@pkmn/engine 0.1.0-dev.545e0ef3 → 0.1.0-dev.54a1aa85

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (81) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +142 -75
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +44 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +97 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +44 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +29 -0
  13. package/build/pkg/addon.js +80 -0
  14. package/build/pkg/addon.js.map +1 -0
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +28 -7
  19. package/build/pkg/data.js +3 -5
  20. package/build/pkg/data.js.map +1 -1
  21. package/build/pkg/gen1.d.ts +16 -19
  22. package/build/pkg/gen1.js +54 -42
  23. package/build/pkg/gen1.js.map +1 -1
  24. package/build/pkg/index.d.ts +55 -103
  25. package/build/pkg/index.js +6 -63
  26. package/build/pkg/index.js.map +1 -1
  27. package/build/pkg/protocol.d.ts +24 -3
  28. package/build/pkg/protocol.js +127 -104
  29. package/build/pkg/protocol.js.map +1 -1
  30. package/build/tools/debug.js +101 -0
  31. package/build/tools/debug.js.map +1 -0
  32. package/build/tools/display/debug.jsx +141 -0
  33. package/build/tools/display/debug.jsx.map +1 -0
  34. package/build/tools/display/index.js +141 -0
  35. package/build/tools/display/index.js.map +1 -0
  36. package/build/tools/display/ui.jsx +349 -0
  37. package/build/tools/display/ui.jsx.map +1 -0
  38. package/build/tools/display/util.js +18 -0
  39. package/build/tools/display/util.js.map +1 -0
  40. package/build.zig +349 -160
  41. package/package.json +108 -47
  42. package/src/bin/install-pkmn-engine +84 -42
  43. package/src/bin/pkmn-debug +62 -0
  44. package/src/lib/common/array.zig +77 -0
  45. package/src/lib/common/battle.zig +17 -0
  46. package/src/lib/common/data.zig +19 -31
  47. package/src/lib/common/debug.zig +58 -17
  48. package/src/lib/common/js.zig +120 -0
  49. package/src/lib/common/optional.zig +71 -0
  50. package/src/lib/common/options.zig +18 -3
  51. package/src/lib/common/protocol.zig +947 -407
  52. package/src/lib/common/rational.zig +449 -0
  53. package/src/lib/common/rng.zig +31 -24
  54. package/src/lib/common/util.zig +61 -0
  55. package/src/lib/gen1/calc.zig +953 -0
  56. package/src/lib/gen1/chance.zig +1185 -0
  57. package/src/lib/gen1/data/moves.zig +203 -193
  58. package/src/lib/gen1/data/species.zig +6 -8
  59. package/src/lib/gen1/data/types.zig +11 -12
  60. package/src/lib/gen1/data.zig +100 -89
  61. package/src/lib/gen1/helpers.zig +139 -50
  62. package/src/lib/gen1/mechanics.zig +1360 -907
  63. package/src/lib/gen2/calc.zig +153 -0
  64. package/src/lib/gen2/chance.zig +902 -0
  65. package/src/lib/gen2/data/items.zig +15 -23
  66. package/src/lib/gen2/data/moves.zig +665 -573
  67. package/src/lib/gen2/data/species.zig +3 -5
  68. package/src/lib/gen2/data/types.zig +138 -36
  69. package/src/lib/gen2/data.zig +134 -99
  70. package/src/lib/gen2/generated.zig +801 -0
  71. package/src/lib/gen2/helpers.zig +59 -44
  72. package/src/lib/gen2/mechanics.zig +3582 -30
  73. package/src/lib/node.zig +129 -0
  74. package/src/lib/pkmn.zig +92 -12
  75. package/src/lib/wasm.zig +48 -0
  76. package/src/tools/display/dom.ts +96 -0
  77. package/src/tools/display/ui.css +354 -0
  78. package/src/lib/binding/node.zig +0 -229
  79. package/src/lib/binding/wasm.zig +0 -10
  80. package/src/lib/gen1/README.md +0 -778
  81. package/src/lib/gen2/README.md +0 -309
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,50 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
62
56
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
57
+ var s1 = false;
58
+ var s2 = false;
65
59
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
91
  if (p2_slot == 0) return Result.Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,34 +319,55 @@ fn doTurn(
328
319
  battle: anytype,
329
320
  player: Player,
330
321
  player_choice: Choice,
331
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
332
324
  foe_player: Player,
333
325
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
336
329
  ) !?Result {
337
330
  assert(player_choice.type != .Pass);
338
331
 
339
332
  var residual = true;
340
333
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
342
343
  if (!replace) {
343
344
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
346
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
349
  } else if (foe_choice.type == .Pass) return null;
349
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
350
353
  residual = true;
351
354
  replace = battle.side(foe_player).stored().hp == 0;
352
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
353
365
  if (!replace) {
354
- if (foe_choice.type != .Switch) {
355
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
356
368
  }
357
- if (residual) try handleResidual(battle, foe_player, log);
358
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
359
371
  }
360
372
 
361
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -372,29 +384,31 @@ fn executeMove(
372
384
  battle: anytype,
373
385
  player: Player,
374
386
  choice: Choice,
375
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
376
389
  residual: *bool,
377
- log: anytype,
390
+ options: anytype,
378
391
  ) !?Result {
379
392
  var side = battle.side(player);
380
393
 
381
394
  if (choice.type == .Switch) {
382
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
383
396
  return null;
384
397
  }
385
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
386
402
  if (side.last_selected_move == .SKIP_TURN) {
387
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
388
- // Binding instead gets handled in beforeMove after sleep and freeze
389
403
  assert(!showdown);
390
404
  if (battle.foe(player).active.volatiles.Binding) {
391
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
392
406
  }
393
407
  return null;
394
408
  }
395
409
 
396
410
  assert(choice.type == .Move);
397
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
398
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
399
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
400
414
  var auto = showdown and side.last_selected_move != .None;
@@ -403,17 +417,16 @@ fn executeMove(
403
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
404
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
405
419
  assert(!showdown);
406
- mslot = @intCast(u4, if (player == .P1)
407
- battle.last_selected_indexes.p1
408
- else
409
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
410
421
  const stored = side.stored();
411
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
412
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
413
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
414
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
415
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
416
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
417
430
  if (!auto) {
418
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
419
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -427,15 +440,12 @@ fn executeMove(
427
440
  } else if (showdown and side.active.volatiles.Charging) {
428
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
429
442
  assert(mslot == 1);
430
- mslot = @intCast(u4, if (player == .P1)
431
- battle.last_selected_indexes.p1
432
- else
433
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
434
444
  }
435
445
 
436
446
  var skip_can = false;
437
447
  var skip_pp = false;
438
- switch (try beforeMove(battle, player, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
439
449
  .done => return null,
440
450
  .skip_can => skip_can = true,
441
451
  .skip_pp => skip_pp = true,
@@ -443,22 +453,42 @@ fn executeMove(
443
453
  .err => return @as(?Result, Result.Error),
444
454
  }
445
455
 
446
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
447
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(battle.lastMove(player).index).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
448
473
  }
449
474
 
450
- return doMove(battle, player, mslot, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
451
480
  }
452
481
 
453
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
483
 
455
484
  fn beforeMove(
456
485
  battle: anytype,
457
486
  player: Player,
458
- from: ?Move,
487
+ skip: bool,
459
488
  residual: *bool,
460
- log: anytype,
489
+ options: anytype,
461
490
  ) !BeforeMove {
491
+ var log = options.log;
462
492
  var side = battle.side(player);
463
493
  const foe = battle.foe(player);
464
494
  var active = &side.active;
@@ -467,82 +497,104 @@ fn beforeMove(
467
497
  var volatiles = &active.volatiles;
468
498
 
469
499
  if (Status.is(stored.status, .SLP)) {
470
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
471
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
472
- stored.status -= 1;
473
- if (Status.duration(stored.status) == 0) {
474
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
475
520
  stored.status = 0; // clears EXT if present
476
521
  } else {
477
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
478
523
  }
479
524
  side.last_used_move = .None;
480
525
  return .done;
481
526
  }
482
527
 
483
528
  if (Status.is(stored.status, .FRZ)) {
484
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
485
530
  side.last_used_move = .None;
486
531
  return .done;
487
532
  }
488
533
 
489
- if (foe.active.volatiles.Binding) {
490
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
491
536
  return .done;
492
537
  }
493
538
 
494
- if (!showdown and volatiles.Flinch) {
495
- volatiles.Flinch = false;
496
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
497
544
  return .done;
498
545
  }
499
546
 
500
547
  if (volatiles.Recharging) {
501
548
  volatiles.Recharging = false;
502
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
503
550
  return .done;
504
551
  }
505
552
 
506
- if (volatiles.disabled_duration > 0) {
507
- volatiles.disabled_duration -= 1;
508
- if (volatiles.disabled_duration == 0) {
509
- volatiles.disabled_move = 0;
510
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
511
564
  }
512
565
  }
513
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
514
- if (showdown and try disabled(side, ident, log)) return .done;
515
-
516
- // Pokémon Showdown checks for Flinch *after* instead of before
517
- if (showdown and volatiles.Flinch) {
518
- volatiles.Flinch = false;
519
- try log.cant(ident, .Flinch);
520
- return .done;
521
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
522
568
 
523
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
525
571
  if (side.last_selected_move == .None) {
526
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
527
573
  return .err;
528
574
  }
529
575
 
530
576
  if (volatiles.Confusion) {
531
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
532
590
 
533
- volatiles.confusion -= 1;
534
591
  if (volatiles.confusion == 0) {
535
592
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
537
594
  } else {
538
- try log.activate(ident, .Confusion);
539
-
540
- const confused = if (showdown)
541
- !battle.rng.chance(u8, 128, 256)
542
- else
543
- battle.rng.next() >= Gen12.percent(50) + 1;
595
+ try log.activate(.{ ident, .Confusion });
544
596
 
545
- if (confused) {
597
+ if (try Rolls.confused(battle, player, options)) {
546
598
  assert(!volatiles.MultiHit);
547
599
  if (!volatiles.Rage) volatiles.state = 0;
548
600
  volatiles.Bide = false;
@@ -552,6 +604,9 @@ fn beforeMove(
552
604
  volatiles.Charging = false;
553
605
  volatiles.Binding = false;
554
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
555
610
  {
556
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
557
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,7 +614,9 @@ fn beforeMove(
559
614
  const def = foe.active.stats.def;
560
615
  foe.active.stats.def = active.stats.def;
561
616
  defer foe.active.stats.def = def;
562
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
563
620
  }
564
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
565
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -568,97 +625,124 @@ fn beforeMove(
568
625
  player
569
626
  else
570
627
  player.foe();
628
+
629
+ const uncapped = battle.last_damage;
571
630
  // Skipping adjustDamage / randomizeDamage / checkHit
572
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
632
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
633
+ if (showdown) battle.last_damage = uncapped;
573
634
 
574
635
  return .done;
575
636
  }
576
637
  }
577
638
  }
578
639
 
579
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
580
641
 
581
- if (Status.is(stored.status, .PAR)) {
582
- const paralyzed = if (showdown)
583
- battle.rng.chance(u8, 63, 256)
584
- else
585
- battle.rng.next() < Gen12.percent(25);
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
643
+ if (!volatiles.Rage) volatiles.state = 0;
644
+ volatiles.Bide = false;
645
+ volatiles.Thrashing = false;
646
+ volatiles.Charging = false;
647
+ volatiles.Binding = false;
586
648
 
587
- if (paralyzed) {
588
- if (!volatiles.Rage) volatiles.state = 0;
589
- volatiles.Bide = false;
590
- volatiles.Thrashing = false;
591
- volatiles.Charging = false;
592
- volatiles.Binding = false;
593
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
594
- try log.cant(ident, .Paralysis);
595
- return .done;
596
- }
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
652
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
653
+ try log.cant(.{ ident, .Paralysis });
654
+ return .done;
597
655
  }
598
656
 
599
657
  if (volatiles.Bide) {
600
658
  assert(!volatiles.Thrashing and !volatiles.Rage);
601
659
 
602
- volatiles.state +%= battle.last_damage;
660
+ if (showdown) {
661
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
662
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
663
+ // addition because 65535 is sufficient to faint any Pokémon anyway
664
+ volatiles.state +|= battle.last_damage;
665
+ } else {
666
+ volatiles.state +%= battle.last_damage;
667
+ }
603
668
 
604
- assert(volatiles.attacks > 0);
669
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
670
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
605
671
 
606
- volatiles.attacks -= 1;
607
672
  if (volatiles.attacks != 0) {
608
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
609
674
  return .done;
610
675
  }
611
676
 
612
677
  volatiles.Bide = false;
613
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
614
679
 
615
680
  battle.last_damage = volatiles.state *% 2;
616
681
  volatiles.state = 0;
617
682
 
618
683
  if (battle.last_damage == 0) {
619
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
620
685
  return .done;
621
686
  }
622
687
 
623
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
624
- if (foe.stored().hp > 0) try buildRage(battle, player.foe(), log);
688
+ const sub = showdown and foe.active.volatiles.Substitute;
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
625
691
 
626
692
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
627
693
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
628
694
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
629
695
  if (showdown) {
630
696
  residual.* = false;
631
- try handleResidual(battle, player, log);
697
+ try handleResidual(battle, player, options);
632
698
  }
633
699
 
634
700
  return .done;
635
701
  }
636
702
 
637
703
  if (volatiles.Thrashing) {
638
- assert(volatiles.attacks > 0);
639
- assert(from != null);
640
- volatiles.attacks -= 1;
641
- if (!showdown and handleThrashing(battle, active)) {
642
- try log.start(battle.active(player), .ConfusionSilent);
643
- }
644
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
645
- if (showdown and handleThrashing(battle, active)) {
646
- try log.start(battle.active(player), .ConfusionSilent);
704
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
705
+
706
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
707
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
708
+
709
+ if (volatiles.attacks == 0) {
710
+ const overwritten = volatiles.Confusion;
711
+
712
+ volatiles.Thrashing = false;
713
+ volatiles.Confusion = true;
714
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
715
+
716
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
717
+ // ended (the engine's protocol is always from the omniscient perspective and clients
718
+ // can be expected to recognize this pattern and pass the information only to the
719
+ // correct player)
720
+ try log.start(.{ battle.active(player), .ConfusionSilent });
721
+ options.chance.observe(.confusion, player, if (overwritten)
722
+ if (pkmn.options.overwrite) .overwritten else .continuing
723
+ else
724
+ .started);
725
+ if (!overwritten) options.calc.confusion(player);
647
726
  }
727
+
728
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
729
+ // used in useMove and doesn't have the notion of skipping canMove semantics
730
+ if (showdown) side.last_used_move = side.last_selected_move;
731
+
648
732
  return .skip_can;
649
733
  }
650
734
 
651
735
  if (volatiles.Binding) {
652
- assert(volatiles.attacks > 0);
653
- volatiles.attacks -= 1;
654
- try log.move(
655
- battle.active(player),
656
- side.last_selected_move,
657
- battle.active(player.foe()),
658
- side.last_selected_move,
659
- );
736
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
737
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
738
+
739
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
660
740
  if (showdown or battle.last_damage != 0) {
661
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ const sub = showdown and foe.active.volatiles.Substitute;
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
743
+ if (battle.foe(player).stored().hp > 0 and !sub) {
744
+ try buildRage(battle, player.foe(), options);
745
+ }
662
746
  }
663
747
  return .done;
664
748
  }
@@ -672,56 +756,62 @@ fn canMove(
672
756
  mslot: u4,
673
757
  auto: bool,
674
758
  skip_pp: bool,
675
- from: ?Move,
759
+ from: Move,
676
760
  residual: *bool,
677
- log: anytype,
761
+ options: anytype,
678
762
  ) !bool {
679
763
  var side = battle.side(player);
680
764
  const player_ident = battle.active(player);
681
765
  const move = Move.get(side.last_selected_move);
682
766
 
683
- const foe_last = battle.foe(player).last_used_move;
684
- const special = from != null and (from.? == .Metronome and
685
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
686
-
687
- var skip = skip_pp;
688
767
  if (side.active.volatiles.Charging) {
689
768
  side.active.volatiles.Charging = false;
690
769
  side.active.volatiles.Invulnerable = false;
691
770
  } else if (move.effect == .Charge) {
692
- try log.move(player_ident, side.last_selected_move, .{}, from);
693
- try Effects.charge(battle, player, log);
771
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
772
+ setCounterable(battle, player, side, move);
773
+ try Effects.charge(battle, player, options);
694
774
  return false;
695
775
  }
696
776
 
697
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
698
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
699
779
 
700
780
  const target = if (move.target == .Self) player else player.foe();
701
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
702
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
703
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
704
- // meaning sometimes we lose this information. from is still set because it not being null is
705
- // relevant for control flow, but we don't have anything useful to put in the log. This is
706
- // regrettable, but this information is more "nice to have" than required
707
- const f = if (from != null and from.? == .None) null else from;
708
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
782
+ setCounterable(battle, player, side, move);
709
783
 
710
784
  if (move.effect.onBegin()) {
711
- try onBegin(battle, player, move, mslot, residual, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
712
786
  return false;
713
787
  }
714
788
 
715
789
  if (move.effect == .Thrashing) {
716
- Effects.thrashing(battle, player);
717
- } else if (!showdown and move.effect == .Binding) {
718
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
719
- Effects.binding(battle, player);
790
+ Effects.thrashing(battle, player, options);
791
+ } else if (move.effect == .Binding) {
792
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
793
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
794
+ if (showdown) {
795
+ battle.foe(player).active.volatiles.Recharging = false;
796
+ } else {
797
+ try Effects.binding(battle, player, false, options);
798
+ }
720
799
  }
721
800
 
722
801
  return true;
723
802
  }
724
803
 
804
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
805
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
806
+ // in cases where an early return happens the data for a players last selected move does not get
807
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
808
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
809
+ // as the desync results from actually having two separate battle states that subtly disagree
810
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
811
+ (move.type == .Normal or move.type == .Fighting);
812
+ battle.lastMove(player).counterable = @intFromBool(counterable);
813
+ }
814
+
725
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
726
816
  if (side.last_selected_move == .Struggle) return;
727
817
 
@@ -731,25 +821,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
731
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
732
822
  if (volatiles.Bide) return;
733
823
 
734
- assert(active.move(mslot).pp > 0 or auto);
735
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
824
+ var move_slot = active.move(mslot);
825
+ assert(move_slot.pp > 0 or auto);
826
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
736
827
  if (volatiles.Transform) return;
737
828
 
738
- assert(side.stored().move(mslot).pp > 0 or auto);
739
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
829
+ move_slot = side.stored().move(mslot);
830
+ assert(move_slot.pp > 0 or auto);
831
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
740
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
741
833
  }
742
834
 
743
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
744
836
  var active = &side.active;
745
837
  const volatiles = &active.volatiles;
746
838
 
747
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
839
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
748
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
749
841
  if (showdown and volatiles.Transform) return;
750
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
751
846
  assert(mslot > 0 and mslot <= 4);
752
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
847
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
753
848
  }
754
849
 
755
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -757,10 +852,12 @@ fn doMove(
757
852
  battle: anytype,
758
853
  player: Player,
759
854
  mslot: u4,
855
+ rewrap: bool,
760
856
  auto: bool,
761
857
  residual: *bool,
762
- log: anytype,
858
+ options: anytype,
763
859
  ) !?Result {
860
+ var log = options.log;
764
861
  var side = battle.side(player);
765
862
  const foe = battle.foe(player);
766
863
 
@@ -775,37 +872,44 @@ fn doMove(
775
872
  var hits: u4 = 1;
776
873
  var effectiveness = Effectiveness.neutral;
777
874
 
875
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
876
+ if (showdown and !counter) battle.last_damage = 0;
877
+
778
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
779
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
780
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
781
881
  }
782
882
 
783
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
784
884
  // calling moveHit early covers most of that but we also need to check type immunity first
785
885
  var miss = showdown and miss: {
786
886
  immune = move.target != .Self and !status and !counter and
787
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
788
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
887
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
888
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
789
889
  if (immune and move.effect != .Binding) break :miss true;
790
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
791
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
890
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
891
+ battle.last_damage = 0;
892
+ break :miss true;
893
+ }
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
792
896
  };
793
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
794
898
 
795
- var late = showdown;
899
+ var late = showdown and move.effect != .Explode;
796
900
  const skip = status or immune;
797
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
798
902
  if (showdown and move.effect.isMulti()) {
799
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
800
904
  hits = side.active.volatiles.attacks;
801
905
  late = false;
802
906
  }
803
907
 
804
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
805
909
  const check = !showdown or (!counter and move.effect != .OHKO);
806
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
807
911
 
808
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
809
913
 
810
914
  battle.last_damage = 0;
811
915
 
@@ -816,8 +920,9 @@ fn doMove(
816
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
817
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
818
922
  battle.last_damage = if (ohko) 65535 else 0;
819
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
820
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
923
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
924
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
925
+ if (!showdown) try options.chance.commit(player, .err);
821
926
  return @as(?Result, Result.Error);
822
927
  }
823
928
  if (battle.last_damage == 0) {
@@ -827,17 +932,16 @@ fn doMove(
827
932
  effectiveness = adjustDamage(battle, player);
828
933
  immune = effectiveness == 0;
829
934
  }
830
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
831
936
  }
832
937
  }
833
938
 
834
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
835
- if (showdown and skip) battle.last_damage = 0;
836
-
837
- miss = if (showdown or skip)
838
- miss
839
- else
840
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
939
+ var missed: bool = undefined;
940
+ const zero = battle.last_damage == 0;
941
+ if (!showdown and !skip) {
942
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
943
+ miss = missed or zero;
944
+ }
841
945
 
842
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
843
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -845,11 +949,11 @@ fn doMove(
845
949
 
846
950
  if (!showdown or !miss) {
847
951
  if (move.effect == .MirrorMove) {
848
- return mirrorMove(battle, player, mslot, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
849
953
  } else if (move.effect == .Metronome) {
850
- return metronome(battle, player, mslot, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
851
955
  } else if (move.effect.onEnd()) {
852
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
853
957
  return null;
854
958
  }
855
959
  }
@@ -861,55 +965,84 @@ fn doMove(
861
965
  ohko = (!showdown or (!immune and !invulnerable)) and
862
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
863
967
  if (ohko) {
864
- try log.immune(foe_ident, .OHKO);
865
- } else if (immune and !invulnerable) {
866
- try log.immune(foe_ident, .None);
968
+ try log.immune(.{ foe_ident, .OHKO });
969
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
970
+ try log.immune(.{ foe_ident, .None });
971
+ if (!showdown) {
972
+ if (move.effect == .Binding) {
973
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
974
+ // then simply clears it later on if the move happens to miss in moveHit.
975
+ // However, moveHit can return true and we'll still end up in the outer miss
976
+ // handling block because attacking into an immune Pokemon does zero damage
977
+ // (considered missing)
978
+ assert(zero);
979
+ // Thus we still need to actually save the hit result (but not the crit roll).
980
+ // Using .miss for this commit would accomplish what we want, but is somewhat
981
+ // misleading as its entirely possible the move actually did hit (and the target
982
+ // is now trapped) so we use the .binding value instead which is effectively
983
+ // identical, just doesn't claim to know about the actual results of the hit
984
+ // roll)
985
+ try options.chance.commit(player, .binding);
986
+ } else {
987
+ // The .glitch option allows for conditionally committing if we are in a
988
+ // division-by-zero freeze alternative timeline scenario
989
+ try options.chance.commit(player, .glitch);
990
+ }
991
+ }
867
992
  } else if (mist) {
868
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
869
- try log.fail(foe_ident, .None);
993
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
994
+ try log.fail(.{ foe_ident, .None });
870
995
  } else {
871
- try log.lastmiss();
872
- try log.miss(battle.active(player));
996
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
997
+ try log.lastmiss(.{});
998
+ try log.miss(.{battle.active(player)});
873
999
  }
874
1000
  if (move.effect == .JumpKick) {
875
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
876
- assert(battle.last_damage == 0);
1002
+ assert(showdown or battle.last_damage == 0);
877
1003
  battle.last_damage = 1;
878
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
879
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
880
1006
  } else if (move.effect == .Explode) {
881
1007
  try Effects.explode(battle, player);
882
- try buildRage(battle, player.foe(), log);
1008
+ try buildRage(battle, player.foe(), options);
883
1009
  } else if (showdown and move.effect == .Disable) {
884
- try buildRage(battle, player.foe(), log);
1010
+ try buildRage(battle, player.foe(), options);
885
1011
  }
886
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
887
1015
  }
888
1016
 
889
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
890
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
891
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
892
1020
  if (!showdown and move.effect.isMulti()) {
893
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
894
1022
  hits = side.active.volatiles.attacks;
895
1023
  }
896
1024
 
1025
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1026
+ const sub = showdown and foe.active.volatiles.Substitute;
1027
+
897
1028
  var nullified = false;
898
1029
  var hit: u4 = 0;
899
1030
  while (hit < hits) {
900
1031
  if (hit == 0) {
901
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
902
1033
  if (effectiveness > Effectiveness.neutral) {
903
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
904
1035
  } else if (effectiveness < Effectiveness.neutral) {
905
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
906
1037
  }
907
1038
  }
908
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
909
- if (hit == 0 and ohko) try log.ohko();
1039
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1040
+ if (hit == 0 and ohko) try log.ohko(.{});
910
1041
  hit += 1;
911
1042
  if (foe.stored().hp == 0) break;
912
- if (!late) try buildRage(battle, player.foe(), log);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
1045
+ }
913
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
914
1047
  if (nullified) break;
915
1048
  }
@@ -919,35 +1052,39 @@ fn doMove(
919
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
920
1053
  side.active.volatiles.attacks = 0;
921
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
922
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
923
1056
  }
924
- try log.hitcount(battle.active(player.foe()), hit);
925
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
926
1059
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
927
- if (move.effect == .Binding) {
928
- Effects.binding(battle, player);
929
- if (immune) {
930
- battle.last_damage = 0;
931
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
932
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
933
- return null;
1060
+ try Effects.binding(battle, player, rewrap, options);
1061
+ if (immune) {
1062
+ battle.last_damage = 0;
1063
+ assert(foe.stored().hp > 0);
1064
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1065
+ if (sub) {
1066
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1067
+ } else {
1068
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1069
+ try buildRage(battle, player.foe(), options);
934
1070
  }
1071
+ return null;
935
1072
  }
936
1073
  }
937
1074
 
938
1075
  // Substitute being broken nullifies the move's effect completely so even
939
- // if an effect was intended to "always happen" it will still get skipped.
1076
+ // if an effect was intended to "always happen" it will still get skipped
940
1077
  if (nullified) return null;
941
1078
 
942
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
943
1080
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
944
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
945
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1081
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1082
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
946
1083
 
947
1084
  if (foe.stored().hp == 0) return null;
948
1085
 
949
- // Pokémon Showdown builds Rage at the wrong time for non-MultiHit moves
950
- if (late and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1086
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
951
1088
 
952
1089
  if (!move.effect.isSpecial()) {
953
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -956,32 +1093,33 @@ fn doMove(
956
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
957
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
958
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
959
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
960
1097
  if (move.effect == .Twineedle) {
961
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
962
1099
  } else if (move.effect == .Disable) {
963
- const result = try Effects.disable(battle, player, move, log);
964
- if (showdown) try buildRage(battle, player.foe(), log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
965
1102
  return result;
966
1103
  } else {
967
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
968
1105
  }
969
1106
  }
970
1107
 
971
1108
  return null;
972
1109
  }
973
1110
 
974
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
975
1112
  const side = battle.side(player);
976
1113
 
977
1114
  // Base speed is used for the critical hit calculation, even when Transform-ed
978
- var chance = @as(u16, Species.chance(side.stored().species));
979
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
980
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
981
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
982
-
983
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
984
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1115
+ var rate: u16 = Species.chance(side.stored().species);
1116
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1117
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1118
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1119
+
1120
+ const spurious =
1121
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1122
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
985
1123
  }
986
1124
 
987
1125
  fn calcDamage(
@@ -990,6 +1128,7 @@ fn calcDamage(
990
1128
  target_player: Player,
991
1129
  m: ?Move.Data,
992
1130
  crit: bool,
1131
+ options: anytype,
993
1132
  ) bool {
994
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
995
1134
  const cfz = m == null;
@@ -1001,28 +1140,8 @@ fn calcDamage(
1001
1140
 
1002
1141
  const special = move.type.special();
1003
1142
 
1004
- // zig fmt: off
1005
- var atk: u32 =
1006
- if (crit)
1007
- if (special) side.stored().stats.spc
1008
- else side.stored().stats.atk
1009
- else
1010
- if (special) side.active.stats.spc
1011
- else side.active.stats.atk;
1012
- var def: u32 =
1013
- if (crit)
1014
- if (special) target.stored().stats.spc
1015
- else target.stored().stats.def
1016
- else
1017
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1018
- if (special)
1019
- target.active.stats.spc *
1020
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1021
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1022
- else
1023
- target.active.stats.def *
1024
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1025
- // zig fmt: on
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1026
1145
 
1027
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1028
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1030,12 +1149,12 @@ fn calcDamage(
1030
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1031
1150
  atk = @max((atk / 4) & 255, 1);
1032
1151
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1033
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1034
1153
  }
1035
1154
 
1036
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1155
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1037
1156
 
1038
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1157
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1039
1158
 
1040
1159
  if (def == 0) return false;
1041
1160
 
@@ -1047,11 +1166,41 @@ fn calcDamage(
1047
1166
  d = @min(997, d);
1048
1167
  d += 2;
1049
1168
 
1050
- battle.last_damage = @intCast(u16, d);
1169
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1170
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1171
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1172
+ // that results in counter intuitive probabilities in the common case
1173
+ if (pkmn.options.chance and !pkmn.options.mod) {
1174
+ atk = attack(side, !crit, special);
1175
+ def = defense(target, !crit, special, false);
1176
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1177
+ }
1178
+
1179
+ battle.last_damage = @intCast(d);
1051
1180
 
1052
1181
  return true;
1053
1182
  }
1054
1183
 
1184
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1185
+ return if (crit)
1186
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1187
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1188
+ }
1189
+
1190
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1191
+ return if (crit)
1192
+ if (special) target.stored().stats.spc else target.stored().stats.def
1193
+ else
1194
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1195
+ if (special)
1196
+ target.active.stats.spc *
1197
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1198
+ else
1199
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1200
+ target.active.stats.def *
1201
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1202
+ }
1203
+
1055
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1056
1205
  const side = battle.side(player);
1057
1206
  const foe = battle.foe(player);
@@ -1061,9 +1210,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1061
1210
  var d = battle.last_damage;
1062
1211
  if (side.active.types.includes(move.type)) d +%= d / 2;
1063
1212
 
1064
- const neutral = @enumToInt(Effectiveness.Neutral);
1065
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1066
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1213
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1214
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1215
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1067
1216
 
1068
1217
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1069
1218
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1083,101 +1232,89 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1083
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1084
1233
  }
1085
1234
 
1086
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1087
1236
  if (battle.last_damage <= 1) return;
1088
-
1089
- const random = if (showdown)
1090
- battle.rng.range(u8, 217, 256)
1091
- else loop: {
1092
- while (true) {
1093
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1094
- if (r >= 217) break :loop r;
1095
- }
1096
- };
1097
-
1098
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1237
+ const random = try Rolls.damage(battle, player, options);
1238
+ options.calc.base(player.foe(), battle.last_damage);
1239
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1240
+ options.calc.final(player.foe(), battle.last_damage);
1099
1241
  }
1100
1242
 
1101
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1243
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1102
1244
  const side = battle.side(player);
1245
+ const foe = battle.foe(player);
1103
1246
 
1104
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1105
1248
 
1106
1249
  battle.last_damage = switch (side.last_selected_move) {
1107
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1250
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1108
1251
  .SeismicToss, .NightShade => side.stored().level,
1109
1252
  .SonicBoom => 20,
1110
1253
  .DragonRage => 40,
1111
1254
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1112
1255
  .Psywave => power: {
1113
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1114
- if (showdown) {
1115
- break :power battle.rng.range(u8, 0, max);
1116
- } else {
1117
- // GLITCH: Psywave infinite glitch loop
1118
- if (max <= 1) return Result.Error;
1119
- while (true) {
1120
- const r = battle.rng.next();
1121
- if (r < max) break :power r;
1122
- }
1123
- }
1256
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1257
+ // GLITCH: Psywave infinite glitch loop
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1124
1260
  },
1125
1261
  else => unreachable,
1126
1262
  };
1127
1263
 
1128
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1264
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1129
1265
 
1130
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1131
- if (battle.foe(player).stored().hp > 0) try buildRage(battle, player.foe(), log);
1266
+ const sub = showdown and foe.active.volatiles.Substitute;
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1132
1269
 
1133
1270
  return null;
1134
1271
  }
1135
1272
 
1136
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1273
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1137
1274
  const foe = battle.foe(player);
1138
1275
 
1139
1276
  if (battle.last_damage == 0) {
1140
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1141
1278
  return null;
1142
1279
  }
1143
1280
 
1144
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1145
- const foe_last_used_move =
1146
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1281
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1147
1282
  const foe_last_selected_move =
1148
1283
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1149
- .Counter
1284
+ .Splash
1150
1285
  else
1151
1286
  foe.last_selected_move);
1152
1287
 
1153
- const used = foe_last_used_move.bp > 0 and
1154
- foe.last_used_move != .Counter and
1155
- (foe_last_used_move.type == .Normal or
1156
- foe_last_used_move.type == .Fighting);
1157
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1158
1289
  const selected = foe_last_selected_move.bp > 0 and
1159
1290
  foe.last_selected_move != .Counter and
1160
1291
  (foe_last_selected_move.type == .Normal or
1161
1292
  foe_last_selected_move.type == .Fighting);
1162
1293
 
1163
1294
  if (!used and !selected) {
1164
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1165
1296
  return null;
1166
1297
  }
1167
1298
 
1168
1299
  if (!used or !selected) {
1169
1300
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1170
- if (!showdown) return Result.Error;
1171
- try log.fail(battle.active(player), .None);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1172
1303
  return null;
1173
1304
  }
1174
1305
 
1175
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1306
+ // NOTE: llvm/llvm-project#58557
1307
+ battle.last_damage = if (comptime builtin.target.isWasm())
1308
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1309
+ else
1310
+ battle.last_damage *| 2;
1176
1311
 
1177
- // Pokémon Showdown calls checkHit before Counter
1178
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1312
+ // Pokémon Showdown calls moveHit before Counter
1313
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1179
1314
 
1180
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1315
+ const sub = showdown and foe.active.volatiles.Substitute;
1316
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1317
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1181
1318
  return null;
1182
1319
  }
1183
1320
 
@@ -1186,7 +1323,7 @@ fn applyDamage(
1186
1323
  target_player: Player,
1187
1324
  sub_player: Player,
1188
1325
  reason: Damage,
1189
- log: anytype,
1326
+ options: anytype,
1190
1327
  ) !bool {
1191
1328
  assert(showdown or battle.last_damage != 0);
1192
1329
 
@@ -1201,19 +1338,20 @@ fn applyDamage(
1201
1338
  subbed.active.volatiles.substitute = 0;
1202
1339
  subbed.active.volatiles.Substitute = false;
1203
1340
  // battle.last_damage is not updated with the amount of HP the Substitute had
1204
- try log.end(battle.active(sub_player), .Substitute);
1341
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1342
+ if (reason != .Confusion) options.calc.capped(sub_player);
1205
1343
  return true;
1206
1344
  } else {
1207
1345
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1208
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1209
- try log.activate(battle.active(sub_player), .Substitute);
1346
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1347
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1210
1348
  return false;
1211
1349
  }
1212
1350
  }
1213
1351
 
1214
1352
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1215
1353
  target.stored().hp -= battle.last_damage;
1216
- try log.damage(battle.active(target_player), target.stored(), reason);
1354
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1217
1355
  return false;
1218
1356
  }
1219
1357
 
@@ -1221,73 +1359,81 @@ fn mirrorMove(
1221
1359
  battle: anytype,
1222
1360
  player: Player,
1223
1361
  mslot: u4,
1362
+ rewrap: bool,
1224
1363
  auto: bool,
1225
1364
  residual: *bool,
1226
- log: anytype,
1227
- ) !?Result {
1365
+ options: anytype,
1366
+ ) anyerror!?Result {
1228
1367
  var side = battle.side(player);
1229
1368
  const foe = battle.foe(player);
1230
1369
 
1231
1370
  side.last_selected_move = foe.last_used_move;
1232
1371
 
1233
1372
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1234
- try log.fail(battle.active(player), .None);
1373
+ try options.log.fail(.{ battle.active(player), .None });
1235
1374
  return null;
1375
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1376
+ incrementPP(side, player, mslot, options);
1236
1377
  }
1237
1378
 
1238
- incrementPP(side, mslot);
1239
-
1240
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1241
- return doMove(battle, player, mslot, auto, residual, log);
1379
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1380
+ return null;
1381
+ }
1382
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1242
1383
  }
1243
1384
 
1244
1385
  fn metronome(
1245
1386
  battle: anytype,
1246
1387
  player: Player,
1247
1388
  mslot: u4,
1389
+ rewrap: bool,
1248
1390
  auto: bool,
1249
1391
  residual: *bool,
1250
- log: anytype,
1251
- ) !?Result {
1392
+ options: anytype,
1393
+ ) anyerror!?Result {
1252
1394
  var side = battle.side(player);
1253
1395
 
1254
- side.last_selected_move = if (showdown) blk: {
1255
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1256
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1257
- break :blk @intToEnum(Move, r + mod);
1258
- } else loop: {
1259
- while (true) {
1260
- const r = battle.rng.next();
1261
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1262
- if (r >= @enumToInt(Move.Struggle)) continue;
1263
- break :loop @intToEnum(Move, r);
1264
- }
1265
- };
1396
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1397
+ incrementPP(side, player, mslot, options);
1266
1398
 
1267
- incrementPP(side, mslot);
1268
-
1269
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1270
- return doMove(battle, player, mslot, auto, residual, log);
1399
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1400
+ return null;
1401
+ }
1402
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1271
1403
  }
1272
1404
 
1273
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1405
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1274
1406
  var immune = false;
1275
1407
  var mist = false;
1276
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1408
+
1409
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1410
+ if (!showdown) try options.chance.commit(player, .hit);
1411
+ return true;
1412
+ }
1413
+
1277
1414
  assert(!immune);
1278
1415
  if (mist) {
1279
1416
  assert(!showdown);
1280
1417
  const foe_ident = battle.active(player.foe());
1281
- try log.activate(foe_ident, .Mist);
1282
- try log.fail(foe_ident, .None);
1418
+ try options.log.activate(.{ foe_ident, .Mist });
1419
+ try options.log.fail(.{ foe_ident, .None });
1283
1420
  } else {
1284
- try log.lastmiss();
1285
- try log.miss(battle.active(player));
1421
+ try options.log.lastmiss(.{});
1422
+ try options.log.miss(.{battle.active(player)});
1286
1423
  }
1424
+
1425
+ if (!showdown) try options.chance.commit(player, .miss);
1287
1426
  return false;
1288
1427
  }
1289
1428
 
1290
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1429
+ fn moveHit(
1430
+ battle: anytype,
1431
+ player: Player,
1432
+ move: Move.Data,
1433
+ immune: *bool,
1434
+ mist: *bool,
1435
+ options: anytype,
1436
+ ) !bool {
1291
1437
  var side = battle.side(player);
1292
1438
  const foe = battle.foe(player);
1293
1439
 
@@ -1321,23 +1467,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1321
1467
  }
1322
1468
 
1323
1469
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1324
- var state = &side.active.volatiles.state;
1325
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1326
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1327
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1328
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1470
+ const state = side.active.volatiles.state;
1471
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1472
+ const overwritten = overwrite and state > 0;
1473
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1474
+
1475
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1476
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1329
1477
  accuracy = accuracy * boost[0] / boost[1];
1330
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1478
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1331
1479
  accuracy = accuracy * boost[0] / boost[1];
1332
1480
  accuracy = @min(255, @max(1, accuracy));
1333
1481
 
1334
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1482
+ // Pokémon Showdown only overwrites if the volatile is present
1483
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1484
+ if (overwrite) side.active.volatiles.state = accuracy;
1335
1485
 
1336
1486
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1337
- break :miss if (showdown)
1338
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1339
- else
1340
- battle.rng.next() >= accuracy;
1487
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1341
1488
  };
1342
1489
 
1343
1490
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1347,16 +1494,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1347
1494
  }
1348
1495
 
1349
1496
  if (!miss) return true;
1350
- battle.last_damage = 0;
1497
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1498
+
1351
1499
  side.active.volatiles.Binding = false;
1500
+ options.chance.observe(.binding, player, .None);
1501
+
1352
1502
  return false;
1353
1503
  }
1354
1504
 
1355
1505
  fn checkFaint(
1356
1506
  battle: anytype,
1357
1507
  player: Player,
1358
- log: anytype,
1359
- ) @TypeOf(log).Error!?Result {
1508
+ cap: bool,
1509
+ options: anytype,
1510
+ ) @TypeOf(options.log).Error!?Result {
1360
1511
  const side = battle.side(player);
1361
1512
  if (side.stored().hp > 0) return null;
1362
1513
 
@@ -1364,33 +1515,32 @@ fn checkFaint(
1364
1515
  const foe_fainted = foe.stored().hp == 0;
1365
1516
 
1366
1517
  const player_out = findFirstAlive(side) == 0;
1367
- const foe_out = findFirstAlive(foe) == 0;
1368
- const tie = player_out and foe_out;
1369
- const more = tie or player_out or foe_out;
1518
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1519
+ const more = player_out or foe_out;
1370
1520
 
1371
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1372
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1521
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1522
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1373
1523
 
1374
1524
  assert(!side.active.volatiles.MultiHit);
1375
1525
  assert(!foe.active.volatiles.MultiHit);
1376
1526
 
1377
- if (tie) {
1378
- try log.tie();
1527
+ if (player_out and foe_out) {
1528
+ try options.log.tie(.{});
1379
1529
  return Result.Tie;
1380
1530
  } else if (player_out) {
1381
- try log.win(player.foe());
1531
+ try options.log.win(.{player.foe()});
1382
1532
  return if (player == .P1) Result.Lose else Result.Win;
1383
1533
  } else if (foe_out) {
1384
- try log.win(player);
1534
+ try options.log.win(.{player});
1385
1535
  return if (player == .P1) Result.Win else Result.Lose;
1386
1536
  }
1387
1537
 
1388
1538
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1389
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1390
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1539
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1540
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1391
1541
  }
1392
1542
 
1393
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1543
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1394
1544
  var side = battle.side(player);
1395
1545
  var foe = battle.foe(player);
1396
1546
  assert(side.stored().hp == 0);
@@ -1399,7 +1549,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1399
1549
  assert(!foe_volatiles.MultiHit);
1400
1550
  if (foe_volatiles.Bide) {
1401
1551
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1402
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1552
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1403
1553
  if (foe_volatiles.state != 0) return Result.Error;
1404
1554
  }
1405
1555
 
@@ -1423,32 +1573,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1423
1573
  side.stored().stats.spe;
1424
1574
  }
1425
1575
 
1426
- try log.faint(battle.active(player), done);
1576
+ try options.log.faint(.{ battle.active(player), done });
1577
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1578
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1579
+ if (cap) options.calc.capped(player);
1427
1580
  return null;
1428
1581
  }
1429
1582
 
1430
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1583
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1431
1584
  var side = battle.side(player);
1432
1585
  var stored = side.stored();
1433
1586
  const ident = battle.active(player);
1434
1587
  var volatiles = &side.active.volatiles;
1435
1588
 
1436
1589
  const brn = Status.is(stored.status, .BRN);
1437
- if (brn or Status.is(stored.status, .PSN)) blk: {
1590
+ if (brn or Status.is(stored.status, .PSN)) {
1438
1591
  var damage = @max(stored.stats.hp / 16, 1);
1439
-
1440
1592
  if (volatiles.Toxic) {
1441
1593
  volatiles.toxic += 1;
1442
1594
  damage *= volatiles.toxic;
1443
1595
  }
1596
+ damage = @min(damage, stored.hp);
1444
1597
 
1445
- const amount = @min(damage, stored.hp);
1446
- if (showdown and amount == 0) break :blk;
1447
-
1448
- stored.hp -= amount;
1449
-
1450
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1451
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1598
+ if (!showdown or damage > 0) {
1599
+ stored.hp -= damage;
1600
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1601
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1602
+ }
1452
1603
  }
1453
1604
 
1454
1605
  if (volatiles.LeechSeed) {
@@ -1469,49 +1620,46 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1469
1620
  damage *= volatiles.toxic;
1470
1621
  }
1471
1622
 
1472
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1473
- if (showdown) battle.last_damage = damage;
1474
-
1475
1623
  const amount = @min(damage, stored.hp);
1476
1624
  stored.hp -= amount;
1477
1625
 
1478
- // As above, Pokémon Showdown uses damageOf but its not relevant
1479
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1626
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1627
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1480
1628
 
1481
1629
  const before = foe_stored.hp;
1482
1630
  // Uncapped damage is added back to the foe
1483
1631
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1484
1632
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1485
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1633
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1486
1634
  }
1487
1635
  }
1488
1636
 
1489
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1637
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1490
1638
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1491
1639
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1492
1640
 
1493
- if (showdown and options.ebc and checkEBC(battle)) {
1494
- try log.tie();
1641
+ battle.turn += 1;
1642
+
1643
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1644
+ try options.log.tie(.{});
1495
1645
  return Result.Tie;
1496
1646
  }
1497
1647
 
1498
- battle.turn += 1;
1499
-
1500
- if (showdown and battle.turn >= 1000) {
1501
- try log.tie();
1648
+ if (pkmn.options.mod and battle.turn >= 1000) {
1649
+ try options.log.tie(.{});
1502
1650
  return Result.Tie;
1503
1651
  } else if (battle.turn >= 65535) {
1504
1652
  return Result.Error;
1505
1653
  }
1506
1654
 
1507
- try log.turn(battle.turn);
1655
+ try options.log.turn(.{battle.turn});
1508
1656
 
1509
1657
  return Result.Default;
1510
1658
  }
1511
1659
 
1512
1660
  fn checkEBC(battle: anytype) bool {
1513
1661
  for (battle.sides, 0..) |side, i| {
1514
- const foe = battle.sides[~@intCast(u1, i)];
1662
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1515
1663
 
1516
1664
  var foe_all_ghosts = true;
1517
1665
  var foe_all_transform = true;
@@ -1563,105 +1711,126 @@ fn checkEBC(battle: anytype) bool {
1563
1711
  return false;
1564
1712
  }
1565
1713
 
1566
- inline fn onBegin(
1714
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1715
+ if (side.active.volatiles.disable_move != 0) {
1716
+ // A Pokémon that transforms after being disabled may end up with less move slots
1717
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1718
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1719
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1720
+ m
1721
+ else
1722
+ side.last_selected_move;
1723
+ if (m != .None and m == last) {
1724
+ side.active.volatiles.Charging = false;
1725
+ try options.log.cant(.{ ident, .Disable, last });
1726
+ return true;
1727
+ }
1728
+ }
1729
+ return false;
1730
+ }
1731
+
1732
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1733
+ const side = battle.side(who);
1734
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1735
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1736
+ }
1737
+ }
1738
+
1739
+ fn onBegin(
1567
1740
  battle: anytype,
1568
1741
  player: Player,
1569
1742
  move: Move.Data,
1570
1743
  mslot: u8,
1571
1744
  residual: *bool,
1572
- log: anytype,
1745
+ options: anytype,
1573
1746
  ) !void {
1574
- assert(move.effect.onBegin());
1575
1747
  return switch (move.effect) {
1576
- .Confusion => Effects.confusion(battle, player, move, log),
1577
- .Conversion => Effects.conversion(battle, player, log),
1578
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1579
- .Haze => Effects.haze(battle, player, log),
1580
- .Heal => Effects.heal(battle, player, log),
1581
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1582
- .LightScreen => Effects.lightScreen(battle, player, log),
1583
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1584
- .Mist => Effects.mist(battle, player, log),
1585
- .Paralyze => Effects.paralyze(battle, player, move, log),
1586
- .Poison => Effects.poison(battle, player, move, log),
1587
- .Reflect => Effects.reflect(battle, player, log),
1588
- .Splash => Effects.splash(battle, player, log),
1589
- .Substitute => Effects.substitute(battle, player, residual, log),
1590
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1591
- .Transform => Effects.transform(battle, player, log),
1748
+ .Confusion => Effects.confusion(battle, player, move, options),
1749
+ .Conversion => Effects.conversion(battle, player, options),
1750
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1751
+ .Haze => Effects.haze(battle, player, options),
1752
+ .Heal => Effects.heal(battle, player, options),
1753
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1754
+ .LightScreen => Effects.lightScreen(battle, player, options),
1755
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1756
+ .Mist => Effects.mist(battle, player, options),
1757
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1758
+ .Poison => Effects.poison(battle, player, move, options),
1759
+ .Reflect => Effects.reflect(battle, player, options),
1760
+ .Splash => Effects.splash(battle, player, options),
1761
+ .Substitute => Effects.substitute(battle, player, residual, options),
1762
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1763
+ .Transform => Effects.transform(battle, player, options),
1592
1764
  else => unreachable,
1593
1765
  };
1594
1766
  }
1595
1767
 
1596
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1597
- assert(move.effect.onEnd());
1768
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1598
1769
  return switch (move.effect) {
1599
- .Bide => Effects.bide(battle, player, log),
1770
+ .Bide => Effects.bide(battle, player, options),
1600
1771
  // zig fmt: off
1601
1772
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1602
1773
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1603
- Effects.boost(battle, player, move, log),
1774
+ Effects.boost(battle, player, move, options),
1604
1775
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1605
- Effects.unboost(battle, player, move, log),
1776
+ Effects.unboost(battle, player, move, options),
1606
1777
  // zig fmt: on
1607
- .Sleep => Effects.sleep(battle, player, move, log),
1778
+ .Sleep => Effects.sleep(battle, player, move, options),
1608
1779
  else => unreachable,
1609
1780
  };
1610
1781
  }
1611
1782
 
1612
- inline fn alwaysHappens(
1783
+ fn alwaysHappens(
1613
1784
  battle: anytype,
1614
1785
  player: Player,
1615
1786
  move: Move.Data,
1616
1787
  residual: *bool,
1617
- log: anytype,
1788
+ options: anytype,
1618
1789
  ) !void {
1619
- assert(move.effect.alwaysHappens());
1620
1790
  return switch (move.effect) {
1621
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1791
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1622
1792
  .Explode => Effects.explode(battle, player),
1623
- .PayDay => Effects.payDay(battle, player, log),
1793
+ .PayDay => Effects.payDay(battle, player, options),
1624
1794
  .Rage => Effects.rage(battle, player),
1625
- .Recoil => Effects.recoil(battle, player, residual, log),
1795
+ .Recoil => Effects.recoil(battle, player, residual, options),
1626
1796
  .JumpKick, .Binding => {},
1627
1797
  else => unreachable,
1628
1798
  };
1629
1799
  }
1630
1800
 
1631
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1801
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1632
1802
  return switch (move.effect) {
1633
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1634
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1635
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1636
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1637
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1803
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1804
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1805
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1806
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1807
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1638
1808
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1639
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1640
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1809
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1810
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1641
1811
  // zig fmt: off
1642
1812
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1643
- Effects.unboost(battle, player, move, log),
1813
+ Effects.unboost(battle, player, move, options),
1644
1814
  // zig fmt: on
1645
1815
  else => {},
1646
1816
  };
1647
1817
  }
1648
1818
 
1649
1819
  pub const Effects = struct {
1650
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1820
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1651
1821
  var side = battle.side(player);
1652
1822
 
1653
1823
  side.active.volatiles.Bide = true;
1654
1824
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1825
+
1655
1826
  side.active.volatiles.state = 0;
1656
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1657
- battle.rng.range(u4, 2, 4)
1658
- else
1659
- (battle.rng.next() & 1) + 2);
1827
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1828
+ options.chance.observe(.attacking, player, .started);
1660
1829
 
1661
- try log.start(battle.active(player), .Bide);
1830
+ try options.log.start(.{ battle.active(player), .Bide });
1662
1831
  }
1663
1832
 
1664
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1833
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1665
1834
  var foe = battle.foe(player);
1666
1835
  var foe_stored = foe.stored();
1667
1836
 
@@ -1672,96 +1841,91 @@ pub const Effects = struct {
1672
1841
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1673
1842
  if (Status.is(foe_stored.status, .FRZ)) {
1674
1843
  assert(move.type == .Fire);
1675
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1844
+ try options.log.curestatus(.{
1845
+ battle.active(player.foe()),
1846
+ foe_stored.status,
1847
+ .Message,
1848
+ });
1676
1849
  foe_stored.status = 0;
1677
1850
  }
1678
1851
  return;
1679
1852
  }
1680
1853
 
1681
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1682
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1683
- else
1684
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1685
- Gen12.percent(10)
1686
- else
1687
- Gen12.percent(30));
1688
- if (!chance) return;
1854
+ if (foe.active.types.includes(move.type)) return;
1855
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1856
+ return;
1857
+ }
1689
1858
 
1690
1859
  foe_stored.status = Status.init(.BRN);
1691
1860
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1692
1861
 
1693
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1862
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1694
1863
  }
1695
1864
 
1696
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1865
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1697
1866
  var side = battle.side(player);
1698
1867
  var volatiles = &side.active.volatiles;
1699
1868
 
1700
1869
  volatiles.Charging = true;
1701
1870
  const move = side.last_selected_move;
1702
1871
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1703
- try log.laststill();
1704
- try log.prepare(battle.active(player), move);
1872
+ try options.log.laststill(.{});
1873
+ try options.log.prepare(.{ battle.active(player), move });
1705
1874
  }
1706
1875
 
1707
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1876
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1708
1877
  var foe = battle.foe(player);
1709
1878
  const sub = foe.active.volatiles.Substitute;
1710
1879
 
1711
1880
  if (move.effect == .ConfusionChance) {
1712
- const chance = if (showdown)
1713
- battle.rng.chance(u8, 25, 256)
1714
- else
1715
- battle.rng.next() < Gen12.percent(10);
1716
- if (!chance) return;
1881
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1717
1882
  } else {
1718
1883
  if (showdown) {
1719
- if (!try checkHit(battle, player, move, log)) {
1720
- return;
1721
- } else if (sub) {
1722
- return log.fail(battle.active(player.foe()), .None);
1723
- }
1884
+ if (!try checkHit(battle, player, move, options)) return;
1885
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1724
1886
  } else {
1725
- if (sub) {
1726
- return log.fail(battle.active(player.foe()), .None);
1727
- } else if (!try checkHit(battle, player, move, log)) {
1728
- return;
1729
- }
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1888
+ if (!try checkHit(battle, player, move, options)) return;
1730
1889
  }
1731
1890
  }
1732
1891
 
1733
1892
  if (foe.active.volatiles.Confusion) return;
1734
1893
  foe.active.volatiles.Confusion = true;
1735
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1736
- battle.rng.range(u8, 2, 6)
1737
- else
1738
- (battle.rng.next() & 3) + 2);
1739
1894
 
1740
- try log.start(battle.active(player.foe()), .Confusion);
1895
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1896
+ options.chance.observe(.confusion, player.foe(), .started);
1897
+ options.calc.confusion(player.foe());
1898
+
1899
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1741
1900
  }
1742
1901
 
1743
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1902
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1744
1903
  const foe = battle.foe(player);
1745
1904
 
1746
1905
  if (foe.active.volatiles.Invulnerable) {
1747
- try log.lastmiss();
1748
- return log.miss(battle.active(player));
1906
+ try options.log.lastmiss(.{});
1907
+ return options.log.miss(.{battle.active(player)});
1749
1908
  }
1750
1909
 
1751
1910
  battle.side(player).active.types = foe.active.types;
1752
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1911
+ return options.log.start(.{
1912
+ battle.active(player),
1913
+ .TypeChange,
1914
+ foe.active.types,
1915
+ battle.active(player.foe()),
1916
+ });
1753
1917
  }
1754
1918
 
1755
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1919
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1756
1920
  var foe = battle.foe(player);
1757
1921
  var volatiles = &foe.active.volatiles;
1758
1922
  const foe_ident = battle.active(player.foe());
1759
1923
 
1760
1924
  // Pokémon Showdown handles hit/miss earlier in doMove
1761
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1925
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1762
1926
 
1763
- if (volatiles.disabled_move != 0) {
1764
- try log.fail(foe_ident, .None);
1927
+ if (volatiles.disable_move != 0) {
1928
+ try options.log.fail(.{ foe_ident, .None });
1765
1929
  return null;
1766
1930
  }
1767
1931
 
@@ -1776,32 +1940,31 @@ pub const Effects = struct {
1776
1940
 
1777
1941
  // Technically this is still considered simply a "miss" on the cartridge,
1778
1942
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1779
- if (n == 0) {
1780
- try log.fail(foe_ident, .None);
1943
+ if (n == 0 or (pkmn.options.mod and err)) {
1944
+ try options.log.fail(.{ foe_ident, .None });
1781
1945
  return null;
1782
1946
  } else if (err) {
1783
1947
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1784
- assert(!showdown);
1785
1948
  return Result.Error;
1786
1949
  }
1787
1950
 
1788
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1789
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1790
- battle.rng.range(u8, 1, 9)
1791
- else
1792
- (battle.rng.next() & 7) + 1);
1951
+ volatiles.disable_move =
1952
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1953
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1954
+ options.chance.observe(.disable, player.foe(), .started);
1793
1955
 
1794
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1956
+ const id = foe.active.move(volatiles.disable_move).id;
1957
+ try options.log.start(.{ foe_ident, .Disable, id });
1795
1958
  return null;
1796
1959
  }
1797
1960
 
1798
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1799
- var side = battle.side(player);
1800
- var stored = side.stored();
1961
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1962
+ var stored = battle.side(player).stored();
1963
+ const ident = battle.active(player);
1801
1964
 
1802
1965
  if (battle.last_damage == 0) {
1803
1966
  assert(showdown);
1804
- return;
1967
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1805
1968
  }
1806
1969
 
1807
1970
  const drain = @max(battle.last_damage / 2, 1);
@@ -1810,7 +1973,7 @@ pub const Effects = struct {
1810
1973
  if (stored.hp == stored.stats.hp) return;
1811
1974
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1812
1975
 
1813
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1976
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1814
1977
  }
1815
1978
 
1816
1979
  fn explode(battle: anytype, player: Player) !void {
@@ -1824,34 +1987,28 @@ pub const Effects = struct {
1824
1987
  side.active.volatiles.LeechSeed = false;
1825
1988
  }
1826
1989
 
1827
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1990
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1828
1991
  var volatiles = &battle.foe(player).active.volatiles;
1829
1992
 
1830
1993
  if (volatiles.Substitute) return;
1831
-
1832
- const chance = if (showdown)
1833
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1834
- else
1835
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1836
- Gen12.percent(10)
1837
- else
1838
- Gen12.percent(30));
1839
- if (!chance) return;
1994
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1995
+ return;
1996
+ }
1840
1997
 
1841
1998
  volatiles.Flinch = true;
1842
1999
  volatiles.Recharging = false;
1843
2000
  }
1844
2001
 
1845
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2002
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1846
2003
  var side = battle.side(player);
1847
2004
 
1848
2005
  if (side.active.volatiles.FocusEnergy) return;
1849
2006
  side.active.volatiles.FocusEnergy = true;
1850
2007
 
1851
- try log.start(battle.active(player), .FocusEnergy);
2008
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1852
2009
  }
1853
2010
 
1854
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2011
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1855
2012
  var foe = battle.foe(player);
1856
2013
  var foe_stored = foe.stored();
1857
2014
  const foe_ident = battle.active(player.foe());
@@ -1862,26 +2019,23 @@ pub const Effects = struct {
1862
2019
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1863
2020
  }
1864
2021
 
1865
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1866
- battle.rng.chance(u8, 26, 256)
1867
- else
1868
- battle.rng.next() < 1 + Gen12.percent(10);
1869
- if (!chance) return;
1870
-
2022
+ if (foe.active.types.includes(move.type)) return;
2023
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1871
2024
  // Freeze Clause Mod
1872
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2025
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1873
2026
 
1874
2027
  foe_stored.status = Status.init(.FRZ);
1875
2028
  // GLITCH: Hyper Beam recharging status is not cleared
1876
2029
 
1877
- try log.status(foe_ident, foe_stored.status, .None);
2030
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1878
2031
  }
1879
2032
 
1880
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2034
+ var log = options.log;
1881
2035
  var side = battle.side(player);
1882
2036
  var foe = battle.foe(player);
1883
2037
 
1884
- var side_stored = side.stored();
2038
+ const side_stored = side.stored();
1885
2039
  var foe_stored = foe.stored();
1886
2040
 
1887
2041
  const player_ident = battle.active(player);
@@ -1893,96 +2047,101 @@ pub const Effects = struct {
1893
2047
  side.active.stats = side_stored.stats;
1894
2048
  foe.active.stats = foe_stored.stats;
1895
2049
 
1896
- try log.activate(player_ident, .Haze);
1897
- try log.clearallboost();
2050
+ try log.activate(.{ player_ident, .Haze });
2051
+ try log.clearallboost(.{});
1898
2052
 
1899
2053
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1900
2054
  if (showdown) {
1901
2055
  for (&battle.sides, 0..) |*s, i| {
1902
- const p = @intToEnum(Player, i);
2056
+ const p: Player = @enumFromInt(i);
1903
2057
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1904
2058
  if (p != player and Status.any(s.stored().status)) {
1905
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2059
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1906
2060
  s.stored().status = 0;
2061
+ options.chance.observe(.sleep, p, .None);
1907
2062
  } else if (showdown and s.stored().status == Status.TOX) {
1908
2063
  s.stored().status = Status.init(.PSN);
1909
- try log.status(battle.active(p), s.stored().status, .None);
2064
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1910
2065
  }
1911
- try clearVolatiles(battle, p, log);
2066
+ try clearVolatiles(battle, p, options);
1912
2067
  }
1913
2068
  } else {
1914
2069
  if (Status.any(foe_stored.status)) {
1915
2070
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1916
2071
  foe.last_selected_move = .SKIP_TURN;
2072
+ options.chance.observe(.sleep, player.foe(), .None);
1917
2073
  }
1918
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2074
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1919
2075
  foe_stored.status = 0;
1920
2076
  }
1921
- try clearVolatiles(battle, player, log);
1922
- try clearVolatiles(battle, player.foe(), log);
2077
+ try clearVolatiles(battle, player, options);
2078
+ try clearVolatiles(battle, player.foe(), options);
1923
2079
  }
1924
2080
  }
1925
2081
 
1926
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2082
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1927
2083
  var side = battle.side(player);
1928
2084
  var stored = side.stored();
1929
2085
  const ident = battle.active(player);
1930
2086
 
1931
2087
  // GLITCH: HP recovery move failure glitches
1932
2088
  const delta = stored.stats.hp - stored.hp;
1933
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2089
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2090
+ return options.log.fail(.{ ident, .None });
2091
+ }
1934
2092
 
1935
2093
  const rest = side.last_selected_move == .Rest;
1936
2094
  if (rest) {
1937
2095
  // Adding the sleep status runs the sleep condition handler to roll duration
1938
2096
  if (showdown) battle.rng.advance(1);
1939
2097
  stored.status = Status.slf(2);
1940
- try log.statusFrom(ident, stored.status, Move.Rest);
2098
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1941
2099
  stored.hp = stored.stats.hp;
1942
2100
  } else {
1943
2101
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1944
2102
  }
1945
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2103
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1946
2104
  }
1947
2105
 
1948
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2106
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1949
2107
  battle.side(player).active.volatiles.Recharging = true;
1950
- try log.mustrecharge(battle.active(player));
2108
+ try options.log.mustrecharge(.{battle.active(player)});
1951
2109
  }
1952
2110
 
1953
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2111
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1954
2112
  var foe = battle.foe(player);
1955
2113
 
1956
2114
  if (showdown) {
1957
2115
  // Invulnerability trumps type immunity on Pokémon Showdown
1958
2116
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1959
- return log.immune(battle.active(player.foe()), .None);
2117
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1960
2118
  }
1961
- if (!try checkHit(battle, player, move, log)) return;
2119
+ if (!try checkHit(battle, player, move, options)) return;
1962
2120
  if (foe.active.volatiles.LeechSeed) return;
1963
2121
  } else {
1964
- if (!try checkHit(battle, player, move, log)) return;
2122
+ if (!try checkHit(battle, player, move, options)) return;
1965
2123
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1966
- try log.lastmiss();
1967
- return log.miss(battle.active(player));
2124
+ try options.log.lastmiss(.{});
2125
+ return options.log.miss(.{battle.active(player)});
1968
2126
  }
1969
2127
  }
1970
2128
 
1971
2129
  foe.active.volatiles.LeechSeed = true;
1972
2130
 
1973
- try log.start(battle.active(player.foe()), .LeechSeed);
2131
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1974
2132
  }
1975
2133
 
1976
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2134
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1977
2135
  var side = battle.side(player);
2136
+ const ident = battle.active(player);
1978
2137
 
1979
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2138
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1980
2139
  side.active.volatiles.LightScreen = true;
1981
2140
 
1982
- try log.start(battle.active(player), .LightScreen);
2141
+ try options.log.start(.{ ident, .LightScreen });
1983
2142
  }
1984
2143
 
1985
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2144
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1986
2145
  var side = battle.side(player);
1987
2146
  var foe = battle.foe(player);
1988
2147
 
@@ -1998,45 +2157,49 @@ pub const Effects = struct {
1998
2157
  const has_mimic = has_mimic: {
1999
2158
  for (side.active.moves, 0..) |m, i| {
2000
2159
  if (m.id == .Mimic) {
2001
- oslot = @intCast(u8, i + 1);
2160
+ oslot = @intCast(i + 1);
2002
2161
  break :has_mimic true;
2003
2162
  }
2004
2163
  }
2005
2164
  break :has_mimic false;
2006
2165
  };
2007
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2008
- // trigger |-miss| instead of |-fail|
2009
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2010
- return try log.fail(battle.active(player.foe()), .None);
2166
+ if (!has_mimic) {
2167
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2168
+ if (!try checkHit(battle, player, move, options)) return;
2169
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2011
2170
  }
2012
2171
  }
2013
- if (!try checkHit(battle, player, move, log)) return;
2172
+ if (!try checkHit(battle, player, move, options)) return;
2014
2173
 
2015
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2174
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2016
2175
  side.active.move(oslot).id = foe.active.move(rslot).id;
2017
2176
 
2018
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2177
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2019
2178
  }
2020
2179
 
2021
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2180
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2022
2181
  var side = battle.side(player);
2023
2182
 
2024
2183
  if (side.active.volatiles.Mist) return;
2025
2184
  side.active.volatiles.Mist = true;
2026
2185
 
2027
- try log.start(battle.active(player), .Mist);
2186
+ try options.log.start(.{ battle.active(player), .Mist });
2028
2187
  }
2029
2188
 
2030
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2189
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2031
2190
  var side = battle.side(player);
2032
2191
 
2033
2192
  assert(!side.active.volatiles.MultiHit);
2034
2193
  side.active.volatiles.MultiHit = true;
2035
2194
 
2036
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2195
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2196
+ try Rolls.distribution(battle, .MultiHit, player, options)
2197
+ else
2198
+ 2;
2037
2199
  }
2038
2200
 
2039
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2201
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2202
+ var log = options.log;
2040
2203
  var foe = battle.foe(player);
2041
2204
  var foe_stored = foe.stored();
2042
2205
  const foe_ident = battle.active(player.foe());
@@ -2046,27 +2209,28 @@ pub const Effects = struct {
2046
2209
 
2047
2210
  if (showdown) {
2048
2211
  // Invulnerability trumps type immunity on Pokémon Showdown
2049
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2050
- if (!try checkHit(battle, player, move, log)) return;
2212
+ if (immune and !foe.active.volatiles.Invulnerable) {
2213
+ return log.immune(.{ foe_ident, .None });
2214
+ } else if (!try checkHit(battle, player, move, options)) return;
2051
2215
  }
2052
2216
  if (Status.any(foe_stored.status)) {
2053
- return log.fail(
2217
+ return log.fail(.{
2054
2218
  foe_ident,
2055
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2056
- );
2219
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2220
+ });
2057
2221
  }
2058
2222
  if (!showdown) {
2059
- if (immune) return log.immune(foe_ident, .None);
2060
- if (!try checkHit(battle, player, move, log)) return;
2223
+ if (immune) return log.immune(.{ foe_ident, .None });
2224
+ if (!try checkHit(battle, player, move, options)) return;
2061
2225
  }
2062
2226
 
2063
2227
  foe_stored.status = Status.init(.PAR);
2064
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2065
2229
 
2066
- try log.status(foe_ident, foe_stored.status, .None);
2230
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2067
2231
  }
2068
2232
 
2069
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2233
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2070
2234
  var foe = battle.foe(player);
2071
2235
  var foe_stored = foe.stored();
2072
2236
 
@@ -2077,65 +2241,59 @@ pub const Effects = struct {
2077
2241
  }
2078
2242
 
2079
2243
  // Body Slam can't paralyze a Normal type Pokémon
2080
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2084
- Gen12.percent(10)
2085
- else
2086
- Gen12.percent(30));
2087
- if (!chance) return;
2244
+ if (foe.active.types.includes(move.type)) return;
2245
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2246
+ return;
2247
+ }
2088
2248
 
2089
2249
  foe_stored.status = Status.init(.PAR);
2090
2250
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2091
2251
 
2092
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2252
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2093
2253
  }
2094
2254
 
2095
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2096
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2255
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2256
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2257
+ try options.log.fieldactivate(.{});
2258
+ }
2097
2259
  }
2098
2260
 
2099
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2261
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2262
+ var log = options.log;
2100
2263
  var foe = battle.foe(player);
2101
2264
  var foe_stored = foe.stored();
2102
2265
  const foe_ident = battle.active(player.foe());
2103
2266
  const toxic = battle.side(player).last_selected_move == .Toxic;
2104
2267
 
2105
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2268
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2106
2269
  return;
2107
2270
  } else if (foe.active.volatiles.Substitute) {
2108
2271
  if (move.effect != .Poison) return;
2109
- return log.fail(foe_ident, .None);
2272
+ return log.fail(.{ foe_ident, .None });
2110
2273
  } else if (Status.any(foe_stored.status)) {
2111
2274
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2112
2275
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2113
2276
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2114
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2277
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2115
2278
  if (!showdown)
2116
- .Poison
2279
+ Fail.Poison
2117
2280
  else if (toxic == (foe_stored.status == Status.TOX))
2118
- if (toxic) .Toxic else .Poison
2281
+ if (toxic) Fail.Toxic else Fail.Poison
2119
2282
  else
2120
- .None
2283
+ Fail.None
2121
2284
  else
2122
- .None);
2285
+ Fail.None });
2123
2286
  } else if (foe.active.types.includes(.Poison)) {
2124
2287
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2125
- return log.immune(foe_ident, .None);
2288
+ return log.immune(.{ foe_ident, .None });
2126
2289
  }
2127
2290
 
2128
2291
  if (move.effect == .Poison) {
2129
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2130
2293
  } else {
2131
- const chance = if (showdown)
2132
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2133
- else
2134
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2135
- Gen12.percent(20)
2136
- else
2137
- Gen12.percent(40));
2138
- if (!chance) return;
2294
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2295
+ return;
2296
+ }
2139
2297
  }
2140
2298
 
2141
2299
  foe_stored.status = Status.init(.PSN);
@@ -2145,39 +2303,46 @@ pub const Effects = struct {
2145
2303
  foe.active.volatiles.toxic = 0;
2146
2304
  }
2147
2305
 
2148
- try log.status(foe_ident, foe_stored.status, .None);
2306
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2149
2307
  }
2150
2308
 
2151
2309
  fn rage(battle: anytype, player: Player) !void {
2152
2310
  var volatiles = &battle.side(player).active.volatiles;
2153
- if (volatiles.Rage) return;
2154
- volatiles.Rage = true;
2155
2311
  assert(!volatiles.Bide);
2156
- volatiles.state = 0;
2312
+ volatiles.Rage = true;
2157
2313
  }
2158
2314
 
2159
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2315
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2160
2316
  var side = battle.side(player);
2161
2317
  var stored = side.stored();
2162
2318
 
2163
- const damage = @intCast(i16, @max(battle.last_damage /
2319
+ assert(showdown or battle.last_damage > 0);
2320
+ if (showdown and battle.last_damage == 0) return;
2321
+
2322
+ const damage: i16 = @intCast(@max(battle.last_damage /
2164
2323
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2165
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2324
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2166
2325
 
2167
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2326
+ try options.log.damage(.{
2327
+ battle.active(player),
2328
+ stored,
2329
+ .RecoilOf,
2330
+ battle.active(player.foe()),
2331
+ });
2168
2332
  if (showdown and stored.hp == 0) residual.* = false;
2169
2333
  }
2170
2334
 
2171
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2335
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2172
2336
  var side = battle.side(player);
2337
+ const ident = battle.active(player);
2173
2338
 
2174
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2339
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2175
2340
  side.active.volatiles.Reflect = true;
2176
2341
 
2177
- try log.start(battle.active(player), .Reflect);
2342
+ try options.log.start(.{ ident, .Reflect });
2178
2343
  }
2179
2344
 
2180
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2345
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2181
2346
  var foe = battle.foe(player);
2182
2347
  var foe_stored = foe.stored();
2183
2348
  const foe_ident = battle.active(player.foe());
@@ -2188,93 +2353,87 @@ pub const Effects = struct {
2188
2353
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2189
2354
  } else {
2190
2355
  if (Status.any(foe_stored.status)) {
2191
- return log.fail(
2356
+ return options.log.fail(.{
2192
2357
  foe_ident,
2193
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2194
- );
2358
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2359
+ });
2195
2360
  }
2196
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2197
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2361
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2362
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2198
2363
  }
2199
2364
 
2200
2365
  // Sleep Clause Mod
2201
- if (showdown) {
2366
+ if (pkmn.options.mod) {
2202
2367
  for (foe.pokemon) |p| {
2203
2368
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2204
2369
  }
2205
2370
  }
2206
2371
  foe.active.volatiles.Recharging = false;
2207
2372
 
2208
- const duration = @intCast(u3, if (showdown)
2209
- battle.rng.range(u8, 1, 8)
2210
- else loop: {
2211
- while (true) {
2212
- const r = battle.rng.next() & 7;
2213
- if (r != 0) break :loop r;
2214
- }
2215
- });
2373
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2374
+ options.chance.observe(.sleep, player.foe(), .started);
2216
2375
 
2217
- foe_stored.status = Status.slp(duration);
2218
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2376
+ const last = battle.side(player).last_selected_move;
2377
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2219
2378
  }
2220
2379
 
2221
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2222
- try log.activate(battle.active(player), .Splash);
2380
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2381
+ try options.log.activate(.{ battle.active(player), .Splash });
2223
2382
  }
2224
2383
 
2225
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2384
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2226
2385
  var side = battle.side(player);
2227
2386
  if (side.active.volatiles.Substitute) {
2228
- try log.fail(battle.active(player), .Substitute);
2229
- return;
2387
+ return options.log.fail(.{ battle.active(player), .Substitute });
2230
2388
  }
2231
2389
 
2232
2390
  assert(side.stored().stats.hp <= 1023);
2233
2391
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2234
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2392
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2235
2393
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2236
2394
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2237
2395
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2238
2396
  // avoid having to convert to floating point)
2239
2397
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2240
2398
  if (side.stored().hp < required_hp) {
2241
- try log.fail(battle.active(player), .Weak);
2242
- return;
2399
+ return options.log.fail(.{ battle.active(player), .Weak });
2243
2400
  }
2244
2401
 
2245
2402
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2246
2403
  side.stored().hp -= hp;
2247
2404
  side.active.volatiles.substitute = hp + 1;
2248
2405
  side.active.volatiles.Substitute = true;
2249
- try log.start(battle.active(player), .Substitute);
2406
+ try options.log.start(.{ battle.active(player), .Substitute });
2250
2407
  if (hp > 0) {
2251
- try log.damage(battle.active(player), side.stored(), .None);
2408
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2252
2409
  if (showdown and side.stored().hp == 0) residual.* = false;
2253
2410
  }
2254
2411
  }
2255
2412
 
2256
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2257
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2258
-
2413
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2259
2414
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2260
- _ = try checkHit(battle, player, move, log);
2261
- battle.last_damage = 0;
2415
+ if (showdown) {
2416
+ if (battle.side(player).last_selected_move == .Teleport) return;
2417
+ _ = try checkHit(battle, player, move, options);
2418
+ battle.last_damage = 0;
2419
+ } else {
2420
+ try options.log.fail(.{ battle.active(player), .None });
2421
+ try options.log.laststill(.{});
2422
+ }
2262
2423
  }
2263
2424
 
2264
- fn thrashing(battle: anytype, player: Player) void {
2425
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2265
2426
  var volatiles = &battle.side(player).active.volatiles;
2266
2427
  assert(!volatiles.Thrashing);
2267
2428
  assert(!volatiles.Bide);
2268
2429
 
2269
2430
  volatiles.Thrashing = true;
2270
- volatiles.state = 0;
2271
- volatiles.attacks = @intCast(u3, if (showdown)
2272
- battle.rng.range(u8, 2, 4)
2273
- else
2274
- (battle.rng.next() & 1) + 2);
2431
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2432
+
2433
+ options.chance.observe(.attacking, player, .started);
2275
2434
  }
2276
2435
 
2277
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2436
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2278
2437
  var side = battle.side(player);
2279
2438
  const foe = battle.foe(player);
2280
2439
  const foe_ident = battle.active(player.foe());
@@ -2300,23 +2459,28 @@ pub const Effects = struct {
2300
2459
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2301
2460
  }
2302
2461
 
2303
- try log.transform(battle.active(player), foe_ident);
2462
+ try options.log.transform(.{ battle.active(player), foe_ident });
2304
2463
  }
2305
2464
 
2306
- fn binding(battle: anytype, player: Player) void {
2465
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2307
2466
  var side = battle.side(player);
2308
2467
  var foe = battle.foe(player);
2309
2468
 
2310
2469
  if (side.active.volatiles.Binding) return;
2311
2470
  side.active.volatiles.Binding = true;
2312
2471
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2313
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2314
- if (!showdown) foe.active.volatiles.Recharging = false;
2472
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2473
+ if (!showdown) {
2474
+ foe.active.volatiles.Recharging = false;
2475
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2315
2476
 
2316
- side.active.volatiles.attacks = distribution(battle) - 1;
2477
+ side.active.volatiles.attacks =
2478
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2479
+ options.chance.observe(.binding, player, .started);
2317
2480
  }
2318
2481
 
2319
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2482
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2483
+ var log = options.log;
2320
2484
  var side = battle.side(player);
2321
2485
  const ident = battle.active(player);
2322
2486
 
@@ -2326,85 +2490,87 @@ pub const Effects = struct {
2326
2490
  switch (move.effect) {
2327
2491
  .AttackUp1, .AttackUp2, .Rage => {
2328
2492
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2329
- if (boosts.atk == 6) return try log.fail(ident, .None);
2493
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2330
2494
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2331
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2332
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2495
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2496
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2333
2497
  if (stats.atk == MAX_STAT_VALUE) {
2334
2498
  boosts.atk -= 1;
2335
2499
  if (showdown) {
2336
- try log.boost(ident, reason, n);
2337
- try log.boost(ident, Boost.Attack, -1);
2500
+ try log.boost(.{ ident, reason, n });
2501
+ try log.boost(.{ ident, .Attack, -1 });
2338
2502
  if (move.effect == .Rage) return;
2339
2503
  }
2340
- return try log.fail(ident, .None);
2504
+ return log.fail(.{ ident, .None });
2341
2505
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2343
- const stat = unmodifiedStats(battle, player).atk;
2506
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2507
+ const stat = unmodifiedStats(battle, side).atk;
2344
2508
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
- try log.boost(ident, reason, n);
2509
+ try log.boost(.{ ident, reason, n });
2510
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2511
+ if (showdown and move.effect == .Rage) return;
2346
2512
  },
2347
2513
  .DefenseUp1, .DefenseUp2 => {
2348
2514
  assert(boosts.def >= -6 and boosts.def <= 6);
2349
- if (boosts.def == 6) return try log.fail(ident, .None);
2515
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2350
2516
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2351
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2517
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2352
2518
  if (stats.def == MAX_STAT_VALUE) {
2353
2519
  boosts.def -= 1;
2354
2520
  if (showdown) {
2355
- try log.boost(ident, .Defense, n);
2356
- try log.boost(ident, .Defense, -1);
2521
+ try log.boost(.{ ident, .Defense, n });
2522
+ try log.boost(.{ ident, .Defense, -1 });
2357
2523
  }
2358
- return try log.fail(ident, .None);
2524
+ return log.fail(.{ ident, .None });
2359
2525
  }
2360
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2361
- const stat = unmodifiedStats(battle, player).def;
2526
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2527
+ const stat = unmodifiedStats(battle, side).def;
2362
2528
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2363
- try log.boost(ident, .Defense, n);
2529
+ try log.boost(.{ ident, .Defense, n });
2364
2530
  },
2365
2531
  .SpeedUp2 => {
2366
2532
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2367
- if (boosts.spe == 6) return try log.fail(ident, .None);
2368
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2533
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2534
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2369
2535
  if (stats.spe == MAX_STAT_VALUE) {
2370
2536
  boosts.spe -= 1;
2371
2537
  if (showdown) {
2372
- try log.boost(ident, .Speed, 2);
2373
- try log.boost(ident, .Speed, -1);
2538
+ try log.boost(.{ ident, .Speed, 2 });
2539
+ try log.boost(.{ ident, .Speed, -1 });
2374
2540
  }
2375
- return try log.fail(ident, .None);
2541
+ return log.fail(.{ ident, .None });
2376
2542
  }
2377
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2378
- const stat = unmodifiedStats(battle, player).spe;
2543
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2544
+ const stat = unmodifiedStats(battle, side).spe;
2379
2545
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2380
- try log.boost(ident, .Speed, 2);
2546
+ try log.boost(.{ ident, .Speed, 2 });
2381
2547
  },
2382
2548
  .SpecialUp1, .SpecialUp2 => {
2383
2549
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2384
- if (boosts.spc == 6) return try log.fail(ident, .None);
2550
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2385
2551
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2386
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2552
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2387
2553
  if (stats.spc == MAX_STAT_VALUE) {
2388
2554
  boosts.spc -= 1;
2389
2555
  if (showdown) {
2390
- try log.boost(ident, .SpecialAttack, n);
2391
- try log.boost(ident, .SpecialAttack, -1);
2392
- try log.boost(ident, .SpecialDefense, n);
2393
- try log.boost(ident, .SpecialDefense, -1);
2556
+ try log.boost(.{ ident, .SpecialAttack, n });
2557
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2558
+ try log.boost(.{ ident, .SpecialDefense, n });
2559
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2394
2560
  }
2395
- return try log.fail(ident, .None);
2561
+ return log.fail(.{ ident, .None });
2396
2562
  }
2397
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2398
- const stat = unmodifiedStats(battle, player).spc;
2563
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2564
+ const stat = unmodifiedStats(battle, side).spc;
2399
2565
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2400
- try log.boost(ident, .SpecialAttack, n);
2401
- try log.boost(ident, .SpecialDefense, n);
2566
+ try log.boost(.{ ident, .SpecialAttack, n });
2567
+ try log.boost(.{ ident, .SpecialDefense, n });
2402
2568
  },
2403
2569
  .EvasionUp1 => {
2404
2570
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2405
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2406
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2407
- try log.boost(ident, .Evasion, 1);
2571
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2572
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2573
+ try log.boost(.{ ident, .Evasion, 1 });
2408
2574
  },
2409
2575
  else => unreachable,
2410
2576
  }
@@ -2413,106 +2579,105 @@ pub const Effects = struct {
2413
2579
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2414
2580
  }
2415
2581
 
2416
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2582
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2583
+ var log = options.log;
2417
2584
  var foe = battle.foe(player);
2418
2585
  const foe_ident = battle.active(player.foe());
2586
+ const secondary = move.effect.isStatDownChance();
2419
2587
 
2420
- if (foe.active.volatiles.Substitute) {
2421
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2422
- }
2588
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2423
2589
 
2424
- if (move.effect.isStatDownChance()) {
2425
- const chance = if (showdown)
2426
- battle.rng.chance(u8, 85, 256)
2427
- else
2428
- battle.rng.next() < Gen12.percent(33) + 1;
2429
- if (!chance or foe.active.volatiles.Invulnerable) return;
2430
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2431
- return; // checkHit already checks for Invulnerable
2590
+ if (secondary) {
2591
+ const proc = try Rolls.unboost(battle, player, options);
2592
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2593
+ } else {
2594
+ // checkHit already checks for Invulnerable
2595
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2432
2596
  }
2433
2597
 
2434
2598
  var stats = &foe.active.stats;
2435
2599
  var boosts = &foe.active.boosts;
2600
+ const fail = showdown or !secondary;
2436
2601
 
2437
2602
  switch (move.effect) {
2438
2603
  .AttackDown1, .AttackDownChance => {
2439
2604
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2440
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2441
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2605
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2606
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2442
2607
  if (stats.atk == 1) {
2443
2608
  boosts.atk += 1;
2444
2609
  if (showdown) {
2445
- try log.boost(foe_ident, .Attack, -1);
2446
- try log.boost(foe_ident, .Attack, 1);
2610
+ try log.boost(.{ foe_ident, .Attack, -1 });
2611
+ try log.boost(.{ foe_ident, .Attack, 1 });
2447
2612
  }
2448
- return try log.fail(foe_ident, .None);
2613
+ return log.fail(.{ foe_ident, .None });
2449
2614
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).atk;
2615
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2616
+ const stat = unmodifiedStats(battle, foe).atk;
2452
2617
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2453
- try log.boost(foe_ident, .Attack, -1);
2618
+ try log.boost(.{ foe_ident, .Attack, -1 });
2454
2619
  },
2455
2620
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2456
2621
  assert(boosts.def >= -6 and boosts.def <= 6);
2457
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2622
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2458
2623
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2459
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2624
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2460
2625
  if (stats.def == 1) {
2461
2626
  boosts.def += 1;
2462
2627
  if (showdown) {
2463
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2464
- try log.boost(foe_ident, .Defense, 1);
2628
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2629
+ try log.boost(.{ foe_ident, .Defense, 1 });
2465
2630
  }
2466
- return try log.fail(foe_ident, .None);
2631
+ return log.fail(.{ foe_ident, .None });
2467
2632
  }
2468
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2469
- const stat = unmodifiedStats(battle, player.foe()).def;
2633
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2634
+ const stat = unmodifiedStats(battle, foe).def;
2470
2635
  stats.def = @max(1, stat * mod[0] / mod[1]);
2471
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2636
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2472
2637
  },
2473
2638
  .SpeedDown1, .SpeedDownChance => {
2474
2639
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2475
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2476
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2640
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2641
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2477
2642
  if (stats.spe == 1) {
2478
2643
  boosts.spe += 1;
2479
2644
  if (showdown) {
2480
- try log.boost(foe_ident, .Speed, -1);
2481
- try log.boost(foe_ident, .Speed, 1);
2645
+ try log.boost(.{ foe_ident, .Speed, -1 });
2646
+ try log.boost(.{ foe_ident, .Speed, 1 });
2482
2647
  }
2483
- return try log.fail(foe_ident, .None);
2648
+ return log.fail(.{ foe_ident, .None });
2484
2649
  }
2485
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2486
- const stat = unmodifiedStats(battle, player.foe()).spe;
2650
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2651
+ const stat = unmodifiedStats(battle, foe).spe;
2487
2652
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2488
- try log.boost(foe_ident, .Speed, -1);
2653
+ try log.boost(.{ foe_ident, .Speed, -1 });
2489
2654
  assert(boosts.spe >= -6);
2490
2655
  },
2491
2656
  .SpecialDownChance => {
2492
2657
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2493
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2494
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2658
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2659
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2495
2660
  if (stats.spc == 1) {
2496
2661
  boosts.spc += 1;
2497
2662
  if (showdown) {
2498
- try log.boost(foe_ident, .SpecialAttack, -1);
2499
- try log.boost(foe_ident, .SpecialAttack, 1);
2500
- try log.boost(foe_ident, .SpecialDefense, -1);
2501
- try log.boost(foe_ident, .SpecialDefense, 1);
2663
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2664
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2665
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2502
2667
  }
2503
- return try log.fail(foe_ident, .None);
2668
+ return log.fail(.{ foe_ident, .None });
2504
2669
  }
2505
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2506
- const stat = unmodifiedStats(battle, player.foe()).spc;
2670
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2671
+ const stat = unmodifiedStats(battle, foe).spc;
2507
2672
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2508
- try log.boost(foe_ident, .SpecialAttack, -1);
2509
- try log.boost(foe_ident, .SpecialDefense, -1);
2673
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2674
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2510
2675
  },
2511
2676
  .AccuracyDown1 => {
2512
2677
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2513
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2514
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2515
- try log.boost(foe_ident, .Accuracy, -1);
2678
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2679
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2680
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2516
2681
  },
2517
2682
  else => unreachable,
2518
2683
  }
@@ -2522,8 +2687,7 @@ pub const Effects = struct {
2522
2687
  }
2523
2688
  };
2524
2689
 
2525
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2526
- const side = battle.side(who);
2690
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2527
2691
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2528
2692
  const id = ID.from(side.active.volatiles.transform);
2529
2693
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2537,37 +2701,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2537
2701
  }
2538
2702
  }
2539
2703
 
2540
- inline fn isForced(active: ActivePokemon) bool {
2704
+ fn isForced(active: anytype) bool {
2541
2705
  return active.volatiles.Recharging or active.volatiles.Rage or
2542
2706
  active.volatiles.Thrashing or active.volatiles.Charging;
2543
2707
  }
2544
2708
 
2545
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2709
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2710
+ var log = options.log;
2546
2711
  var side = battle.side(who);
2547
2712
  var volatiles = &side.active.volatiles;
2548
2713
  const ident = battle.active(who);
2549
2714
 
2550
- if (volatiles.disabled_move != 0) {
2551
- volatiles.disabled_move = 0;
2552
- volatiles.disabled_duration = 0;
2553
- try log.end(ident, .DisableSilent);
2715
+ if (volatiles.disable_move != 0) {
2716
+ volatiles.disable_move = 0;
2717
+ volatiles.disable_duration = 0;
2718
+ options.chance.observe(.disable, who, .None);
2719
+ try log.end(.{ ident, .DisableSilent });
2554
2720
  }
2555
2721
  if (volatiles.Confusion) {
2556
2722
  // volatiles.confusion is left unchanged
2557
2723
  volatiles.Confusion = false;
2558
- try log.end(ident, .ConfusionSilent);
2724
+ options.chance.observe(.confusion, who, .None);
2725
+ try log.end(.{ ident, .ConfusionSilent });
2559
2726
  }
2560
2727
  if (volatiles.Mist) {
2561
2728
  volatiles.Mist = false;
2562
- try log.end(ident, .Mist);
2729
+ try log.end(.{ ident, .MistSilent });
2563
2730
  }
2564
2731
  if (volatiles.FocusEnergy) {
2565
2732
  volatiles.FocusEnergy = false;
2566
- try log.end(ident, .FocusEnergy);
2733
+ try log.end(.{ ident, .FocusEnergySilent });
2567
2734
  }
2568
2735
  if (volatiles.LeechSeed) {
2569
2736
  volatiles.LeechSeed = false;
2570
- try log.end(ident, .LeechSeed);
2737
+ try log.end(.{ ident, .LeechSeedSilent });
2571
2738
  }
2572
2739
  if (!showdown and volatiles.Toxic) {
2573
2740
  volatiles.Toxic = false;
@@ -2575,102 +2742,388 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2575
2742
  }
2576
2743
  if (volatiles.LightScreen) {
2577
2744
  volatiles.LightScreen = false;
2578
- try log.end(ident, .LightScreen);
2745
+ try log.end(.{ ident, .LightScreenSilent });
2579
2746
  }
2580
2747
  if (volatiles.Reflect) {
2581
2748
  volatiles.Reflect = false;
2582
- try log.end(ident, .Reflect);
2749
+ try log.end(.{ ident, .ReflectSilent });
2583
2750
  }
2584
2751
  if (showdown and volatiles.Toxic) {
2585
2752
  volatiles.Toxic = false;
2586
2753
  // Pokémon Showdown erroneously clears the toxic counter
2587
2754
  volatiles.toxic = 0;
2588
- try log.end(ident, .Toxic);
2755
+ try log.end(.{ ident, .ToxicSilent });
2589
2756
  }
2590
2757
  }
2591
2758
 
2592
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2593
- if (side.active.volatiles.disabled_move != 0) {
2594
- // A Pokémon that transforms after being disabled may end up with less move slots
2595
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2596
- if (m != .None and m == side.last_selected_move) {
2597
- side.active.volatiles.Charging = false;
2598
- try log.disabled(ident, side.last_selected_move);
2599
- return true;
2600
- }
2601
- }
2602
- return false;
2759
+ fn decrement(
2760
+ comptime field: chance.Action.Field,
2761
+ player: Player,
2762
+ options: anytype,
2763
+ n: anytype,
2764
+ ) @TypeOf(n) {
2765
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2766
+ .started, .ended => 0,
2767
+ .continuing => if (n > 1) n - 1 else n,
2768
+ else => unreachable,
2769
+ } else n - 1;
2603
2770
  }
2604
2771
 
2605
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2606
- const side = battle.side(who);
2607
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2608
- try Effects.boost(battle, who, Move.get(.Rage), log);
2772
+ pub const Rolls = struct {
2773
+ fn speedTie(battle: anytype, options: anytype) !bool {
2774
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2775
+ player == .P1
2776
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2777
+ battle.rng.speedTie()
2778
+ else if (showdown)
2779
+ battle.rng.range(u8, 0, 2) == 0
2780
+ else
2781
+ battle.rng.next() < Gen12.percent(50) + 1;
2782
+
2783
+ try options.chance.speedTie(p1);
2784
+ return p1;
2785
+ }
2786
+
2787
+ fn criticalHit(
2788
+ battle: anytype,
2789
+ player: Player,
2790
+ rate: u8,
2791
+ spurious: bool,
2792
+ options: anytype,
2793
+ ) !bool {
2794
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2797
+ battle.rng.criticalHit(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2802
+
2803
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2804
+ return crit;
2609
2805
  }
2610
- }
2611
2806
 
2612
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2613
- var volatiles = &active.volatiles;
2614
- assert(volatiles.Thrashing);
2615
- if (volatiles.attacks > 0) return false;
2807
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2808
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2809
+ val
2810
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2811
+ battle.rng.damage(player)
2812
+ else roll: {
2813
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2814
+ while (true) {
2815
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2816
+ if (r >= 217) break :roll r;
2817
+ }
2818
+ };
2616
2819
 
2617
- volatiles.Thrashing = false;
2618
- volatiles.Confusion = true;
2619
- volatiles.confusion = @intCast(u3, if (showdown)
2620
- battle.rng.range(u8, 2, 6)
2621
- else
2622
- (battle.rng.next() & 3) + 2);
2820
+ assert(roll >= 217 and roll <= 255);
2821
+ try options.chance.damage(player, roll);
2822
+ return roll;
2823
+ }
2623
2824
 
2624
- return true;
2625
- }
2825
+ const uN = if (pkmn.options.miss) u8 else u9;
2826
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2827
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2828
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2829
+ val == .true
2830
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2831
+ battle.rng.hit(player, acc)
2832
+ else if (showdown)
2833
+ battle.rng.chance(uN, acc, 256)
2834
+ else
2835
+ battle.rng.next() < acc;
2626
2836
 
2627
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2837
+ try options.chance.hit(player, ok, acc);
2838
+ return ok;
2839
+ }
2628
2840
 
2629
- fn distribution(battle: anytype) u3 {
2630
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2631
- const r = (battle.rng.next() & 3);
2632
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2633
- }
2841
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2842
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2843
+ val == .true
2844
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2845
+ battle.rng.confused(player)
2846
+ else if (showdown)
2847
+ !battle.rng.chance(u8, 128, 256)
2848
+ else
2849
+ battle.rng.next() >= Gen12.percent(50) + 1;
2634
2850
 
2635
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2636
- if (showdown) {
2637
- if (check_pp == 0) {
2638
- var i: usize = moves.len;
2639
- while (i > 0) {
2640
- i -= 1;
2641
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2851
+ try options.chance.confused(player, cfz);
2852
+ return cfz;
2853
+ }
2854
+
2855
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2856
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2857
+ val == .true
2858
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2859
+ battle.rng.paralyzed(player)
2860
+ else if (showdown)
2861
+ battle.rng.chance(u8, 63, 256)
2862
+ else
2863
+ battle.rng.next() < Gen12.percent(25);
2864
+
2865
+ try options.chance.paralyzed(player, par);
2866
+ return par;
2867
+ }
2868
+
2869
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2870
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2871
+ val == .true
2872
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2873
+ battle.rng.secondaryChance(player, 25)
2874
+ else if (showdown)
2875
+ battle.rng.chance(u8, 25, 256)
2876
+ else
2877
+ battle.rng.next() < Gen12.percent(10);
2878
+
2879
+ try options.chance.secondaryChance(player, proc, 25);
2880
+ return proc;
2881
+ }
2882
+
2883
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2884
+ const rate: u8 = if (low) 26 else 77;
2885
+
2886
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2887
+ val == .true
2888
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2889
+ battle.rng.secondaryChance(player, rate)
2890
+ else if (showdown)
2891
+ battle.rng.chance(u8, rate, 256)
2892
+ else
2893
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2894
+
2895
+ try options.chance.secondaryChance(player, proc, rate);
2896
+ return proc;
2897
+ }
2898
+
2899
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2900
+ const rate: u8 = if (low) 52 else 103;
2901
+
2902
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2903
+ val == .true
2904
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2905
+ battle.rng.secondaryChance(player, rate)
2906
+ else if (showdown)
2907
+ battle.rng.chance(u8, rate, 256)
2908
+ else
2909
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2910
+
2911
+ try options.chance.secondaryChance(player, proc, rate);
2912
+ return proc;
2913
+ }
2914
+
2915
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2916
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2917
+ val == .true
2918
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2919
+ battle.rng.secondaryChance(player, 85)
2920
+ else if (showdown)
2921
+ battle.rng.chance(u8, 85, 256)
2922
+ else
2923
+ battle.rng.next() < Gen12.percent(33) + 1;
2924
+
2925
+ try options.chance.secondaryChance(player, proc, 85);
2926
+ return proc;
2927
+ }
2928
+
2929
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2930
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2931
+ val
2932
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2933
+ battle.rng.metronome(player)
2934
+ else if (showdown)
2935
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2936
+ else move: {
2937
+ while (true) {
2938
+ const r = battle.rng.next();
2939
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2940
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2941
+ break :move @enumFromInt(r);
2942
+ }
2943
+ };
2944
+
2945
+ try options.chance.metronome(player, move);
2946
+ return move;
2947
+ }
2948
+
2949
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2950
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2951
+ val - 1
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2953
+ battle.rng.psywave(player)
2954
+ else if (showdown)
2955
+ battle.rng.range(u8, 0, max)
2956
+ else power: {
2957
+ while (true) {
2958
+ const r = battle.rng.next();
2959
+ if (r < max) break :power r;
2960
+ }
2961
+ };
2962
+
2963
+ assert(power < max);
2964
+ try options.chance.psywave(player, power, max);
2965
+ return power;
2966
+ }
2967
+
2968
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2969
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2970
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2971
+ else
2972
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2973
+ battle.rng.sleepDuration(player)
2974
+ else if (showdown)
2975
+ battle.rng.range(u3, 1, 8)
2976
+ else duration: {
2977
+ while (true) {
2978
+ const r = battle.rng.next() & 7;
2979
+ if (r != 0) break :duration @intCast(r);
2642
2980
  }
2981
+ };
2982
+
2983
+ assert(duration >= 1 and duration <= 7);
2984
+ options.chance.duration(player, duration);
2985
+ return duration;
2986
+ }
2987
+
2988
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2989
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2990
+ if (val >= 1 and val <= 8) val else null
2991
+ else
2992
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2993
+ battle.rng.disableDuration(player)
2994
+ else if (showdown)
2995
+ battle.rng.range(u4, 1, 9)
2996
+ else
2997
+ @intCast((battle.rng.next() & 7) + 1);
2998
+
2999
+ assert(duration >= 1 and duration <= 8);
3000
+ options.chance.duration(player, duration);
3001
+ return duration;
3002
+ }
3003
+
3004
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3005
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3006
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3007
+ else
3008
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3009
+ battle.rng.confusionDuration(player)
3010
+ else if (showdown)
3011
+ battle.rng.range(u3, 2, 6)
3012
+ else
3013
+ @intCast((battle.rng.next() & 3) + 2);
3014
+
3015
+ assert(duration >= 2 and duration <= 5);
3016
+ options.chance.duration(player, duration);
3017
+ return duration;
3018
+ }
3019
+
3020
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3021
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3022
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3023
+ else
3024
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3025
+ battle.rng.attackingDuration(player)
3026
+ else if (showdown)
3027
+ battle.rng.range(u3, 2, 4)
3028
+ else
3029
+ @intCast((battle.rng.next() & 1) + 2);
3030
+
3031
+ assert(duration >= 2 and duration <= 3);
3032
+ options.chance.duration(player, duration);
3033
+ return duration;
3034
+ }
3035
+
3036
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3037
+
3038
+ fn distribution(
3039
+ battle: anytype,
3040
+ comptime effect: Move.Effect,
3041
+ player: Player,
3042
+ options: anytype,
3043
+ ) !u3 {
3044
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3045
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3046
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3047
+ else
3048
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3049
+ battle.rng.distribution(player)
3050
+ else if (showdown)
3051
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3052
+ else n: {
3053
+ const r = (battle.rng.next() & 3);
3054
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3055
+ };
3056
+
3057
+ assert(n >= 2 and n <= 5);
3058
+ if (effect == .Binding) {
3059
+ options.chance.duration(player, n);
2643
3060
  } else {
2644
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2645
- var i: usize = 0;
2646
- while (i < moves.len and r > 0) : (i += 1) {
2647
- if (moves[i].pp > 0) {
2648
- r -= 1;
2649
- if (r == 0) break;
3061
+ try options.chance.multiHit(player, n);
3062
+ }
3063
+ return n;
3064
+ }
3065
+
3066
+ fn moveSlot(
3067
+ battle: anytype,
3068
+ player: Player,
3069
+ moves: []MoveSlot,
3070
+ check_pp: u4,
3071
+ options: anytype,
3072
+ ) !u4 {
3073
+ // TODO: consider throwing error instead of rerolling?
3074
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3075
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3076
+ val
3077
+ else
3078
+ null
3079
+ else
3080
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3081
+ battle.rng.moveSlot(player, moves, check_pp)
3082
+ else slot: {
3083
+ if (showdown) {
3084
+ if (check_pp == 0) {
3085
+ var i: usize = moves.len;
3086
+ while (i > 0) {
3087
+ i -= 1;
3088
+ if (moves[i].id != .None) {
3089
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3090
+ }
3091
+ }
3092
+ } else {
3093
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3094
+ var i: usize = 0;
3095
+ while (i < moves.len and r > 0) : (i += 1) {
3096
+ if (moves[i].pp > 0) {
3097
+ r -= 1;
3098
+ if (r == 0) break :slot @intCast(i + 1);
3099
+ }
3100
+ }
2650
3101
  }
2651
3102
  }
2652
- return @intCast(u4, i + 1);
2653
- }
2654
- }
2655
3103
 
2656
- while (true) {
2657
- const r = @intCast(u4, rand.next() & 3);
2658
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3104
+ while (true) {
3105
+ const r: u4 = @intCast(battle.rng.next() & 3);
3106
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3107
+ }
3108
+ };
3109
+
3110
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3111
+ return slot;
2659
3112
  }
2660
- }
3113
+ };
2661
3114
 
2662
3115
  test "RNG agreement" {
2663
3116
  if (!showdown) return;
2664
3117
  var expected: [256]u32 = undefined;
2665
3118
  for (0..expected.len) |i| {
2666
- expected[i] = @intCast(u32, i * 0x1000000);
3119
+ expected[i] = @intCast(i * 0x1000000);
2667
3120
  }
2668
3121
 
2669
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2670
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2671
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2672
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2673
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3122
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3123
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3124
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2674
3127
 
2675
3128
  for (0..expected.len) |i| {
2676
3129
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2706,11 +3159,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2706
3159
  const side = battle.side(player);
2707
3160
  const foe = battle.foe(player);
2708
3161
 
2709
- var active = side.active;
3162
+ const active = &side.active;
2710
3163
  const stored = side.stored();
2711
3164
 
2712
3165
  // While players are not given any input options on the cartridge in these cases,
2713
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3166
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2714
3167
  //
2715
3168
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2716
3169
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2718,9 +3171,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2718
3171
  // passing due to being forced into using a move. Instead of introducing another option
2719
3172
  // we simply repurpose Move with no move slot, even though pedantically this is not
2720
3173
  // strictly correct as the player would not have been presented the option to move or
2721
- // switch at all.
3174
+ // switch at all
2722
3175
  if (isForced(active)) {
2723
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3176
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2724
3177
  n += 1;
2725
3178
  return n;
2726
3179
  }
@@ -2737,7 +3190,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2737
3190
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2738
3191
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2739
3192
  // either disables all other moves in the case of limited or requires you to select a
2740
- // move normally if sleeping/frozen/bound.
3193
+ // move normally if sleeping/frozen/bound
2741
3194
  if (!showdown and (limited or foe.active.volatiles.Binding or
2742
3195
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2743
3196
  {
@@ -2750,17 +3203,17 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2750
3203
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2751
3204
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2752
3205
  // Move will not result in forcing the subsequent use unless the user also had the
2753
- // proc-ed move in their moveset) and disabling all other moves.
3206
+ // proc-ed move in their moveset) and disabling all other moves
2754
3207
  if (limited) {
2755
3208
  assert(showdown);
2756
3209
  assert(side.last_selected_move != .None);
2757
3210
  while (slot <= 4) : (slot += 1) {
2758
3211
  const m = active.moves[slot - 1];
2759
3212
  if (m.id == .None) break;
2760
- if (m.id == side.last_selected_move) {
3213
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2761
3214
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2762
3215
  const struggle =
2763
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3216
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2764
3217
  const s = if (struggle) 0 else slot;
2765
3218
  out[n] = .{ .type = .Move, .data = s };
2766
3219
  n += 1;
@@ -2775,14 +3228,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2775
3228
  const m = active.moves[slot - 1];
2776
3229
  if (m.id == .None) break;
2777
3230
  if (m.pp == 0) continue;
2778
- if (active.volatiles.disabled_move == slot) continue;
3231
+ if (active.volatiles.disable_move == slot) continue;
2779
3232
  out[n] = .{ .type = .Move, .data = slot };
2780
3233
  n += 1;
2781
3234
  }
2782
3235
  // Struggle (Pokémon Showdown would use 'move 1' here)
2783
3236
  if (n == before) {
2784
3237
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2785
- if (!showdown) {
3238
+ if (!pkmn.options.mod) {
2786
3239
  while (slot <= 4) : (slot += 1) {
2787
3240
  if (active.moves[slot - 1].pp != 0) return n;
2788
3241
  }