 @@ pub const Effects = struct {
2057
2181
 
2058
2182
  // Body Slam can't paralyze a Normal type Pokémon
2059
2183
  if (foe.active.types.includes(move.type)) return;
2060
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2184
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2185
+ return;
2186
+ }
2061
2187
 
2062
2188
  foe_stored.status = Status.init(.PAR);
2063
2189
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2064
2190
 
2065
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2191
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2066
2192
  }
2067
2193
 
2068
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2069
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2194
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2195
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2196
+ try options.log.fieldactivate(.{});
2197
+ }
2070
2198
  }
2071
2199
 
2072
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2200
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2201
+ var log = options.log;
2073
2202
  var foe = battle.foe(player);
2074
2203
  var foe_stored = foe.stored();
2075
2204
  const foe_ident = battle.active(player.foe());
2076
2205
  const toxic = battle.side(player).last_selected_move == .Toxic;
2077
2206
 
2078
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2207
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2079
2208
  return;
2080
2209
  } else if (foe.active.volatiles.Substitute) {
2081
2210
  if (move.effect != .Poison) return;
2082
- return log.fail(foe_ident, .None);
2211
+ return log.fail(.{ foe_ident, .None });
2083
2212
  } else if (Status.any(foe_stored.status)) {
2084
2213
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2085
2214
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2086
2215
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2087
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2216
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2088
2217
  if (!showdown)
2089
- .Poison
2218
+ Fail.Poison
2090
2219
  else if (toxic == (foe_stored.status == Status.TOX))
2091
- if (toxic) .Toxic else .Poison
2220
+ if (toxic) Fail.Toxic else Fail.Poison
2092
2221
  else
2093
- .None
2222
+ Fail.None
2094
2223
  else
2095
- .None);
2224
+ Fail.None });
2096
2225
  } else if (foe.active.types.includes(.Poison)) {
2097
2226
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2098
- return log.immune(foe_ident, .None);
2227
+ return log.immune(.{ foe_ident, .None });
2099
2228
  }
2100
2229
 
2101
2230
  if (move.effect == .Poison) {
2102
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2103
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2231
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2232
+ try options.chance.commit(player, .hit);
2233
+ } else {
2234
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2235
+ return;
2236
+ }
2237
+ }
2104
2238
 
2105
2239
  foe_stored.status = Status.init(.PSN);
2106
2240
  if (toxic) {
@@ -2109,7 +2243,7 @@ pub const Effects = struct {
2109
2243
  foe.active.volatiles.toxic = 0;
2110
2244
  }
2111
2245
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2246
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2247
  }
2114
2248
 
2115
2249
  fn rage(battle: anytype, player: Player) !void {
@@ -2118,28 +2252,37 @@ pub const Effects = struct {
2118
2252
  volatiles.Rage = true;
2119
2253
  }
2120
2254
 
2121
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2255
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2122
2256
  var side = battle.side(player);
2123
2257
  var stored = side.stored();
2124
2258
 
2125
- const damage = @intCast(i16, @max(battle.last_damage /
2259
+ assert(showdown or battle.last_damage > 0);
2260
+ if (showdown and battle.last_damage == 0) return;
2261
+
2262
+ const damage: i16 = @intCast(@max(battle.last_damage /
2126
2263
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2127
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2264
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2128
2265
 
2129
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2266
+ try options.log.damage(.{
2267
+ battle.active(player),
2268
+ stored,
2269
+ .RecoilOf,
2270
+ battle.active(player.foe()),
2271
+ });
2130
2272
  if (showdown and stored.hp == 0) residual.* = false;
2131
2273
  }
2132
2274
 
2133
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2275
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2134
2276
  var side = battle.side(player);
2277
+ const ident = battle.active(player);
2135
2278
 
2136
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2279
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2137
2280
  side.active.volatiles.Reflect = true;
2138
2281
 
2139
- try log.start(battle.active(player), .Reflect);
2282
+ try options.log.start(.{ ident, .Reflect });
2140
2283
  }
2141
2284
 
2142
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2285
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2143
2286
  var foe = battle.foe(player);
2144
2287
  var foe_stored = foe.stored();
2145
2288
  const foe_ident = battle.active(player.foe());
@@ -2150,13 +2293,14 @@ pub const Effects = struct {
2150
2293
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2151
2294
  } else {
2152
2295
  if (Status.any(foe_stored.status)) {
2153
- return log.fail(
2296
+ return options.log.fail(.{
2154
2297
  foe_ident,
2155
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2156
- );
2298
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2299
+ });
2157
2300
  }
2158
2301
  // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2159
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2302
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2303
+ try options.chance.commit(player, .hit);
2160
2304
  }
2161
2305
 
2162
2306
  // Sleep Clause Mod
@@ -2167,63 +2311,68 @@ pub const Effects = struct {
2167
2311
  }
2168
2312
  foe.active.volatiles.Recharging = false;
2169
2313
 
2170
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2171
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2314
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2315
+ const last = battle.side(player).last_selected_move;
2316
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2172
2317
  }
2173
2318
 
2174
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2175
- try log.activate(battle.active(player), .Splash);
2319
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2320
+ try options.log.activate(.{ battle.active(player), .Splash });
2176
2321
  }
2177
2322
 
2178
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2323
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2179
2324
  var side = battle.side(player);
2180
2325
  if (side.active.volatiles.Substitute) {
2181
- try log.fail(battle.active(player), .Substitute);
2182
- return;
2326
+ return options.log.fail(.{ battle.active(player), .Substitute });
2183
2327
  }
2184
2328
 
2185
2329
  assert(side.stored().stats.hp <= 1023);
2186
2330
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2187
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2331
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2188
2332
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2189
2333
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2190
2334
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2191
2335
  // avoid having to convert to floating point)
2192
2336
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2193
2337
  if (side.stored().hp < required_hp) {
2194
- try log.fail(battle.active(player), .Weak);
2195
- return;
2338
+ return options.log.fail(.{ battle.active(player), .Weak });
2196
2339
  }
2197
2340
 
2198
2341
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2199
2342
  side.stored().hp -= hp;
2200
2343
  side.active.volatiles.substitute = hp + 1;
2201
2344
  side.active.volatiles.Substitute = true;
2202
- try log.start(battle.active(player), .Substitute);
2345
+ try options.log.start(.{ battle.active(player), .Substitute });
2203
2346
  if (hp > 0) {
2204
- try log.damage(battle.active(player), side.stored(), .None);
2347
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2205
2348
  if (showdown and side.stored().hp == 0) residual.* = false;
2206
2349
  }
2207
2350
  }
2208
2351
 
2209
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2210
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2211
-
2352
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2212
2353
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2213
- _ = try checkHit(battle, player, move, log);
2214
- battle.last_damage = 0;
2354
+ if (showdown) {
2355
+ if (battle.side(player).last_selected_move == .Teleport) return;
2356
+ if (try checkHit(battle, player, move, options)) {
2357
+ try options.chance.commit(player, .hit);
2358
+ }
2359
+ battle.last_damage = 0;
2360
+ } else {
2361
+ try options.log.fail(.{ battle.active(player), .None });
2362
+ try options.log.laststill(.{});
2363
+ }
2215
2364
  }
2216
2365
 
2217
- fn thrashing(battle: anytype, player: Player) void {
2366
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2218
2367
  var volatiles = &battle.side(player).active.volatiles;
2219
2368
  assert(!volatiles.Thrashing);
2220
2369
  assert(!volatiles.Bide);
2221
2370
 
2222
2371
  volatiles.Thrashing = true;
2223
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2372
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2224
2373
  }
2225
2374
 
2226
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2375
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2227
2376
  var side = battle.side(player);
2228
2377
  const foe = battle.foe(player);
2229
2378
  const foe_ident = battle.active(player.foe());
@@ -2249,10 +2398,10 @@ pub const Effects = struct {
2249
2398
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2250
2399
  }
2251
2400
 
2252
- try log.transform(battle.active(player), foe_ident);
2401
+ try options.log.transform(.{ battle.active(player), foe_ident });
2253
2402
  }
2254
2403
 
2255
- fn binding(battle: anytype, player: Player) void {
2404
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2256
2405
  var side = battle.side(player);
2257
2406
  var foe = battle.foe(player);
2258
2407
 
@@ -2260,12 +2409,16 @@ pub const Effects = struct {
2260
2409
  side.active.volatiles.Binding = true;
2261
2410
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2262
2411
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2263
- if (!showdown) foe.active.volatiles.Recharging = false;
2412
+ if (!showdown) {
2413
+ foe.active.volatiles.Recharging = false;
2414
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2264
2415
 
2265
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2416
+ side.active.volatiles.attacks =
2417
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2266
2418
  }
2267
2419
 
2268
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2420
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2421
+ var log = options.log;
2269
2422
  var side = battle.side(player);
2270
2423
  const ident = battle.active(player);
2271
2424
 
@@ -2275,87 +2428,87 @@ pub const Effects = struct {
2275
2428
  switch (move.effect) {
2276
2429
  .AttackUp1, .AttackUp2, .Rage => {
2277
2430
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2278
- if (boosts.atk == 6) return try log.fail(ident, .None);
2431
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2279
2432
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2280
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2281
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2433
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2434
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2282
2435
  if (stats.atk == MAX_STAT_VALUE) {
2283
2436
  boosts.atk -= 1;
2284
2437
  if (showdown) {
2285
- try log.boost(ident, reason, n);
2286
- try log.boost(ident, Boost.Attack, -1);
2438
+ try log.boost(.{ ident, reason, n });
2439
+ try log.boost(.{ ident, .Attack, -1 });
2287
2440
  if (move.effect == .Rage) return;
2288
2441
  }
2289
- return try log.fail(ident, .None);
2442
+ return log.fail(.{ ident, .None });
2290
2443
  }
2291
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2444
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2292
2445
  const stat = unmodifiedStats(battle, side).atk;
2293
2446
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2294
- try log.boost(ident, reason, n);
2447
+ try log.boost(.{ ident, reason, n });
2295
2448
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2296
2449
  if (showdown and move.effect == .Rage) return;
2297
2450
  },
2298
2451
  .DefenseUp1, .DefenseUp2 => {
2299
2452
  assert(boosts.def >= -6 and boosts.def <= 6);
2300
- if (boosts.def == 6) return try log.fail(ident, .None);
2453
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2301
2454
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2302
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2455
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2303
2456
  if (stats.def == MAX_STAT_VALUE) {
2304
2457
  boosts.def -= 1;
2305
2458
  if (showdown) {
2306
- try log.boost(ident, .Defense, n);
2307
- try log.boost(ident, .Defense, -1);
2459
+ try log.boost(.{ ident, .Defense, n });
2460
+ try log.boost(.{ ident, .Defense, -1 });
2308
2461
  }
2309
- return try log.fail(ident, .None);
2462
+ return log.fail(.{ ident, .None });
2310
2463
  }
2311
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2464
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2312
2465
  const stat = unmodifiedStats(battle, side).def;
2313
2466
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2314
- try log.boost(ident, .Defense, n);
2467
+ try log.boost(.{ ident, .Defense, n });
2315
2468
  },
2316
2469
  .SpeedUp2 => {
2317
2470
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2318
- if (boosts.spe == 6) return try log.fail(ident, .None);
2319
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2471
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2472
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2320
2473
  if (stats.spe == MAX_STAT_VALUE) {
2321
2474
  boosts.spe -= 1;
2322
2475
  if (showdown) {
2323
- try log.boost(ident, .Speed, 2);
2324
- try log.boost(ident, .Speed, -1);
2476
+ try log.boost(.{ ident, .Speed, 2 });
2477
+ try log.boost(.{ ident, .Speed, -1 });
2325
2478
  }
2326
- return try log.fail(ident, .None);
2479
+ return log.fail(.{ ident, .None });
2327
2480
  }
2328
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2481
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2329
2482
  const stat = unmodifiedStats(battle, side).spe;
2330
2483
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2331
- try log.boost(ident, .Speed, 2);
2484
+ try log.boost(.{ ident, .Speed, 2 });
2332
2485
  },
2333
2486
  .SpecialUp1, .SpecialUp2 => {
2334
2487
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2335
- if (boosts.spc == 6) return try log.fail(ident, .None);
2488
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2336
2489
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2337
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2490
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2338
2491
  if (stats.spc == MAX_STAT_VALUE) {
2339
2492
  boosts.spc -= 1;
2340
2493
  if (showdown) {
2341
- try log.boost(ident, .SpecialAttack, n);
2342
- try log.boost(ident, .SpecialAttack, -1);
2343
- try log.boost(ident, .SpecialDefense, n);
2344
- try log.boost(ident, .SpecialDefense, -1);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2496
+ try log.boost(.{ ident, .SpecialDefense, n });
2497
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2345
2498
  }
2346
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2347
2500
  }
2348
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2501
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2349
2502
  const stat = unmodifiedStats(battle, side).spc;
2350
2503
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2351
- try log.boost(ident, .SpecialAttack, n);
2352
- try log.boost(ident, .SpecialDefense, n);
2504
+ try log.boost(.{ ident, .SpecialAttack, n });
2505
+ try log.boost(.{ ident, .SpecialDefense, n });
2353
2506
  },
2354
2507
  .EvasionUp1 => {
2355
2508
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2356
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2357
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2358
- try log.boost(ident, .Evasion, 1);
2509
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2510
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2511
+ try log.boost(.{ ident, .Evasion, 1 });
2359
2512
  },
2360
2513
  else => unreachable,
2361
2514
  }
@@ -2364,102 +2517,106 @@ pub const Effects = struct {
2364
2517
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2365
2518
  }
2366
2519
 
2367
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2520
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2521
+ var log = options.log;
2368
2522
  var foe = battle.foe(player);
2369
2523
  const foe_ident = battle.active(player.foe());
2524
+ const secondary = move.effect.isStatDownChance();
2370
2525
 
2371
- if (foe.active.volatiles.Substitute) {
2372
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2373
- }
2526
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2374
2527
 
2375
- if (move.effect.isStatDownChance()) {
2376
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2377
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2378
- return; // checkHit already checks for Invulnerable
2528
+ if (secondary) {
2529
+ const proc = try Rolls.unboost(battle, player, options);
2530
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2531
+ } else {
2532
+ // checkHit already checks for Invulnerable
2533
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2534
+ try options.chance.commit(player, .hit);
2379
2535
  }
2380
2536
 
2381
2537
  var stats = &foe.active.stats;
2382
2538
  var boosts = &foe.active.boosts;
2539
+ const fail = showdown or !secondary;
2383
2540
 
2384
2541
  switch (move.effect) {
2385
2542
  .AttackDown1, .AttackDownChance => {
2386
2543
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2387
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2388
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2544
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2545
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2389
2546
  if (stats.atk == 1) {
2390
2547
  boosts.atk += 1;
2391
2548
  if (showdown) {
2392
- try log.boost(foe_ident, .Attack, -1);
2393
- try log.boost(foe_ident, .Attack, 1);
2549
+ try log.boost(.{ foe_ident, .Attack, -1 });
2550
+ try log.boost(.{ foe_ident, .Attack, 1 });
2394
2551
  }
2395
- return try log.fail(foe_ident, .None);
2552
+ return log.fail(.{ foe_ident, .None });
2396
2553
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2554
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2398
2555
  const stat = unmodifiedStats(battle, foe).atk;
2399
2556
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2400
- try log.boost(foe_ident, .Attack, -1);
2557
+ try log.boost(.{ foe_ident, .Attack, -1 });
2401
2558
  },
2402
2559
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2403
2560
  assert(boosts.def >= -6 and boosts.def <= 6);
2404
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2561
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2405
2562
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2406
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2563
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2407
2564
  if (stats.def == 1) {
2408
2565
  boosts.def += 1;
2409
2566
  if (showdown) {
2410
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2411
- try log.boost(foe_ident, .Defense, 1);
2567
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2568
+ try log.boost(.{ foe_ident, .Defense, 1 });
2412
2569
  }
2413
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2414
2571
  }
2415
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2572
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2416
2573
  const stat = unmodifiedStats(battle, foe).def;
2417
2574
  stats.def = @max(1, stat * mod[0] / mod[1]);
2418
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2575
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2419
2576
  },
2420
2577
  .SpeedDown1, .SpeedDownChance => {
2421
2578
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2422
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2423
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2579
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2580
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2424
2581
  if (stats.spe == 1) {
2425
2582
  boosts.spe += 1;
2426
2583
  if (showdown) {
2427
- try log.boost(foe_ident, .Speed, -1);
2428
- try log.boost(foe_ident, .Speed, 1);
2584
+ try log.boost(.{ foe_ident, .Speed, -1 });
2585
+ try log.boost(.{ foe_ident, .Speed, 1 });
2429
2586
  }
2430
- return try log.fail(foe_ident, .None);
2587
+ return log.fail(.{ foe_ident, .None });
2431
2588
  }
2432
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2589
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2433
2590
  const stat = unmodifiedStats(battle, foe).spe;
2434
2591
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2435
- try log.boost(foe_ident, .Speed, -1);
2592
+ try log.boost(.{ foe_ident, .Speed, -1 });
2436
2593
  assert(boosts.spe >= -6);
2437
2594
  },
2438
2595
  .SpecialDownChance => {
2439
2596
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2440
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2441
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2597
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2598
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2442
2599
  if (stats.spc == 1) {
2443
2600
  boosts.spc += 1;
2444
2601
  if (showdown) {
2445
- try log.boost(foe_ident, .SpecialAttack, -1);
2446
- try log.boost(foe_ident, .SpecialAttack, 1);
2447
- try log.boost(foe_ident, .SpecialDefense, -1);
2448
- try log.boost(foe_ident, .SpecialDefense, 1);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2604
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2605
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2449
2606
  }
2450
- return try log.fail(foe_ident, .None);
2607
+ return log.fail(.{ foe_ident, .None });
2451
2608
  }
2452
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2609
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2453
2610
  const stat = unmodifiedStats(battle, foe).spc;
2454
2611
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2455
- try log.boost(foe_ident, .SpecialAttack, -1);
2456
- try log.boost(foe_ident, .SpecialDefense, -1);
2612
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2613
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2457
2614
  },
2458
2615
  .AccuracyDown1 => {
2459
2616
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2460
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2461
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2462
- try log.boost(foe_ident, .Accuracy, -1);
2617
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2618
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2619
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2463
2620
  },
2464
2621
  else => unreachable,
2465
2622
  }
@@ -2483,37 +2640,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2483
2640
  }
2484
2641
  }
2485
2642
 
2486
- inline fn isForced(active: ActivePokemon) bool {
2643
+ fn isForced(active: anytype) bool {
2487
2644
  return active.volatiles.Recharging or active.volatiles.Rage or
2488
2645
  active.volatiles.Thrashing or active.volatiles.Charging;
2489
2646
  }
2490
2647
 
2491
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2648
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2649
+ var log = options.log;
2492
2650
  var side = battle.side(who);
2493
2651
  var volatiles = &side.active.volatiles;
2494
2652
  const ident = battle.active(who);
2495
2653
 
2496
- if (volatiles.disabled_move != 0) {
2497
- volatiles.disabled_move = 0;
2498
- volatiles.disabled_duration = 0;
2499
- try log.end(ident, .DisableSilent);
2654
+ options.chance.clearDurations(who, clear);
2655
+
2656
+ if (volatiles.disable_move != 0) {
2657
+ volatiles.disable_move = 0;
2658
+ volatiles.disable_duration = 0;
2659
+ try log.end(.{ ident, .DisableSilent });
2500
2660
  }
2501
2661
  if (volatiles.Confusion) {
2502
2662
  // volatiles.confusion is left unchanged
2503
2663
  volatiles.Confusion = false;
2504
- try log.end(ident, .ConfusionSilent);
2664
+ try log.end(.{ ident, .ConfusionSilent });
2505
2665
  }
2506
2666
  if (volatiles.Mist) {
2507
2667
  volatiles.Mist = false;
2508
- try log.end(ident, .Mist);
2668
+ try log.end(.{ ident, .MistSilent });
2509
2669
  }
2510
2670
  if (volatiles.FocusEnergy) {
2511
2671
  volatiles.FocusEnergy = false;
2512
- try log.end(ident, .FocusEnergy);
2672
+ try log.end(.{ ident, .FocusEnergySilent });
2513
2673
  }
2514
2674
  if (volatiles.LeechSeed) {
2515
2675
  volatiles.LeechSeed = false;
2516
- try log.end(ident, .LeechSeed);
2676
+ try log.end(.{ ident, .LeechSeedSilent });
2517
2677
  }
2518
2678
  if (!showdown and volatiles.Toxic) {
2519
2679
  volatiles.Toxic = false;
@@ -2521,152 +2681,313 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2521
2681
  }
2522
2682
  if (volatiles.LightScreen) {
2523
2683
  volatiles.LightScreen = false;
2524
- try log.end(ident, .LightScreen);
2684
+ try log.end(.{ ident, .LightScreenSilent });
2525
2685
  }
2526
2686
  if (volatiles.Reflect) {
2527
2687
  volatiles.Reflect = false;
2528
- try log.end(ident, .Reflect);
2688
+ try log.end(.{ ident, .ReflectSilent });
2529
2689
  }
2530
2690
  if (showdown and volatiles.Toxic) {
2531
2691
  volatiles.Toxic = false;
2532
2692
  // Pokémon Showdown erroneously clears the toxic counter
2533
2693
  volatiles.toxic = 0;
2534
- try log.end(ident, .Toxic);
2694
+ try log.end(.{ ident, .ToxicSilent });
2535
2695
  }
2536
2696
  }
2537
2697
 
2538
2698
  pub const Rolls = struct {
2539
- inline fn speedTie(battle: anytype) bool {
2540
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2541
- return battle.rng.next() < Gen12.percent(50) + 1;
2542
- }
2699
+ fn speedTie(battle: anytype, options: anytype) !bool {
2700
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2701
+ player == .P1
2702
+ else if (showdown)
2703
+ battle.rng.range(u8, 0, 2) == 0
2704
+ else
2705
+ battle.rng.next() < Gen12.percent(50) + 1;
2543
2706
 
2544
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2545
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2546
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2707
+ try options.chance.speedTie(p1);
2708
+ return p1;
2547
2709
  }
2548
2710
 
2549
- inline fn damage(battle: anytype) u8 {
2550
- if (showdown) return battle.rng.range(u8, 217, 256);
2551
- while (true) {
2552
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2553
- if (r >= 217) return r;
2554
- }
2555
- }
2711
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2712
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2713
+ val == .true
2714
+ else if (showdown)
2715
+ battle.rng.chance(u8, rate, 256)
2716
+ else
2717
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2556
2718
 
2557
- inline fn hit(battle: anytype, accuracy: u16) bool {
2558
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2559
- return battle.rng.next() < accuracy;
2719
+ try options.chance.criticalHit(player, crit, rate);
2720
+ return crit;
2560
2721
  }
2561
2722
 
2562
- inline fn confusionDuration(battle: anytype) u3 {
2563
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2564
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2565
- }
2723
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2724
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2725
+ val
2726
+ else roll: {
2727
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2728
+ while (true) {
2729
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2730
+ if (r >= 217) break :roll r;
2731
+ }
2732
+ };
2566
2733
 
2567
- inline fn confused(battle: anytype) bool {
2568
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2569
- return battle.rng.next() >= Gen12.percent(50) + 1;
2734
+ assert(roll >= 217 and roll <= 255);
2735
+ try options.chance.damage(player, roll);
2736
+ return roll;
2570
2737
  }
2571
2738
 
2572
- inline fn paralyzed(battle: anytype) bool {
2573
- if (showdown) return battle.rng.chance(u8, 63, 256);
2574
- return battle.rng.next() < Gen12.percent(25);
2739
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2740
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2741
+ val == .true
2742
+ else if (showdown)
2743
+ battle.rng.chance(u8, accuracy, 256)
2744
+ else
2745
+ battle.rng.next() < accuracy;
2746
+
2747
+ options.chance.hit(ok, accuracy);
2748
+ return ok;
2575
2749
  }
2576
2750
 
2577
- inline fn confusionChance(battle: anytype) bool {
2578
- if (showdown) return battle.rng.chance(u8, 25, 256);
2579
- return battle.rng.next() < Gen12.percent(10);
2751
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2752
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2580
2761
  }
2581
2762
 
2582
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2583
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2584
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (showdown)
2767
+ battle.rng.chance(u8, 63, 256)
2768
+ else
2769
+ battle.rng.next() < Gen12.percent(25);
2770
+
2771
+ try options.chance.paralyzed(player, par);
2772
+ return par;
2585
2773
  }
2586
2774
 
2587
- inline fn poisonChance(battle: anytype, low: bool) bool {
2588
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2589
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2775
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2776
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2777
+ val == .true
2778
+ else if (showdown)
2779
+ battle.rng.chance(u8, 25, 256)
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(10);
2782
+
2783
+ try options.chance.secondaryChance(player, proc, 25);
2784
+ return proc;
2590
2785
  }
2591
2786
 
2592
- inline fn sleepDuration(battle: anytype) u3 {
2593
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2594
- while (true) {
2595
- const r = battle.rng.next() & 7;
2596
- if (r != 0) return @intCast(u3, r);
2597
- }
2787
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2788
+ const rate: u8 = if (low) 26 else 77;
2789
+
2790
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2791
+ val == .true
2792
+ else if (showdown)
2793
+ battle.rng.chance(u8, rate, 256)
2794
+ else
2795
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2796
+
2797
+ try options.chance.secondaryChance(player, proc, rate);
2798
+ return proc;
2598
2799
  }
2599
2800
 
2600
- inline fn bideThrashDuration(battle: anytype) u3 {
2601
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2602
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2801
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2802
+ const rate: u8 = if (low) 52 else 103;
2803
+
2804
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2805
+ val == .true
2806
+ else if (showdown)
2807
+ battle.rng.chance(u8, rate, 256)
2808
+ else
2809
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2810
+
2811
+ try options.chance.secondaryChance(player, proc, rate);
2812
+ return proc;
2603
2813
  }
2604
2814
 
2605
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2606
- if (showdown) {
2607
- if (check_pp == 0) {
2608
- var i: usize = moves.len;
2609
- while (i > 0) {
2610
- i -= 1;
2611
- if (moves[i].id != .None) {
2612
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2613
- }
2614
- }
2615
- } else {
2616
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2617
- var i: usize = 0;
2618
- while (i < moves.len and r > 0) : (i += 1) {
2619
- if (moves[i].pp > 0) {
2620
- r -= 1;
2621
- if (r == 0) break;
2622
- }
2623
- }
2624
- return @intCast(u4, i + 1);
2815
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2816
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2817
+ val == .true
2818
+ else if (showdown)
2819
+ battle.rng.chance(u8, 85, 256)
2820
+ else
2821
+ battle.rng.next() < Gen12.percent(33) + 1;
2822
+
2823
+ try options.chance.secondaryChance(player, proc, 85);
2824
+ return proc;
2825
+ }
2826
+
2827
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2828
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2829
+ val
2830
+ else if (showdown)
2831
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2832
+ else move: {
2833
+ while (true) {
2834
+ const r = battle.rng.next();
2835
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2836
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2837
+ break :move @enumFromInt(r);
2625
2838
  }
2626
- }
2839
+ };
2627
2840
 
2628
- while (true) {
2629
- const r = @intCast(u4, battle.rng.next() & 3);
2630
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2631
- }
2841
+ try options.chance.metronome(player, move);
2842
+ return move;
2632
2843
  }
2633
2844
 
2634
- inline fn disableDuration(battle: anytype) u4 {
2635
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2636
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2845
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2846
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2847
+ val - 1
2848
+ else if (showdown)
2849
+ battle.rng.range(u8, 0, max)
2850
+ else power: {
2851
+ while (true) {
2852
+ const r = battle.rng.next();
2853
+ if (r < max) break :power r;
2854
+ }
2855
+ };
2856
+
2857
+ assert(power < max);
2858
+ try options.chance.psywave(player, power, max);
2859
+ return power;
2637
2860
  }
2638
2861
 
2639
- inline fn metronome(battle: anytype) Move {
2640
- if (showdown) {
2641
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2642
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2643
- return @intToEnum(Move, r + mod);
2644
- }
2645
- while (true) {
2646
- const r = battle.rng.next();
2647
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2648
- if (r >= @enumToInt(Move.Struggle)) continue;
2649
- return @intToEnum(Move, r);
2650
- }
2862
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2863
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2864
+ @intCast(val)
2865
+ else if (showdown)
2866
+ battle.rng.range(u3, 1, 8)
2867
+ else duration: {
2868
+ while (true) {
2869
+ const r = battle.rng.next() & 7;
2870
+ if (r != 0) break :duration @intCast(r);
2871
+ }
2872
+ };
2873
+
2874
+ assert(duration >= 1 and duration <= 7);
2875
+ options.chance.duration(.sleep, player, player.foe(), duration);
2876
+ return duration;
2651
2877
  }
2652
2878
 
2653
- inline fn psywave(battle: anytype, max: u8) u8 {
2654
- if (showdown) return battle.rng.range(u8, 0, max);
2655
- while (true) {
2656
- const r = battle.rng.next();
2657
- if (r < max) return r;
2658
- }
2879
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2880
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2881
+ val
2882
+ else if (showdown)
2883
+ battle.rng.range(u4, 1, 9)
2884
+ else
2885
+ @intCast((battle.rng.next() & 7) + 1);
2886
+
2887
+ assert(duration >= 1 and duration <= 8);
2888
+ options.chance.duration(.disable, player, player.foe(), duration);
2889
+ return duration;
2659
2890
  }
2660
2891
 
2661
- inline fn distribution(battle: anytype) u3 {
2662
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2663
- const r = (battle.rng.next() & 3);
2664
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2892
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2893
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2894
+ @intCast(val)
2895
+ else if (showdown)
2896
+ battle.rng.range(u3, 2, 6)
2897
+ else
2898
+ @intCast((battle.rng.next() & 3) + 2);
2899
+
2900
+ assert(duration >= 2 and duration <= 5);
2901
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2902
+ return duration;
2665
2903
  }
2666
2904
 
2667
- inline fn unboost(battle: anytype) bool {
2668
- if (showdown) return battle.rng.chance(u8, 85, 256);
2669
- return battle.rng.next() < Gen12.percent(33) + 1;
2905
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2906
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2907
+ @intCast(val)
2908
+ else if (showdown)
2909
+ battle.rng.range(u3, 2, 4)
2910
+ else
2911
+ @intCast((battle.rng.next() & 1) + 2);
2912
+
2913
+ assert(duration >= 2 and duration <= 3);
2914
+ options.chance.duration(.attacking, player, player, duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2919
+
2920
+ fn distribution(
2921
+ battle: anytype,
2922
+ comptime effect: Move.Effect,
2923
+ player: Player,
2924
+ options: anytype,
2925
+ ) !u3 {
2926
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2927
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2928
+ @intCast(val)
2929
+ else if (showdown)
2930
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2931
+ else n: {
2932
+ const r = (battle.rng.next() & 3);
2933
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2934
+ };
2935
+
2936
+ assert(n >= 2 and n <= 5);
2937
+ if (effect == .Binding) {
2938
+ options.chance.duration(.binding, player, player, n);
2939
+ } else {
2940
+ try options.chance.multiHit(player, n);
2941
+ }
2942
+ return n;
2943
+ }
2944
+
2945
+ fn moveSlot(
2946
+ battle: anytype,
2947
+ player: Player,
2948
+ moves: []MoveSlot,
2949
+ check_pp: u4,
2950
+ options: anytype,
2951
+ ) !u4 {
2952
+ // TODO: consider throwing error instead of rerolling?
2953
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2954
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2955
+ val
2956
+ else
2957
+ null
2958
+ else
2959
+ null;
2960
+
2961
+ const slot: u4 = overridden orelse slot: {
2962
+ if (showdown) {
2963
+ if (check_pp == 0) {
2964
+ var i: usize = moves.len;
2965
+ while (i > 0) {
2966
+ i -= 1;
2967
+ if (moves[i].id != .None) {
2968
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2969
+ }
2970
+ }
2971
+ } else {
2972
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2973
+ var i: usize = 0;
2974
+ while (i < moves.len and r > 0) : (i += 1) {
2975
+ if (moves[i].pp > 0) {
2976
+ r -= 1;
2977
+ if (r == 0) break :slot @intCast(i + 1);
2978
+ }
2979
+ }
2980
+ }
2981
+ }
2982
+
2983
+ while (true) {
2984
+ const r: u4 = @intCast(battle.rng.next() & 3);
2985
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2986
+ }
2987
+ };
2988
+
2989
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2990
+ return slot;
2670
2991
  }
2671
2992
  };
2672
2993
 
@@ -2674,14 +2995,14 @@ test "RNG agreement" {
2674
2995
  if (!showdown) return;
2675
2996
  var expected: [256]u32 = undefined;
2676
2997
  for (0..expected.len) |i| {
2677
- expected[i] = @intCast(u32, i * 0x1000000);
2998
+ expected[i] = @intCast(i * 0x1000000);
2678
2999
  }
2679
3000
 
2680
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2681
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2682
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2683
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2684
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3001
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3005
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2685
3006
 
2686
3007
  for (0..expected.len) |i| {
2687
3008
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2717,7 +3038,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2717
3038
  const side = battle.side(player);
2718
3039
  const foe = battle.foe(player);
2719
3040
 
2720
- var active = side.active;
3041
+ var active = &side.active;
2721
3042
  const stored = side.stored();
2722
3043
 
2723
3044
  // While players are not given any input options on the cartridge in these cases,
@@ -2731,7 +3052,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2731
3052
  // strictly correct as the player would not have been presented the option to move or
2732
3053
  // switch at all.
2733
3054
  if (isForced(active)) {
2734
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3055
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2735
3056
  n += 1;
2736
3057
  return n;
2737
3058
  }
@@ -2771,7 +3092,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2771
3092
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2772
3093
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2773
3094
  const struggle =
2774
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3095
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2775
3096
  const s = if (struggle) 0 else slot;
2776
3097
  out[n] = .{ .type = .Move, .data = s };
2777
3098
  n += 1;
@@ -2786,7 +3107,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2786
3107
  const m = active.moves[slot - 1];
2787
3108
  if (m.id == .None) break;
2788
3109
  if (m.pp == 0) continue;
2789
- if (active.volatiles.disabled_move == slot) continue;
3110
+ if (active.volatiles.disable_move == slot) continue;
2790
3111
  out[n] = .{ .type = .Move, .data = slot };
2791
3112
  n += 1;
2792
3113
  }