@pkmn/engine 0.1.0-dev.550c3889 → 0.1.0-dev.565de616

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 (83) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +97 -59
  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 +21 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +22 -0
  13. package/build/pkg/addon.js +35 -57
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +12 -14
  21. package/build/pkg/gen1.js +39 -21
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +59 -15
  24. package/build/pkg/index.js +15 -10
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +36 -68
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +141 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +141 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +349 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +18 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +333 -139
  40. package/package.json +84 -35
  41. package/src/bin/install-pkmn-engine +40 -25
  42. package/src/bin/pkmn-debug +1 -1
  43. package/src/lib/common/array.zig +77 -0
  44. package/src/lib/common/battle.zig +17 -0
  45. package/src/lib/common/data.zig +19 -31
  46. package/src/lib/common/debug.zig +58 -18
  47. package/src/lib/common/js.zig +120 -0
  48. package/src/lib/common/optional.zig +71 -0
  49. package/src/lib/common/options.zig +15 -0
  50. package/src/lib/common/protocol.zig +912 -372
  51. package/src/lib/common/rational.zig +449 -0
  52. package/src/lib/common/rng.zig +31 -24
  53. package/src/lib/common/util.zig +61 -0
  54. package/src/lib/gen1/calc.zig +953 -0
  55. package/src/lib/gen1/chance.zig +1185 -0
  56. package/src/lib/gen1/data/moves.zig +203 -193
  57. package/src/lib/gen1/data/species.zig +6 -8
  58. package/src/lib/gen1/data/types.zig +11 -12
  59. package/src/lib/gen1/data.zig +96 -85
  60. package/src/lib/gen1/helpers.zig +141 -55
  61. package/src/lib/gen1/mechanics.zig +1205 -814
  62. package/src/lib/gen2/calc.zig +153 -0
  63. package/src/lib/gen2/chance.zig +902 -0
  64. package/src/lib/gen2/data/items.zig +15 -23
  65. package/src/lib/gen2/data/moves.zig +665 -573
  66. package/src/lib/gen2/data/species.zig +3 -5
  67. package/src/lib/gen2/data/types.zig +138 -36
  68. package/src/lib/gen2/data.zig +130 -95
  69. package/src/lib/gen2/generated.zig +801 -0
  70. package/src/lib/gen2/helpers.zig +59 -44
  71. package/src/lib/gen2/mechanics.zig +3571 -30
  72. package/src/lib/node.zig +129 -0
  73. package/src/lib/pkmn.zig +85 -5
  74. package/src/lib/wasm.zig +12 -0
  75. package/src/tools/display/dom.ts +96 -0
  76. package/src/tools/display/ui.css +354 -0
  77. package/build/test/display.js +0 -383
  78. package/build/test/display.js.map +0 -1
  79. package/src/lib/binding/node.zig +0 -229
  80. package/src/lib/binding/wasm.zig +0 -10
  81. package/src/lib/gen1/README.md +0 -793
  82. package/src/lib/gen2/README.md +0 -309
  83. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,28 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const chance = @import("chance.zig");
3
4
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
5
+ const data = @import("data.zig");
6
+ const pkmn = @import("../pkmn.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
9
+ const std = @import("std");
10
10
 
11
11
  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
12
  const Boost = protocol.Boost;
13
+ const Choice = common.Choice;
23
14
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
15
  const Effectiveness = data.Effectiveness;
16
+ const expectEqual = std.testing.expectEqual;
17
+ const Fail = protocol.Fail;
18
+ const Gen12 = rng.Gen12;
19
+ const Heal = protocol.Heal;
20
+ const ID = common.ID;
30
21
  const Move = data.Move;
31
22
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
23
+ const Player = common.Player;
24
+ const Result = common.Result;
25
+ const showdown = pkmn.options.showdown;
33
26
  const Side = data.Side;
34
27
  const Species = data.Species;
35
28
  const Stats = data.Stats;
@@ -56,54 +49,50 @@ const BOOSTS = &[_][2]u8{
56
49
 
57
50
  const MAX_STAT_VALUE = 999;
58
51
 
59
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
60
-
61
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
52
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
53
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
54
+ if (battle.turn == 0) return start(battle, options);
64
55
 
65
56
  var s1 = false;
66
57
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
58
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
59
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
60
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
61
 
73
62
  var p1 = battle.side(.P1);
74
63
  var p2 = battle.side(.P2);
75
64
 
76
- var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
- var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
65
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
66
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
67
 
79
- if (turnOrder(battle, c1, c2) == .P1) {
80
- if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, log)) |r| return r;
68
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
69
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
70
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
71
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
72
  }
84
73
 
85
74
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
75
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
76
 
88
- return endTurn(battle, log);
77
+ return endTurn(battle, options);
89
78
  }
90
79
 
91
- fn start(battle: anytype, log: anytype) !Result {
80
+ fn start(battle: anytype, options: anytype) !Result {
92
81
  const p1 = battle.side(.P1);
93
82
  const p2 = battle.side(.P2);
94
83
 
95
- var p1_slot = findFirstAlive(p1);
84
+ const p1_slot = findFirstAlive(p1);
96
85
  assert(!showdown or p1_slot == 1);
97
86
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
87
 
99
- var p2_slot = findFirstAlive(p2);
88
+ const p2_slot = findFirstAlive(p2);
100
89
  assert(!showdown or p2_slot == 1);
101
90
  if (p2_slot == 0) return Result.Win;
102
91
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
92
+ try switchIn(battle, .P1, p1_slot, true, options);
93
+ try switchIn(battle, .P2, p2_slot, true, options);
105
94
 
106
- return endTurn(battle, log);
95
+ return endTurn(battle, options);
107
96
  }
108
97
 
109
98
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +106,6 @@ fn selectMove(
117
106
  choice: Choice,
118
107
  foe_choice: Choice,
119
108
  skip_turn: *bool,
120
- from: *?Move,
121
109
  ) ?Result {
122
110
  if (choice.type == .Pass) return null;
123
111
 
@@ -126,12 +114,14 @@ fn selectMove(
126
114
  const stored = side.stored();
127
115
 
128
116
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
117
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
118
 
131
119
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
120
+ if (volatiles.Recharging) {
121
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
122
+ return null;
123
+ }
133
124
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
125
  if (showdown) {
136
126
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
127
  saveMove(battle, player, null);
@@ -141,7 +131,6 @@ fn selectMove(
141
131
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
132
  if (!showdown) volatiles.Flinch = false;
143
133
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
134
  if (showdown) {
146
135
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
136
  saveMove(battle, player, null);
@@ -162,27 +151,24 @@ fn selectMove(
162
151
  return null;
163
152
  }
164
153
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
154
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
155
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
156
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
157
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
171
158
  // set the selected move will not actually be used, it will just be reported as having
172
159
  // been used (this differs from how Pokémon Showdown works, but its impossible to
173
- // replicate the incorrect behavior with the correct mechanisms).
160
+ // replicate the incorrect behavior with the correct mechanisms)
174
161
  saveMove(battle, player, choice);
175
162
  } else {
176
163
  assert(choice.data == 0);
177
164
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
165
  if (foe_choice.type == .Switch) {
179
- const slot = if (player == .P1)
180
- battle.last_selected_indexes.p1
181
- else
182
- battle.last_selected_indexes.p2;
183
- const last = side.active.move(@intCast(u4, slot));
166
+ const last = side.active.move(battle.lastMove(player).index);
184
167
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
- if (last.id == .MirrorMove) return Result.Error;
168
+ if (last.id == .MirrorMove) {
169
+ if (!pkmn.options.mod) return Result.Error;
170
+ side.last_selected_move = last.id;
171
+ }
186
172
  }
187
173
  }
188
174
  return null;
@@ -204,16 +190,13 @@ fn selectMove(
204
190
  if (choice.data == 0) {
205
191
  const struggle = ok: {
206
192
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
193
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
194
  }
209
195
  break :ok true;
210
196
  };
211
-
212
197
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
198
  }
199
+ saveMove(battle, player, choice);
217
200
 
218
201
  return null;
219
202
  }
@@ -226,23 +209,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
209
  if (c.data == 0) {
227
210
  side.last_selected_move = .Struggle;
228
211
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
212
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
213
  const move = side.active.move(c.data);
231
214
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
215
  // sometimes required...), but a 0 PP move can be used automatically
233
216
  assert(showdown or move.pp != 0);
234
217
 
235
218
  side.last_selected_move = move.id;
236
- if (player == .P1) {
237
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
238
- } else {
239
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
240
- }
219
+ battle.lastMove(player).index = @intCast(c.data);
241
220
  }
242
221
  }
243
222
  }
244
223
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
224
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
225
  var side = battle.side(player);
247
226
  var foe = battle.foe(player);
248
227
  var active = &side.active;
@@ -255,11 +234,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
234
  side.order[0] = side.order[slot - 1];
256
235
  side.order[slot - 1] = out;
257
236
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
237
+ battle.lastMove(player).index = 1;
263
238
 
264
239
  side.last_used_move = .None;
265
240
  foe.last_used_move = .None;
@@ -272,20 +247,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
272
247
  active.moves = incoming.moves;
273
248
 
274
249
  statusModify(incoming.status, &active.stats);
250
+ options.chance.switched(player, slot);
275
251
 
276
252
  foe.active.volatiles.Binding = false;
277
253
 
278
- try log.switched(battle.active(player), incoming);
254
+ try options.log.switched(.{ battle.active(player), incoming });
279
255
 
280
256
  if (showdown and incoming.status == Status.TOX) {
281
257
  incoming.status = Status.init(.PSN);
282
258
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
259
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
260
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
285
261
  }
286
262
  }
287
263
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
264
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
265
  assert(c1.type != .Pass or c2.type != .Pass);
290
266
 
291
267
  if (c1.type == .Pass) return .P2;
@@ -315,9 +291,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
291
  const spe2 = battle.side(.P2).active.stats.spe;
316
292
  if (spe1 == spe2) {
317
293
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
294
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
295
+ battle.rng.advance(1);
296
+ }
319
297
 
320
- const p1 = Rolls.speedTie(battle);
298
+ const p1 = try Rolls.speedTie(battle, options);
321
299
  if (!showdown) return if (p1) .P1 else .P2;
322
300
 
323
301
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +320,11 @@ fn doTurn(
342
320
  player_choice: Choice,
343
321
  player_rewrap: bool,
344
322
  player_skip: bool,
345
- player_from: ?Move,
346
323
  foe_player: Player,
347
324
  foe_choice: Choice,
348
325
  foe_rewrap: bool,
349
326
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
327
+ options: anytype,
352
328
  ) !?Result {
353
329
  assert(player_choice.type != .Pass);
354
330
 
@@ -360,36 +336,37 @@ fn doTurn(
360
336
  player_choice,
361
337
  player_rewrap,
362
338
  player_skip,
363
- player_from,
364
339
  &residual,
365
- log,
340
+ options,
366
341
  )) |r| return r;
367
342
  if (!replace) {
368
343
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
344
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
370
345
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
346
+ if (residual) try handleResidual(battle, player, options);
347
+ if (try checkFaint(battle, player, false, options)) |r| return r;
373
348
  } else if (foe_choice.type == .Pass) return null;
374
349
 
350
+ if (!showdown) options.chance.clearPending();
351
+
375
352
  residual = true;
376
353
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
354
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
355
+ if (if (calc) null else try executeMove(
378
356
  battle,
379
357
  foe_player,
380
358
  foe_choice,
381
359
  foe_rewrap,
382
360
  foe_skip,
383
- foe_from,
384
361
  &residual,
385
- log,
362
+ options,
386
363
  )) |r| return r;
387
364
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
365
+ if (!calc and foe_choice.type != .Switch) {
366
+ if (try checkFaint(battle, player, true, options)) |r| return r;
390
367
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
368
+ if (residual) try handleResidual(battle, foe_player, options);
369
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
393
370
  }
394
371
 
395
372
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +385,13 @@ fn executeMove(
408
385
  choice: Choice,
409
386
  rewrap: bool,
410
387
  skip: bool,
411
- from: ?Move,
412
388
  residual: *bool,
413
- log: anytype,
389
+ options: anytype,
414
390
  ) !?Result {
415
391
  var side = battle.side(player);
416
392
 
417
393
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
394
+ try switchIn(battle, player, choice.data, false, options);
419
395
  return null;
420
396
  }
421
397
 
@@ -425,13 +401,13 @@ fn executeMove(
425
401
  if (side.last_selected_move == .SKIP_TURN) {
426
402
  assert(!showdown);
427
403
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
404
+ try options.log.cant(.{ battle.active(player), .Bound });
429
405
  }
430
406
  return null;
431
407
  }
432
408
 
433
409
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
410
+ var mslot: u4 = @intCast(choice.data);
435
411
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
412
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
413
  var auto = showdown and side.last_selected_move != .None;
@@ -440,17 +416,16 @@ fn executeMove(
440
416
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
417
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
418
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
419
+ mslot = @intCast(battle.lastMove(player).index);
447
420
  const stored = side.stored();
448
421
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
449
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
450
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
422
+ auto = pkmn.options.mod or isForced(&side.active) or
423
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
424
+ side.last_selected_move == .HyperBeam or
425
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
426
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
427
  // thawed, in which case we will desync unless the last_selected_move happened to be at
453
- // index 1 and the current Pokémon has the same move in its first slot.
428
+ // index 1 and the current Pokémon has the same move in its first slot
454
429
  if (!auto) {
455
430
  // side.active.moves(slot) is safe to check even though the slot in question might not
456
431
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -464,15 +439,12 @@ fn executeMove(
464
439
  } else if (showdown and side.active.volatiles.Charging) {
465
440
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
441
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
442
+ mslot = @intCast(battle.lastMove(player).index);
471
443
  }
472
444
 
473
445
  var skip_can = false;
474
446
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
447
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
448
  .done => return null,
477
449
  .skip_can => skip_can = true,
478
450
  .skip_pp => skip_pp = true,
@@ -480,11 +452,30 @@ fn executeMove(
480
452
  .err => return @as(?Result, Result.Error),
481
453
  }
482
454
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
455
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
456
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
457
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
458
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
459
+ side.last_selected_move != side.active.move(battle.lastMove(player).index).id)
460
+ {
461
+ assert(mslot == 1);
462
+ const has_beam = has_beam: {
463
+ for (side.active.moves, 0..) |m, i| {
464
+ if (m.id == .HyperBeam) {
465
+ mslot = @intCast(i + 1);
466
+ break :has_beam true;
467
+ }
468
+ }
469
+ break :has_beam false;
470
+ };
471
+ if (!has_beam) skip_pp = true;
485
472
  }
486
473
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
474
+ const can = skip_can or
475
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
476
+ if (!can) return null;
477
+
478
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
479
  }
489
480
 
490
481
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +484,10 @@ fn beforeMove(
493
484
  battle: anytype,
494
485
  player: Player,
495
486
  skip: bool,
496
- from: ?Move,
497
487
  residual: *bool,
498
- log: anytype,
488
+ options: anytype,
499
489
  ) !BeforeMove {
490
+ var log = options.log;
500
491
  var side = battle.side(player);
501
492
  const foe = battle.foe(player);
502
493
  var active = &side.active;
@@ -505,27 +496,42 @@ fn beforeMove(
505
496
  var volatiles = &active.volatiles;
506
497
 
507
498
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
499
+ const before = stored.status;
500
+ const slf = Status.is(stored.status, .EXT);
509
501
  // Even if the EXT bit is set this will still correctly modify the sleep duration
510
- stored.status -= 1;
511
- if (Status.duration(stored.status) == 0) {
512
- try log.curestatus(ident, status, .Message);
502
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
503
+ .started, .ended => stored.status = 0,
504
+ .continuing => if (Status.duration(stored.status) > 1) {
505
+ stored.status -= 1;
506
+ },
507
+ else => unreachable,
508
+ } else {
509
+ stored.status -= 1;
510
+ }
511
+
512
+ const duration = Status.duration(stored.status);
513
+ try options.chance.sleep(player, if (slf)
514
+ .None
515
+ else if (duration == 0) .ended else .continuing);
516
+
517
+ if (duration == 0) {
518
+ try log.curestatus(.{ ident, before, .Message });
513
519
  stored.status = 0; // clears EXT if present
514
520
  } else {
515
- try log.cant(ident, .Sleep);
521
+ try log.cant(.{ ident, .Sleep });
516
522
  }
517
523
  side.last_used_move = .None;
518
524
  return .done;
519
525
  }
520
526
 
521
527
  if (Status.is(stored.status, .FRZ)) {
522
- try log.cant(ident, .Freeze);
528
+ try log.cant(.{ ident, .Freeze });
523
529
  side.last_used_move = .None;
524
530
  return .done;
525
531
  }
526
532
 
527
533
  if (skip or foe.active.volatiles.Binding) {
528
- try log.cant(ident, .Bound);
534
+ try log.cant(.{ ident, .Bound });
529
535
  return .done;
530
536
  }
531
537
 
@@ -533,44 +539,61 @@ fn beforeMove(
533
539
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
534
540
  // Pokémon can sometimes flinch multiple times from the same original hit
535
541
  if (!showdown) volatiles.Flinch = false;
536
- try log.cant(ident, .Flinch);
542
+ try log.cant(.{ ident, .Flinch });
537
543
  return .done;
538
544
  }
539
545
 
540
546
  if (volatiles.Recharging) {
541
547
  volatiles.Recharging = false;
542
- try log.cant(ident, .Recharge);
548
+ try log.cant(.{ ident, .Recharge });
543
549
  return .done;
544
550
  }
545
551
 
546
- if (volatiles.disabled_duration > 0) {
547
- volatiles.disabled_duration -= 1;
548
- if (volatiles.disabled_duration == 0) {
549
- volatiles.disabled_move = 0;
550
- try log.end(ident, .Disable);
552
+ if (volatiles.disable_duration > 0) {
553
+ volatiles.disable_duration =
554
+ decrement(.disable, player, options, volatiles.disable_duration);
555
+ try options.chance.disable(
556
+ player,
557
+ if (volatiles.disable_duration == 0) .ended else .continuing,
558
+ );
559
+
560
+ if (volatiles.disable_duration == 0) {
561
+ volatiles.disable_move = 0;
562
+ try log.end(.{ ident, .Disable });
551
563
  }
552
564
  }
553
565
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
554
- if (showdown and try disabled(side, ident, log)) return .done;
566
+ if (showdown and try disabled(side, ident, options)) return .done;
555
567
 
556
568
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
557
569
  // before the side had a selected a move - we simply need to assume this leads to a desync
558
570
  if (side.last_selected_move == .None) {
559
- assert(!showdown);
571
+ assert(!pkmn.options.mod);
560
572
  return .err;
561
573
  }
562
574
 
563
575
  if (volatiles.Confusion) {
564
576
  assert(volatiles.confusion > 0);
577
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
578
+ .started, .ended => volatiles.confusion = 0,
579
+ .continuing => if (volatiles.confusion > 1) {
580
+ volatiles.confusion -= 1;
581
+ },
582
+ .overwritten => {},
583
+ else => unreachable,
584
+ } else {
585
+ volatiles.confusion -= 1;
586
+ }
587
+
588
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
565
589
 
566
- volatiles.confusion -= 1;
567
590
  if (volatiles.confusion == 0) {
568
591
  volatiles.Confusion = false;
569
- try log.end(ident, .Confusion);
592
+ try log.end(.{ ident, .Confusion });
570
593
  } else {
571
- try log.activate(ident, .Confusion);
594
+ try log.activate(.{ ident, .Confusion });
572
595
 
573
- if (Rolls.confused(battle)) {
596
+ if (try Rolls.confused(battle, player, options)) {
574
597
  assert(!volatiles.MultiHit);
575
598
  if (!volatiles.Rage) volatiles.state = 0;
576
599
  volatiles.Bide = false;
@@ -580,6 +603,9 @@ fn beforeMove(
580
603
  volatiles.Charging = false;
581
604
  volatiles.Binding = false;
582
605
  volatiles.Invulnerable = false;
606
+
607
+ options.chance.observe(.attacking, player, .None);
608
+ options.chance.observe(.binding, player, .None);
583
609
  {
584
610
  // This feels (and is) disgusting but the cartridge literally just overwrites
585
611
  // the opponent's defense with the user's defense and resets it after. As a
@@ -587,7 +613,9 @@ fn beforeMove(
587
613
  const def = foe.active.stats.def;
588
614
  foe.active.stats.def = active.stats.def;
589
615
  defer foe.active.stats.def = def;
590
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
616
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
617
+ return .err;
618
+ }
591
619
  }
592
620
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
593
621
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -599,7 +627,7 @@ fn beforeMove(
599
627
 
600
628
  const uncapped = battle.last_damage;
601
629
  // Skipping adjustDamage / randomizeDamage / checkHit
602
- _ = try applyDamage(battle, player, target, .Confusion, log);
630
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
631
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
632
  if (showdown) battle.last_damage = uncapped;
605
633
 
@@ -608,91 +636,111 @@ fn beforeMove(
608
636
  }
609
637
  }
610
638
 
611
- if (!showdown and try disabled(side, ident, log)) return .done;
639
+ if (!showdown and try disabled(side, ident, options)) return .done;
612
640
 
613
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
641
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
642
  if (!volatiles.Rage) volatiles.state = 0;
615
643
  volatiles.Bide = false;
616
644
  volatiles.Thrashing = false;
617
645
  volatiles.Charging = false;
618
646
  volatiles.Binding = false;
647
+
648
+ options.chance.observe(.attacking, player, .None);
649
+ options.chance.observe(.binding, player, .None);
650
+
619
651
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
620
- try log.cant(ident, .Paralysis);
652
+ try log.cant(.{ ident, .Paralysis });
621
653
  return .done;
622
654
  }
623
655
 
624
656
  if (volatiles.Bide) {
625
657
  assert(!volatiles.Thrashing and !volatiles.Rage);
626
658
 
627
- volatiles.state +%= battle.last_damage;
659
+ if (showdown) {
660
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
661
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
662
+ // addition because 65535 is sufficient to faint any Pokémon anyway
663
+ volatiles.state +|= battle.last_damage;
664
+ } else {
665
+ volatiles.state +%= battle.last_damage;
666
+ }
628
667
 
629
- assert(volatiles.attacks > 0);
668
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
669
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
630
670
 
631
- volatiles.attacks -= 1;
632
671
  if (volatiles.attacks != 0) {
633
- try log.activate(ident, .Bide);
672
+ try log.activate(.{ ident, .Bide });
634
673
  return .done;
635
674
  }
636
675
 
637
676
  volatiles.Bide = false;
638
- try log.end(ident, .Bide);
677
+ try log.end(.{ ident, .Bide });
639
678
 
640
679
  battle.last_damage = volatiles.state *% 2;
641
680
  volatiles.state = 0;
642
681
 
643
682
  if (battle.last_damage == 0) {
644
- try log.fail(ident, .None);
683
+ try log.fail(.{ ident, .None });
645
684
  return .done;
646
685
  }
647
686
 
648
687
  const sub = showdown and foe.active.volatiles.Substitute;
649
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
650
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
688
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
689
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
651
690
 
652
691
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
653
692
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
654
693
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
655
694
  if (showdown) {
656
695
  residual.* = false;
657
- try handleResidual(battle, player, log);
696
+ try handleResidual(battle, player, options);
658
697
  }
659
698
 
660
699
  return .done;
661
700
  }
662
701
 
663
702
  if (volatiles.Thrashing) {
664
- assert(volatiles.attacks > 0);
665
- assert(from != null);
666
- volatiles.attacks -= 1;
667
- if (!showdown and handleThrashing(battle, active)) {
668
- try log.start(battle.active(player), .ConfusionSilent);
669
- }
670
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
671
- if (showdown) {
672
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
673
- // used in useMove and doesn't have the notion of skipping canMove semantics
674
- side.last_used_move = side.last_selected_move;
675
- if (handleThrashing(battle, active)) {
676
- try log.start(battle.active(player), .ConfusionSilent);
677
- }
703
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
704
+
705
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
706
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
707
+
708
+ if (volatiles.attacks == 0) {
709
+ const overwritten = volatiles.Confusion;
710
+
711
+ volatiles.Thrashing = false;
712
+ volatiles.Confusion = true;
713
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
714
+
715
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
716
+ // ended (the engine's protocol is always from the omniscient perspective and clients
717
+ // can be expected to recognize this pattern and pass the information only to the
718
+ // correct player)
719
+ try log.start(.{ battle.active(player), .ConfusionSilent });
720
+ options.chance.observe(.confusion, player, if (overwritten)
721
+ if (pkmn.options.overwrite) .overwritten else .continuing
722
+ else
723
+ .started);
724
+ if (!overwritten) options.calc.confusion(player);
678
725
  }
726
+
727
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
728
+ // used in useMove and doesn't have the notion of skipping canMove semantics
729
+ if (showdown) side.last_used_move = side.last_selected_move;
730
+
679
731
  return .skip_can;
680
732
  }
681
733
 
682
734
  if (volatiles.Binding) {
683
- assert(volatiles.attacks > 0);
684
- volatiles.attacks -= 1;
685
- try log.move(
686
- battle.active(player),
687
- side.last_selected_move,
688
- battle.active(player.foe()),
689
- side.last_selected_move,
690
- );
735
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
736
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
737
+
738
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
691
739
  if (showdown or battle.last_damage != 0) {
692
740
  const sub = showdown and foe.active.volatiles.Substitute;
693
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
694
742
  if (battle.foe(player).stored().hp > 0 and !sub) {
695
- try buildRage(battle, player.foe(), log);
743
+ try buildRage(battle, player.foe(), options);
696
744
  }
697
745
  }
698
746
  return .done;
@@ -707,56 +755,62 @@ fn canMove(
707
755
  mslot: u4,
708
756
  auto: bool,
709
757
  skip_pp: bool,
710
- from: ?Move,
758
+ from: Move,
711
759
  residual: *bool,
712
- log: anytype,
760
+ options: anytype,
713
761
  ) !bool {
714
762
  var side = battle.side(player);
715
763
  const player_ident = battle.active(player);
716
764
  const move = Move.get(side.last_selected_move);
717
765
 
718
- const foe_last = battle.foe(player).last_used_move;
719
- const special = from != null and (from.? == .Metronome and
720
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
721
-
722
- var skip = skip_pp;
723
766
  if (side.active.volatiles.Charging) {
724
767
  side.active.volatiles.Charging = false;
725
768
  side.active.volatiles.Invulnerable = false;
726
769
  } else if (move.effect == .Charge) {
727
- try log.move(player_ident, side.last_selected_move, .{}, from);
728
- try Effects.charge(battle, player, log);
770
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
771
+ setCounterable(battle, player, side, move);
772
+ try Effects.charge(battle, player, options);
729
773
  return false;
730
774
  }
731
775
 
732
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
733
- if (!skip) decrementPP(side, mslot, auto);
776
+ side.last_used_move = side.last_selected_move;
777
+ if (!skip_pp) decrementPP(side, mslot, auto);
734
778
 
735
779
  const target = if (move.target == .Self) player else player.foe();
736
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
737
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
738
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
739
- // meaning sometimes we lose this information. from is still set because it not being null is
740
- // relevant for control flow, but we don't have anything useful to put in the log. This is
741
- // regrettable, but this information is more "nice to have" than required
742
- const f = if (from != null and from.? == .None) null else from;
743
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
780
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
781
+ setCounterable(battle, player, side, move);
744
782
 
745
783
  if (move.effect.onBegin()) {
746
- try onBegin(battle, player, move, mslot, residual, log);
784
+ try onBegin(battle, player, move, mslot, residual, options);
747
785
  return false;
748
786
  }
749
787
 
750
788
  if (move.effect == .Thrashing) {
751
- Effects.thrashing(battle, player);
752
- } else if (!showdown and move.effect == .Binding) {
753
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
754
- Effects.binding(battle, player, false);
789
+ Effects.thrashing(battle, player, options);
790
+ } else if (move.effect == .Binding) {
791
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
792
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
793
+ if (showdown) {
794
+ battle.foe(player).active.volatiles.Recharging = false;
795
+ } else {
796
+ try Effects.binding(battle, player, false, options);
797
+ }
755
798
  }
756
799
 
757
800
  return true;
758
801
  }
759
802
 
803
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
804
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
805
+ // in cases where an early return happens the data for a players last selected move does not get
806
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
807
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
808
+ // as the desync results from actually having two separate battle states that subtly disagree
809
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
810
+ (move.type == .Normal or move.type == .Fighting);
811
+ battle.lastMove(player).counterable = @intFromBool(counterable);
812
+ }
813
+
760
814
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
761
815
  if (side.last_selected_move == .Struggle) return;
762
816
 
@@ -766,25 +820,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
766
820
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
767
821
  if (volatiles.Bide) return;
768
822
 
769
- assert(active.move(mslot).pp > 0 or auto);
770
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
823
+ var move_slot = active.move(mslot);
824
+ assert(move_slot.pp > 0 or auto);
825
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
771
826
  if (volatiles.Transform) return;
772
827
 
773
- assert(side.stored().move(mslot).pp > 0 or auto);
774
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
828
+ move_slot = side.stored().move(mslot);
829
+ assert(move_slot.pp > 0 or auto);
830
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
775
831
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
776
832
  }
777
833
 
778
- fn incrementPP(side: *Side, mslot: u4) void {
834
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
779
835
  var active = &side.active;
780
836
  const volatiles = &active.volatiles;
781
837
 
782
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
838
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
783
839
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
784
840
  if (showdown and volatiles.Transform) return;
785
841
 
842
+ const n = options.calc.overridden(player, .pp) orelse 1;
843
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
844
+
786
845
  assert(mslot > 0 and mslot <= 4);
787
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
846
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
788
847
  }
789
848
 
790
849
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -795,8 +854,9 @@ fn doMove(
795
854
  rewrap: bool,
796
855
  auto: bool,
797
856
  residual: *bool,
798
- log: anytype,
857
+ options: anytype,
799
858
  ) !?Result {
859
+ var log = options.log;
800
860
  var side = battle.side(player);
801
861
  const foe = battle.foe(player);
802
862
 
@@ -811,40 +871,44 @@ fn doMove(
811
871
  var hits: u4 = 1;
812
872
  var effectiveness = Effectiveness.neutral;
813
873
 
874
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
875
+ if (showdown and !counter) battle.last_damage = 0;
876
+
814
877
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
815
878
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
816
- return specialDamage(battle, player, move, log);
879
+ return specialDamage(battle, player, move, options);
817
880
  }
818
881
 
819
882
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
820
883
  // calling moveHit early covers most of that but we also need to check type immunity first
821
884
  var miss = showdown and miss: {
822
885
  immune = move.target != .Self and !status and !counter and
823
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
824
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
886
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
887
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
825
888
  if (immune and move.effect != .Binding) break :miss true;
826
889
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
827
890
  battle.last_damage = 0;
828
891
  break :miss true;
829
892
  }
830
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
893
+ break :miss (move.target != .Self and
894
+ !try moveHit(battle, player, move, &immune, &mist, options));
831
895
  };
832
896
  assert(!immune or miss or (showdown and move.effect == .Binding));
833
897
 
834
898
  var late = showdown and move.effect != .Explode;
835
899
  const skip = status or immune;
836
- if ((!showdown or (!skip or counter)) and !miss) blk: {
900
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
837
901
  if (showdown and move.effect.isMulti()) {
838
- Effects.multiHit(battle, player, move);
902
+ try Effects.multiHit(battle, player, move, options);
839
903
  hits = side.active.volatiles.attacks;
840
904
  late = false;
841
905
  }
842
906
 
843
907
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
844
908
  const check = !showdown or (!counter and move.effect != .OHKO);
845
- if (check) crit = checkCriticalHit(battle, player, move);
909
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
846
910
 
847
- if (counter) return counterDamage(battle, player, move, log);
911
+ if (counter) return counterDamage(battle, player, move, options);
848
912
 
849
913
  battle.last_damage = 0;
850
914
 
@@ -855,8 +919,9 @@ fn doMove(
855
919
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
856
920
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
857
921
  battle.last_damage = if (ohko) 65535 else 0;
858
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
859
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
922
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
923
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
924
+ if (!showdown) try options.chance.commit(player, .err);
860
925
  return @as(?Result, Result.Error);
861
926
  }
862
927
  if (battle.last_damage == 0) {
@@ -866,17 +931,16 @@ fn doMove(
866
931
  effectiveness = adjustDamage(battle, player);
867
932
  immune = effectiveness == 0;
868
933
  }
869
- randomizeDamage(battle);
934
+ try randomizeDamage(battle, player, options);
870
935
  }
871
936
  }
872
937
 
873
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
874
- if (showdown and skip) battle.last_damage = 0;
875
-
876
- miss = if (showdown or skip)
877
- miss
878
- else
879
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
938
+ var missed: bool = undefined;
939
+ const zero = battle.last_damage == 0;
940
+ if (!showdown and !skip) {
941
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
942
+ miss = missed or zero;
943
+ }
880
944
 
881
945
  assert(showdown or miss or battle.last_damage > 0 or skip);
882
946
  assert((!showdown and miss) or !(ohko and immune));
@@ -884,11 +948,11 @@ fn doMove(
884
948
 
885
949
  if (!showdown or !miss) {
886
950
  if (move.effect == .MirrorMove) {
887
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
951
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
888
952
  } else if (move.effect == .Metronome) {
889
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
953
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
890
954
  } else if (move.effect.onEnd()) {
891
- try onEnd(battle, player, move, log);
955
+ try onEnd(battle, player, move, options);
892
956
  return null;
893
957
  }
894
958
  }
@@ -900,36 +964,60 @@ fn doMove(
900
964
  ohko = (!showdown or (!immune and !invulnerable)) and
901
965
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
902
966
  if (ohko) {
903
- try log.immune(foe_ident, .OHKO);
967
+ try log.immune(.{ foe_ident, .OHKO });
904
968
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
905
- try log.immune(foe_ident, .None);
969
+ try log.immune(.{ foe_ident, .None });
970
+ if (!showdown) {
971
+ if (move.effect == .Binding) {
972
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
973
+ // then simply clears it later on if the move happens to miss in moveHit.
974
+ // However, moveHit can return true and we'll still end up in the outer miss
975
+ // handling block because attacking into an immune Pokemon does zero damage
976
+ // (considered missing)
977
+ assert(zero);
978
+ // Thus we still need to actually save the hit result (but not the crit roll).
979
+ // Using .miss for this commit would accomplish what we want, but is somewhat
980
+ // misleading as its entirely possible the move actually did hit (and the target
981
+ // is now trapped) so we use the .binding value instead which is effectively
982
+ // identical, just doesn't claim to know about the actual results of the hit
983
+ // roll)
984
+ try options.chance.commit(player, .binding);
985
+ } else {
986
+ // The .glitch option allows for conditionally committing if we are in a
987
+ // division-by-zero freeze alternative timeline scenario
988
+ try options.chance.commit(player, .glitch);
989
+ }
990
+ }
906
991
  } else if (mist) {
907
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
908
- try log.fail(foe_ident, .None);
992
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
993
+ try log.fail(.{ foe_ident, .None });
909
994
  } else {
910
- try log.lastmiss();
911
- try log.miss(battle.active(player));
995
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
996
+ try log.lastmiss(.{});
997
+ try log.miss(.{battle.active(player)});
912
998
  }
913
999
  if (move.effect == .JumpKick) {
914
1000
  // Recoil is supposed to be damage/8 but damage will always be 0 here
915
- assert(battle.last_damage == 0);
1001
+ assert(showdown or battle.last_damage == 0);
916
1002
  battle.last_damage = 1;
917
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1003
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
918
1004
  if (showdown and side.stored().hp == 0) residual.* = false;
919
1005
  } else if (move.effect == .Explode) {
920
1006
  try Effects.explode(battle, player);
921
- try buildRage(battle, player.foe(), log);
1007
+ try buildRage(battle, player.foe(), options);
922
1008
  } else if (showdown and move.effect == .Disable) {
923
- try buildRage(battle, player.foe(), log);
1009
+ try buildRage(battle, player.foe(), options);
924
1010
  }
925
1011
  return null;
1012
+ } else if (!showdown) {
1013
+ try options.chance.commit(player, .hit);
926
1014
  }
927
1015
 
928
1016
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
929
1017
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
930
- // it up above before damage calculation).
1018
+ // it up above before damage calculation)
931
1019
  if (!showdown and move.effect.isMulti()) {
932
- Effects.multiHit(battle, player, move);
1020
+ try Effects.multiHit(battle, player, move, options);
933
1021
  hits = side.active.volatiles.attacks;
934
1022
  }
935
1023
 
@@ -940,18 +1028,20 @@ fn doMove(
940
1028
  var hit: u4 = 0;
941
1029
  while (hit < hits) {
942
1030
  if (hit == 0) {
943
- if (crit) try log.crit(battle.active(player.foe()));
1031
+ if (crit) try log.crit(.{battle.active(player.foe())});
944
1032
  if (effectiveness > Effectiveness.neutral) {
945
- try log.supereffective(battle.active(player.foe()));
1033
+ try log.supereffective(.{battle.active(player.foe())});
946
1034
  } else if (effectiveness < Effectiveness.neutral) {
947
- try log.resisted(battle.active(player.foe()));
1035
+ try log.resisted(.{battle.active(player.foe())});
948
1036
  }
949
1037
  }
950
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
951
- if (hit == 0 and ohko) try log.ohko();
1038
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1039
+ if (hit == 0 and ohko) try log.ohko(.{});
952
1040
  hit += 1;
953
1041
  if (foe.stored().hp == 0) break;
954
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1042
+ if (!late and (!sub or move.effect == .Explode)) {
1043
+ try buildRage(battle, player.foe(), options);
1044
+ }
955
1045
  // If the substitute breaks during a multi-hit attack, the attack ends
956
1046
  if (nullified) break;
957
1047
  }
@@ -961,35 +1051,39 @@ fn doMove(
961
1051
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
962
1052
  side.active.volatiles.attacks = 0;
963
1053
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
964
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1054
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
965
1055
  }
966
- try log.hitcount(battle.active(player.foe()), hit);
967
- } else if (showdown) {
1056
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1057
+ } else if (showdown and move.effect == .Binding) {
968
1058
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
969
- if (move.effect == .Binding) {
970
- Effects.binding(battle, player, rewrap);
971
- if (immune) {
972
- battle.last_damage = 0;
973
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
974
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
975
- return null;
1059
+ try Effects.binding(battle, player, rewrap, options);
1060
+ if (immune) {
1061
+ battle.last_damage = 0;
1062
+ assert(foe.stored().hp > 0);
1063
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1064
+ if (sub) {
1065
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1066
+ } else {
1067
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1068
+ try buildRage(battle, player.foe(), options);
976
1069
  }
1070
+ return null;
977
1071
  }
978
1072
  }
979
1073
 
980
1074
  // Substitute being broken nullifies the move's effect completely so even
981
- // if an effect was intended to "always happen" it will still get skipped.
1075
+ // if an effect was intended to "always happen" it will still get skipped
982
1076
  if (nullified) return null;
983
1077
 
984
1078
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
985
1079
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
986
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
987
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1080
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1081
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
988
1082
 
989
1083
  if (foe.stored().hp == 0) return null;
990
1084
 
991
1085
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
992
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1086
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
993
1087
 
994
1088
  if (!move.effect.isSpecial()) {
995
1089
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -998,31 +1092,33 @@ fn doMove(
998
1092
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
999
1093
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1000
1094
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1001
- // puts the |-status| message before |-hitcount| instead of after.
1095
+ // puts the |-status| message before |-hitcount| instead of after
1002
1096
  if (move.effect == .Twineedle) {
1003
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1097
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1004
1098
  } else if (move.effect == .Disable) {
1005
- const result = try Effects.disable(battle, player, move, log);
1006
- if (showdown) try buildRage(battle, player.foe(), log);
1099
+ const result = try Effects.disable(battle, player, move, options);
1100
+ if (showdown) try buildRage(battle, player.foe(), options);
1007
1101
  return result;
1008
1102
  } else {
1009
- try moveEffect(battle, player, move, log);
1103
+ try moveEffect(battle, player, move, options);
1010
1104
  }
1011
1105
  }
1012
1106
 
1013
1107
  return null;
1014
1108
  }
1015
1109
 
1016
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1110
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1017
1111
  const side = battle.side(player);
1018
1112
 
1019
1113
  // Base speed is used for the critical hit calculation, even when Transform-ed
1020
- var chance = @as(u16, Species.chance(side.stored().species));
1021
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
1022
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
1023
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
1024
-
1025
- return Rolls.criticalHit(battle, chance);
1114
+ var rate: u16 = Species.chance(side.stored().species);
1115
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1116
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1117
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1118
+
1119
+ const spurious =
1120
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1121
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1026
1122
  }
1027
1123
 
1028
1124
  fn calcDamage(
@@ -1031,6 +1127,7 @@ fn calcDamage(
1031
1127
  target_player: Player,
1032
1128
  m: ?Move.Data,
1033
1129
  crit: bool,
1130
+ options: anytype,
1034
1131
  ) bool {
1035
1132
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1036
1133
  const cfz = m == null;
@@ -1042,28 +1139,8 @@ fn calcDamage(
1042
1139
 
1043
1140
  const special = move.type.special();
1044
1141
 
1045
- // zig fmt: off
1046
- var atk: u32 =
1047
- if (crit)
1048
- if (special) side.stored().stats.spc
1049
- else side.stored().stats.atk
1050
- else
1051
- if (special) side.active.stats.spc
1052
- else side.active.stats.atk;
1053
- var def: u32 =
1054
- if (crit)
1055
- if (special) target.stored().stats.spc
1056
- else target.stored().stats.def
1057
- else
1058
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1059
- if (special)
1060
- target.active.stats.spc *
1061
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1062
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1063
- else
1064
- target.active.stats.def *
1065
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1066
- // zig fmt: on
1142
+ var atk = attack(side, crit, special);
1143
+ var def = defense(target, crit, special, cfz);
1067
1144
 
1068
1145
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1069
1146
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1071,12 +1148,12 @@ fn calcDamage(
1071
1148
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1072
1149
  atk = @max((atk / 4) & 255, 1);
1073
1150
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1074
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1151
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1075
1152
  }
1076
1153
 
1077
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1154
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1078
1155
 
1079
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1156
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1080
1157
 
1081
1158
  if (def == 0) return false;
1082
1159
 
@@ -1088,11 +1165,41 @@ fn calcDamage(
1088
1165
  d = @min(997, d);
1089
1166
  d += 2;
1090
1167
 
1091
- battle.last_damage = @intCast(u16, d);
1168
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1169
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1170
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1171
+ // that results in counter intuitive probabilities in the common case
1172
+ if (pkmn.options.chance and !pkmn.options.mod) {
1173
+ atk = attack(side, !crit, special);
1174
+ def = defense(target, !crit, special, false);
1175
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1176
+ }
1177
+
1178
+ battle.last_damage = @intCast(d);
1092
1179
 
1093
1180
  return true;
1094
1181
  }
1095
1182
 
1183
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1186
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1187
+ }
1188
+
1189
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1190
+ return if (crit)
1191
+ if (special) target.stored().stats.spc else target.stored().stats.def
1192
+ else
1193
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1194
+ if (special)
1195
+ target.active.stats.spc *
1196
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1197
+ else
1198
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1199
+ target.active.stats.def *
1200
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1201
+ }
1202
+
1096
1203
  fn adjustDamage(battle: anytype, player: Player) u16 {
1097
1204
  const side = battle.side(player);
1098
1205
  const foe = battle.foe(player);
@@ -1102,9 +1209,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1102
1209
  var d = battle.last_damage;
1103
1210
  if (side.active.types.includes(move.type)) d +%= d / 2;
1104
1211
 
1105
- const neutral = @enumToInt(Effectiveness.Neutral);
1106
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1107
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1212
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1213
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1214
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1108
1215
 
1109
1216
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1110
1217
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1124,17 +1231,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1124
1231
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1125
1232
  }
1126
1233
 
1127
- fn randomizeDamage(battle: anytype) void {
1234
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1128
1235
  if (battle.last_damage <= 1) return;
1129
- const random = Rolls.damage(battle);
1130
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1236
+ const random = try Rolls.damage(battle, player, options);
1237
+ options.calc.base(player.foe(), battle.last_damage);
1238
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1239
+ options.calc.final(player.foe(), battle.last_damage);
1131
1240
  }
1132
1241
 
1133
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1242
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1134
1243
  const side = battle.side(player);
1135
1244
  const foe = battle.foe(player);
1136
1245
 
1137
- if (!try checkHit(battle, player, move, log)) return null;
1246
+ if (!try checkHit(battle, player, move, options)) return null;
1138
1247
 
1139
1248
  battle.last_damage = switch (side.last_selected_move) {
1140
1249
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1143,70 +1252,64 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1143
1252
  .DragonRage => 40,
1144
1253
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1145
1254
  .Psywave => power: {
1146
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1255
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1147
1256
  // GLITCH: Psywave infinite glitch loop
1148
- if (!showdown and max <= 1) return Result.Error;
1149
- break :power Rolls.psywave(battle, max);
1257
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1258
+ break :power try Rolls.psywave(battle, player, max, options);
1150
1259
  },
1151
1260
  else => unreachable,
1152
1261
  };
1153
1262
 
1154
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1263
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1155
1264
 
1156
1265
  const sub = showdown and foe.active.volatiles.Substitute;
1157
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1158
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1266
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1267
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1159
1268
 
1160
1269
  return null;
1161
1270
  }
1162
1271
 
1163
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1272
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1164
1273
  const foe = battle.foe(player);
1165
1274
 
1166
1275
  if (battle.last_damage == 0) {
1167
- try log.fail(battle.active(player), .None);
1276
+ try options.log.fail(.{ battle.active(player), .None });
1168
1277
  return null;
1169
1278
  }
1170
1279
 
1171
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1172
- const foe_last_used_move =
1173
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1280
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1174
1281
  const foe_last_selected_move =
1175
1282
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1176
- .Counter
1283
+ .Splash
1177
1284
  else
1178
1285
  foe.last_selected_move);
1179
1286
 
1180
- const used = foe_last_used_move.bp > 0 and
1181
- foe.last_used_move != .Counter and
1182
- (foe_last_used_move.type == .Normal or
1183
- foe_last_used_move.type == .Fighting);
1184
-
1287
+ const used = battle.lastMove(player.foe()).counterable != 0;
1185
1288
  const selected = foe_last_selected_move.bp > 0 and
1186
1289
  foe.last_selected_move != .Counter and
1187
1290
  (foe_last_selected_move.type == .Normal or
1188
1291
  foe_last_selected_move.type == .Fighting);
1189
1292
 
1190
1293
  if (!used and !selected) {
1191
- try log.fail(battle.active(player), .None);
1294
+ try options.log.fail(.{ battle.active(player), .None });
1192
1295
  return null;
1193
1296
  }
1194
1297
 
1195
1298
  if (!used or !selected) {
1196
1299
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1197
- if (!showdown) return Result.Error;
1198
- try log.fail(battle.active(player), .None);
1300
+ if (!pkmn.options.mod) return Result.Error;
1301
+ try options.log.fail(.{ battle.active(player), .None });
1199
1302
  return null;
1200
1303
  }
1201
1304
 
1202
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1305
+ battle.last_damage *|= 2;
1203
1306
 
1204
- // Pokémon Showdown calls checkHit before Counter
1205
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1307
+ // Pokémon Showdown calls moveHit before Counter
1308
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1206
1309
 
1207
1310
  const sub = showdown and foe.active.volatiles.Substitute;
1208
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1209
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1311
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1312
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1210
1313
  return null;
1211
1314
  }
1212
1315
 
@@ -1215,7 +1318,7 @@ fn applyDamage(
1215
1318
  target_player: Player,
1216
1319
  sub_player: Player,
1217
1320
  reason: Damage,
1218
- log: anytype,
1321
+ options: anytype,
1219
1322
  ) !bool {
1220
1323
  assert(showdown or battle.last_damage != 0);
1221
1324
 
@@ -1230,19 +1333,20 @@ fn applyDamage(
1230
1333
  subbed.active.volatiles.substitute = 0;
1231
1334
  subbed.active.volatiles.Substitute = false;
1232
1335
  // battle.last_damage is not updated with the amount of HP the Substitute had
1233
- try log.end(battle.active(sub_player), .Substitute);
1336
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1337
+ if (reason != .Confusion) options.calc.capped(sub_player);
1234
1338
  return true;
1235
1339
  } else {
1236
1340
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1237
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1238
- try log.activate(battle.active(sub_player), .Substitute);
1341
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1342
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1239
1343
  return false;
1240
1344
  }
1241
1345
  }
1242
1346
 
1243
1347
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1244
1348
  target.stored().hp -= battle.last_damage;
1245
- try log.damage(battle.active(target_player), target.stored(), reason);
1349
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1246
1350
  return false;
1247
1351
  }
1248
1352
 
@@ -1253,22 +1357,24 @@ fn mirrorMove(
1253
1357
  rewrap: bool,
1254
1358
  auto: bool,
1255
1359
  residual: *bool,
1256
- log: anytype,
1257
- ) !?Result {
1360
+ options: anytype,
1361
+ ) anyerror!?Result {
1258
1362
  var side = battle.side(player);
1259
1363
  const foe = battle.foe(player);
1260
1364
 
1261
1365
  side.last_selected_move = foe.last_used_move;
1262
1366
 
1263
1367
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1264
- try log.fail(battle.active(player), .None);
1368
+ try options.log.fail(.{ battle.active(player), .None });
1265
1369
  return null;
1370
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1371
+ incrementPP(side, player, mslot, options);
1266
1372
  }
1267
1373
 
1268
- incrementPP(side, mslot);
1269
-
1270
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1271
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1374
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1375
+ return null;
1376
+ }
1377
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1272
1378
  }
1273
1379
 
1274
1380
  fn metronome(
@@ -1278,35 +1384,51 @@ fn metronome(
1278
1384
  rewrap: bool,
1279
1385
  auto: bool,
1280
1386
  residual: *bool,
1281
- log: anytype,
1282
- ) !?Result {
1387
+ options: anytype,
1388
+ ) anyerror!?Result {
1283
1389
  var side = battle.side(player);
1284
1390
 
1285
- side.last_selected_move = Rolls.metronome(battle);
1286
- incrementPP(side, mslot);
1391
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1392
+ incrementPP(side, player, mslot, options);
1287
1393
 
1288
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1289
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1394
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1395
+ return null;
1396
+ }
1397
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1290
1398
  }
1291
1399
 
1292
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1400
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1293
1401
  var immune = false;
1294
1402
  var mist = false;
1295
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1403
+
1404
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1405
+ if (!showdown) try options.chance.commit(player, .hit);
1406
+ return true;
1407
+ }
1408
+
1296
1409
  assert(!immune);
1297
1410
  if (mist) {
1298
1411
  assert(!showdown);
1299
1412
  const foe_ident = battle.active(player.foe());
1300
- try log.activate(foe_ident, .Mist);
1301
- try log.fail(foe_ident, .None);
1413
+ try options.log.activate(.{ foe_ident, .Mist });
1414
+ try options.log.fail(.{ foe_ident, .None });
1302
1415
  } else {
1303
- try log.lastmiss();
1304
- try log.miss(battle.active(player));
1416
+ try options.log.lastmiss(.{});
1417
+ try options.log.miss(.{battle.active(player)});
1305
1418
  }
1419
+
1420
+ if (!showdown) try options.chance.commit(player, .miss);
1306
1421
  return false;
1307
1422
  }
1308
1423
 
1309
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1424
+ fn moveHit(
1425
+ battle: anytype,
1426
+ player: Player,
1427
+ move: Move.Data,
1428
+ immune: *bool,
1429
+ mist: *bool,
1430
+ options: anytype,
1431
+ ) !bool {
1310
1432
  var side = battle.side(player);
1311
1433
  const foe = battle.foe(player);
1312
1434
 
@@ -1345,10 +1467,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1345
1467
  const overwritten = overwrite and state > 0;
1346
1468
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1347
1469
 
1348
- var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1349
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1470
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1471
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1350
1472
  accuracy = accuracy * boost[0] / boost[1];
1351
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1473
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1352
1474
  accuracy = accuracy * boost[0] / boost[1];
1353
1475
  accuracy = @min(255, @max(1, accuracy));
1354
1476
 
@@ -1357,7 +1479,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1357
1479
  if (overwrite) side.active.volatiles.state = accuracy;
1358
1480
 
1359
1481
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1360
- break :miss !Rolls.hit(battle, accuracy);
1482
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1361
1483
  };
1362
1484
 
1363
1485
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1367,16 +1489,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1367
1489
  }
1368
1490
 
1369
1491
  if (!miss) return true;
1370
- battle.last_damage = 0;
1492
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1493
+
1371
1494
  side.active.volatiles.Binding = false;
1495
+ options.chance.observe(.binding, player, .None);
1496
+
1372
1497
  return false;
1373
1498
  }
1374
1499
 
1375
1500
  fn checkFaint(
1376
1501
  battle: anytype,
1377
1502
  player: Player,
1378
- log: anytype,
1379
- ) @TypeOf(log).Error!?Result {
1503
+ cap: bool,
1504
+ options: anytype,
1505
+ ) @TypeOf(options.log).Error!?Result {
1380
1506
  const side = battle.side(player);
1381
1507
  if (side.stored().hp > 0) return null;
1382
1508
 
@@ -1384,33 +1510,32 @@ fn checkFaint(
1384
1510
  const foe_fainted = foe.stored().hp == 0;
1385
1511
 
1386
1512
  const player_out = findFirstAlive(side) == 0;
1387
- const foe_out = findFirstAlive(foe) == 0;
1388
- const tie = player_out and foe_out;
1389
- const more = tie or player_out or foe_out;
1513
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1514
+ const more = player_out or foe_out;
1390
1515
 
1391
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1392
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1516
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1517
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1393
1518
 
1394
1519
  assert(!side.active.volatiles.MultiHit);
1395
1520
  assert(!foe.active.volatiles.MultiHit);
1396
1521
 
1397
- if (tie) {
1398
- try log.tie();
1522
+ if (player_out and foe_out) {
1523
+ try options.log.tie(.{});
1399
1524
  return Result.Tie;
1400
1525
  } else if (player_out) {
1401
- try log.win(player.foe());
1526
+ try options.log.win(.{player.foe()});
1402
1527
  return if (player == .P1) Result.Lose else Result.Win;
1403
1528
  } else if (foe_out) {
1404
- try log.win(player);
1529
+ try options.log.win(.{player});
1405
1530
  return if (player == .P1) Result.Win else Result.Lose;
1406
1531
  }
1407
1532
 
1408
1533
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1409
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1410
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1534
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1535
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1411
1536
  }
1412
1537
 
1413
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1538
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1414
1539
  var side = battle.side(player);
1415
1540
  var foe = battle.foe(player);
1416
1541
  assert(side.stored().hp == 0);
@@ -1419,7 +1544,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1419
1544
  assert(!foe_volatiles.MultiHit);
1420
1545
  if (foe_volatiles.Bide) {
1421
1546
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1422
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1547
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1423
1548
  if (foe_volatiles.state != 0) return Result.Error;
1424
1549
  }
1425
1550
 
@@ -1443,32 +1568,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1443
1568
  side.stored().stats.spe;
1444
1569
  }
1445
1570
 
1446
- try log.faint(battle.active(player), done);
1571
+ try options.log.faint(.{ battle.active(player), done });
1572
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1573
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1574
+ if (cap) options.calc.capped(player);
1447
1575
  return null;
1448
1576
  }
1449
1577
 
1450
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1578
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1451
1579
  var side = battle.side(player);
1452
1580
  var stored = side.stored();
1453
1581
  const ident = battle.active(player);
1454
1582
  var volatiles = &side.active.volatiles;
1455
1583
 
1456
1584
  const brn = Status.is(stored.status, .BRN);
1457
- if (brn or Status.is(stored.status, .PSN)) blk: {
1585
+ if (brn or Status.is(stored.status, .PSN)) {
1458
1586
  var damage = @max(stored.stats.hp / 16, 1);
1459
-
1460
1587
  if (volatiles.Toxic) {
1461
1588
  volatiles.toxic += 1;
1462
1589
  damage *= volatiles.toxic;
1463
1590
  }
1591
+ damage = @min(damage, stored.hp);
1464
1592
 
1465
- const amount = @min(damage, stored.hp);
1466
- if (showdown and amount == 0) break :blk;
1467
-
1468
- stored.hp -= amount;
1469
-
1470
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1471
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1593
+ if (!showdown or damage > 0) {
1594
+ stored.hp -= damage;
1595
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1596
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1597
+ }
1472
1598
  }
1473
1599
 
1474
1600
  if (volatiles.LeechSeed) {
@@ -1492,43 +1618,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1492
1618
  const amount = @min(damage, stored.hp);
1493
1619
  stored.hp -= amount;
1494
1620
 
1495
- // As above, Pokémon Showdown uses damageOf but its not relevant
1496
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1621
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1622
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1497
1623
 
1498
1624
  const before = foe_stored.hp;
1499
1625
  // Uncapped damage is added back to the foe
1500
1626
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1501
1627
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1502
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1628
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1503
1629
  }
1504
1630
  }
1505
1631
 
1506
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1632
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1507
1633
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1508
1634
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1509
1635
 
1510
- if (showdown and options.ebc and checkEBC(battle)) {
1511
- try log.tie();
1636
+ battle.turn += 1;
1637
+
1638
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1639
+ try options.log.tie(.{});
1512
1640
  return Result.Tie;
1513
1641
  }
1514
1642
 
1515
- battle.turn += 1;
1516
-
1517
- if (showdown and battle.turn >= 1000) {
1518
- try log.tie();
1643
+ if (pkmn.options.mod and battle.turn >= 1000) {
1644
+ try options.log.tie(.{});
1519
1645
  return Result.Tie;
1520
1646
  } else if (battle.turn >= 65535) {
1521
1647
  return Result.Error;
1522
1648
  }
1523
1649
 
1524
- try log.turn(battle.turn);
1650
+ try options.log.turn(.{battle.turn});
1525
1651
 
1526
1652
  return Result.Default;
1527
1653
  }
1528
1654
 
1529
1655
  fn checkEBC(battle: anytype) bool {
1530
1656
  for (battle.sides, 0..) |side, i| {
1531
- const foe = battle.sides[~@intCast(u1, i)];
1657
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1532
1658
 
1533
1659
  var foe_all_ghosts = true;
1534
1660
  var foe_all_transform = true;
@@ -1580,10 +1706,10 @@ fn checkEBC(battle: anytype) bool {
1580
1706
  return false;
1581
1707
  }
1582
1708
 
1583
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1584
- if (side.active.volatiles.disabled_move != 0) {
1709
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1710
+ if (side.active.volatiles.disable_move != 0) {
1585
1711
  // A Pokémon that transforms after being disabled may end up with less move slots
1586
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1712
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1587
1713
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1588
1714
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1589
1715
  m
@@ -1591,127 +1717,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1591
1717
  side.last_selected_move;
1592
1718
  if (m != .None and m == last) {
1593
1719
  side.active.volatiles.Charging = false;
1594
- try log.disabled(ident, last);
1720
+ try options.log.cant(.{ ident, .Disable, last });
1595
1721
  return true;
1596
1722
  }
1597
1723
  }
1598
1724
  return false;
1599
1725
  }
1600
1726
 
1601
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1727
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1602
1728
  const side = battle.side(who);
1603
1729
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1604
- try Effects.boost(battle, who, Move.get(.Rage), log);
1730
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1605
1731
  }
1606
1732
  }
1607
1733
 
1608
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
1609
- var volatiles = &active.volatiles;
1610
- assert(volatiles.Thrashing);
1611
- if (volatiles.attacks > 0) return false;
1612
-
1613
- volatiles.Thrashing = false;
1614
- volatiles.Confusion = true;
1615
- volatiles.confusion = Rolls.confusionDuration(battle);
1616
- return true;
1617
- }
1618
-
1619
- inline fn onBegin(
1734
+ fn onBegin(
1620
1735
  battle: anytype,
1621
1736
  player: Player,
1622
1737
  move: Move.Data,
1623
1738
  mslot: u8,
1624
1739
  residual: *bool,
1625
- log: anytype,
1740
+ options: anytype,
1626
1741
  ) !void {
1627
- assert(move.effect.onBegin());
1628
1742
  return switch (move.effect) {
1629
- .Confusion => Effects.confusion(battle, player, move, log),
1630
- .Conversion => Effects.conversion(battle, player, log),
1631
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1632
- .Haze => Effects.haze(battle, player, log),
1633
- .Heal => Effects.heal(battle, player, log),
1634
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1635
- .LightScreen => Effects.lightScreen(battle, player, log),
1636
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1637
- .Mist => Effects.mist(battle, player, log),
1638
- .Paralyze => Effects.paralyze(battle, player, move, log),
1639
- .Poison => Effects.poison(battle, player, move, log),
1640
- .Reflect => Effects.reflect(battle, player, log),
1641
- .Splash => Effects.splash(battle, player, log),
1642
- .Substitute => Effects.substitute(battle, player, residual, log),
1643
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1644
- .Transform => Effects.transform(battle, player, log),
1743
+ .Confusion => Effects.confusion(battle, player, move, options),
1744
+ .Conversion => Effects.conversion(battle, player, options),
1745
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1746
+ .Haze => Effects.haze(battle, player, options),
1747
+ .Heal => Effects.heal(battle, player, options),
1748
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1749
+ .LightScreen => Effects.lightScreen(battle, player, options),
1750
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1751
+ .Mist => Effects.mist(battle, player, options),
1752
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1753
+ .Poison => Effects.poison(battle, player, move, options),
1754
+ .Reflect => Effects.reflect(battle, player, options),
1755
+ .Splash => Effects.splash(battle, player, options),
1756
+ .Substitute => Effects.substitute(battle, player, residual, options),
1757
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1758
+ .Transform => Effects.transform(battle, player, options),
1645
1759
  else => unreachable,
1646
1760
  };
1647
1761
  }
1648
1762
 
1649
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1650
- assert(move.effect.onEnd());
1763
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1651
1764
  return switch (move.effect) {
1652
- .Bide => Effects.bide(battle, player, log),
1765
+ .Bide => Effects.bide(battle, player, options),
1653
1766
  // zig fmt: off
1654
1767
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1655
1768
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1656
- Effects.boost(battle, player, move, log),
1769
+ Effects.boost(battle, player, move, options),
1657
1770
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1658
- Effects.unboost(battle, player, move, log),
1771
+ Effects.unboost(battle, player, move, options),
1659
1772
  // zig fmt: on
1660
- .Sleep => Effects.sleep(battle, player, move, log),
1773
+ .Sleep => Effects.sleep(battle, player, move, options),
1661
1774
  else => unreachable,
1662
1775
  };
1663
1776
  }
1664
1777
 
1665
- inline fn alwaysHappens(
1778
+ fn alwaysHappens(
1666
1779
  battle: anytype,
1667
1780
  player: Player,
1668
1781
  move: Move.Data,
1669
1782
  residual: *bool,
1670
- log: anytype,
1783
+ options: anytype,
1671
1784
  ) !void {
1672
- assert(move.effect.alwaysHappens());
1673
1785
  return switch (move.effect) {
1674
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1786
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1675
1787
  .Explode => Effects.explode(battle, player),
1676
- .PayDay => Effects.payDay(battle, player, log),
1788
+ .PayDay => Effects.payDay(battle, player, options),
1677
1789
  .Rage => Effects.rage(battle, player),
1678
- .Recoil => Effects.recoil(battle, player, residual, log),
1790
+ .Recoil => Effects.recoil(battle, player, residual, options),
1679
1791
  .JumpKick, .Binding => {},
1680
1792
  else => unreachable,
1681
1793
  };
1682
1794
  }
1683
1795
 
1684
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1796
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1685
1797
  return switch (move.effect) {
1686
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1687
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1688
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1689
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1690
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1798
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1799
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1800
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1801
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1802
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1691
1803
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1692
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1693
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1804
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1805
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1694
1806
  // zig fmt: off
1695
1807
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1696
- Effects.unboost(battle, player, move, log),
1808
+ Effects.unboost(battle, player, move, options),
1697
1809
  // zig fmt: on
1698
1810
  else => {},
1699
1811
  };
1700
1812
  }
1701
1813
 
1702
1814
  pub const Effects = struct {
1703
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1815
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1704
1816
  var side = battle.side(player);
1705
1817
 
1706
1818
  side.active.volatiles.Bide = true;
1707
1819
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1820
+
1708
1821
  side.active.volatiles.state = 0;
1709
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1822
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1823
+ options.chance.observe(.attacking, player, .started);
1710
1824
 
1711
- try log.start(battle.active(player), .Bide);
1825
+ try options.log.start(.{ battle.active(player), .Bide });
1712
1826
  }
1713
1827
 
1714
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1828
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1715
1829
  var foe = battle.foe(player);
1716
1830
  var foe_stored = foe.stored();
1717
1831
 
@@ -1722,83 +1836,91 @@ pub const Effects = struct {
1722
1836
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1723
1837
  if (Status.is(foe_stored.status, .FRZ)) {
1724
1838
  assert(move.type == .Fire);
1725
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1839
+ try options.log.curestatus(.{
1840
+ battle.active(player.foe()),
1841
+ foe_stored.status,
1842
+ .Message,
1843
+ });
1726
1844
  foe_stored.status = 0;
1727
1845
  }
1728
1846
  return;
1729
1847
  }
1730
1848
 
1731
1849
  if (foe.active.types.includes(move.type)) return;
1732
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1850
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1851
+ return;
1852
+ }
1733
1853
 
1734
1854
  foe_stored.status = Status.init(.BRN);
1735
1855
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1736
1856
 
1737
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1857
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1738
1858
  }
1739
1859
 
1740
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1860
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1741
1861
  var side = battle.side(player);
1742
1862
  var volatiles = &side.active.volatiles;
1743
1863
 
1744
1864
  volatiles.Charging = true;
1745
1865
  const move = side.last_selected_move;
1746
1866
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1747
- try log.laststill();
1748
- try log.prepare(battle.active(player), move);
1867
+ try options.log.laststill(.{});
1868
+ try options.log.prepare(.{ battle.active(player), move });
1749
1869
  }
1750
1870
 
1751
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1871
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1752
1872
  var foe = battle.foe(player);
1753
1873
  const sub = foe.active.volatiles.Substitute;
1754
1874
 
1755
1875
  if (move.effect == .ConfusionChance) {
1756
- if (!Rolls.confusionChance(battle)) return;
1876
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1757
1877
  } else {
1758
1878
  if (showdown) {
1759
- if (!try checkHit(battle, player, move, log)) {
1760
- return;
1761
- } else if (sub) {
1762
- return log.fail(battle.active(player.foe()), .None);
1763
- }
1879
+ if (!try checkHit(battle, player, move, options)) return;
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1764
1881
  } else {
1765
- if (sub) {
1766
- return log.fail(battle.active(player.foe()), .None);
1767
- } else if (!try checkHit(battle, player, move, log)) {
1768
- return;
1769
- }
1882
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1883
+ if (!try checkHit(battle, player, move, options)) return;
1770
1884
  }
1771
1885
  }
1772
1886
 
1773
1887
  if (foe.active.volatiles.Confusion) return;
1774
1888
  foe.active.volatiles.Confusion = true;
1775
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1776
1889
 
1777
- try log.start(battle.active(player.foe()), .Confusion);
1890
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1891
+ options.chance.observe(.confusion, player.foe(), .started);
1892
+ options.calc.confusion(player.foe());
1893
+
1894
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1778
1895
  }
1779
1896
 
1780
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1897
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1781
1898
  const foe = battle.foe(player);
1782
1899
 
1783
1900
  if (foe.active.volatiles.Invulnerable) {
1784
- try log.lastmiss();
1785
- return log.miss(battle.active(player));
1901
+ try options.log.lastmiss(.{});
1902
+ return options.log.miss(.{battle.active(player)});
1786
1903
  }
1787
1904
 
1788
1905
  battle.side(player).active.types = foe.active.types;
1789
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1906
+ return options.log.start(.{
1907
+ battle.active(player),
1908
+ .TypeChange,
1909
+ foe.active.types,
1910
+ battle.active(player.foe()),
1911
+ });
1790
1912
  }
1791
1913
 
1792
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1914
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1793
1915
  var foe = battle.foe(player);
1794
1916
  var volatiles = &foe.active.volatiles;
1795
1917
  const foe_ident = battle.active(player.foe());
1796
1918
 
1797
1919
  // Pokémon Showdown handles hit/miss earlier in doMove
1798
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1920
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1799
1921
 
1800
- if (volatiles.disabled_move != 0) {
1801
- try log.fail(foe_ident, .None);
1922
+ if (volatiles.disable_move != 0) {
1923
+ try options.log.fail(.{ foe_ident, .None });
1802
1924
  return null;
1803
1925
  }
1804
1926
 
@@ -1813,25 +1935,27 @@ pub const Effects = struct {
1813
1935
 
1814
1936
  // Technically this is still considered simply a "miss" on the cartridge,
1815
1937
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1816
- if (n == 0) {
1817
- try log.fail(foe_ident, .None);
1938
+ if (n == 0 or (pkmn.options.mod and err)) {
1939
+ try options.log.fail(.{ foe_ident, .None });
1818
1940
  return null;
1819
1941
  } else if (err) {
1820
1942
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1821
- assert(!showdown);
1822
1943
  return Result.Error;
1823
1944
  }
1824
1945
 
1825
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1826
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1946
+ volatiles.disable_move =
1947
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1948
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1949
+ options.chance.observe(.disable, player.foe(), .started);
1827
1950
 
1828
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1951
+ const id = foe.active.move(volatiles.disable_move).id;
1952
+ try options.log.start(.{ foe_ident, .Disable, id });
1829
1953
  return null;
1830
1954
  }
1831
1955
 
1832
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1833
- var side = battle.side(player);
1834
- var stored = side.stored();
1956
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1957
+ var stored = battle.side(player).stored();
1958
+ const ident = battle.active(player);
1835
1959
 
1836
1960
  if (battle.last_damage == 0) {
1837
1961
  assert(showdown);
@@ -1844,7 +1968,7 @@ pub const Effects = struct {
1844
1968
  if (stored.hp == stored.stats.hp) return;
1845
1969
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1846
1970
 
1847
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1971
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1848
1972
  }
1849
1973
 
1850
1974
  fn explode(battle: anytype, player: Player) !void {
@@ -1858,26 +1982,28 @@ pub const Effects = struct {
1858
1982
  side.active.volatiles.LeechSeed = false;
1859
1983
  }
1860
1984
 
1861
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1985
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1862
1986
  var volatiles = &battle.foe(player).active.volatiles;
1863
1987
 
1864
1988
  if (volatiles.Substitute) return;
1865
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1989
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1990
+ return;
1991
+ }
1866
1992
 
1867
1993
  volatiles.Flinch = true;
1868
1994
  volatiles.Recharging = false;
1869
1995
  }
1870
1996
 
1871
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1997
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1872
1998
  var side = battle.side(player);
1873
1999
 
1874
2000
  if (side.active.volatiles.FocusEnergy) return;
1875
2001
  side.active.volatiles.FocusEnergy = true;
1876
2002
 
1877
- try log.start(battle.active(player), .FocusEnergy);
2003
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1878
2004
  }
1879
2005
 
1880
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2006
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1881
2007
  var foe = battle.foe(player);
1882
2008
  var foe_stored = foe.stored();
1883
2009
  const foe_ident = battle.active(player.foe());
@@ -1889,21 +2015,22 @@ pub const Effects = struct {
1889
2015
  }
1890
2016
 
1891
2017
  if (foe.active.types.includes(move.type)) return;
1892
- if (!Rolls.secondaryChance(battle, true)) return;
2018
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1893
2019
  // Freeze Clause Mod
1894
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2020
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1895
2021
 
1896
2022
  foe_stored.status = Status.init(.FRZ);
1897
2023
  // GLITCH: Hyper Beam recharging status is not cleared
1898
2024
 
1899
- try log.status(foe_ident, foe_stored.status, .None);
2025
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1900
2026
  }
1901
2027
 
1902
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2028
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2029
+ var log = options.log;
1903
2030
  var side = battle.side(player);
1904
2031
  var foe = battle.foe(player);
1905
2032
 
1906
- var side_stored = side.stored();
2033
+ const side_stored = side.stored();
1907
2034
  var foe_stored = foe.stored();
1908
2035
 
1909
2036
  const player_ident = battle.active(player);
@@ -1915,96 +2042,101 @@ pub const Effects = struct {
1915
2042
  side.active.stats = side_stored.stats;
1916
2043
  foe.active.stats = foe_stored.stats;
1917
2044
 
1918
- try log.activate(player_ident, .Haze);
1919
- try log.clearallboost();
2045
+ try log.activate(.{ player_ident, .Haze });
2046
+ try log.clearallboost(.{});
1920
2047
 
1921
2048
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1922
2049
  if (showdown) {
1923
2050
  for (&battle.sides, 0..) |*s, i| {
1924
- const p = @intToEnum(Player, i);
2051
+ const p: Player = @enumFromInt(i);
1925
2052
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1926
2053
  if (p != player and Status.any(s.stored().status)) {
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2054
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
2055
  s.stored().status = 0;
2056
+ options.chance.observe(.sleep, p, .None);
1929
2057
  } else if (showdown and s.stored().status == Status.TOX) {
1930
2058
  s.stored().status = Status.init(.PSN);
1931
- try log.status(battle.active(p), s.stored().status, .None);
2059
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1932
2060
  }
1933
- try clearVolatiles(battle, p, log);
2061
+ try clearVolatiles(battle, p, options);
1934
2062
  }
1935
2063
  } else {
1936
2064
  if (Status.any(foe_stored.status)) {
1937
2065
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1938
2066
  foe.last_selected_move = .SKIP_TURN;
2067
+ options.chance.observe(.sleep, player.foe(), .None);
1939
2068
  }
1940
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2069
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1941
2070
  foe_stored.status = 0;
1942
2071
  }
1943
- try clearVolatiles(battle, player, log);
1944
- try clearVolatiles(battle, player.foe(), log);
2072
+ try clearVolatiles(battle, player, options);
2073
+ try clearVolatiles(battle, player.foe(), options);
1945
2074
  }
1946
2075
  }
1947
2076
 
1948
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2077
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1949
2078
  var side = battle.side(player);
1950
2079
  var stored = side.stored();
1951
2080
  const ident = battle.active(player);
1952
2081
 
1953
2082
  // GLITCH: HP recovery move failure glitches
1954
2083
  const delta = stored.stats.hp - stored.hp;
1955
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2084
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2085
+ return options.log.fail(.{ ident, .None });
2086
+ }
1956
2087
 
1957
2088
  const rest = side.last_selected_move == .Rest;
1958
2089
  if (rest) {
1959
2090
  // Adding the sleep status runs the sleep condition handler to roll duration
1960
2091
  if (showdown) battle.rng.advance(1);
1961
2092
  stored.status = Status.slf(2);
1962
- try log.statusFrom(ident, stored.status, Move.Rest);
2093
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1963
2094
  stored.hp = stored.stats.hp;
1964
2095
  } else {
1965
2096
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1966
2097
  }
1967
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2098
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1968
2099
  }
1969
2100
 
1970
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2101
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1971
2102
  battle.side(player).active.volatiles.Recharging = true;
1972
- try log.mustrecharge(battle.active(player));
2103
+ try options.log.mustrecharge(.{battle.active(player)});
1973
2104
  }
1974
2105
 
1975
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2106
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1976
2107
  var foe = battle.foe(player);
1977
2108
 
1978
2109
  if (showdown) {
1979
2110
  // Invulnerability trumps type immunity on Pokémon Showdown
1980
2111
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1981
- return log.immune(battle.active(player.foe()), .None);
2112
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1982
2113
  }
1983
- if (!try checkHit(battle, player, move, log)) return;
2114
+ if (!try checkHit(battle, player, move, options)) return;
1984
2115
  if (foe.active.volatiles.LeechSeed) return;
1985
2116
  } else {
1986
- if (!try checkHit(battle, player, move, log)) return;
2117
+ if (!try checkHit(battle, player, move, options)) return;
1987
2118
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1988
- try log.lastmiss();
1989
- return log.miss(battle.active(player));
2119
+ try options.log.lastmiss(.{});
2120
+ return options.log.miss(.{battle.active(player)});
1990
2121
  }
1991
2122
  }
1992
2123
 
1993
2124
  foe.active.volatiles.LeechSeed = true;
1994
2125
 
1995
- try log.start(battle.active(player.foe()), .LeechSeed);
2126
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1996
2127
  }
1997
2128
 
1998
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2129
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1999
2130
  var side = battle.side(player);
2131
+ const ident = battle.active(player);
2000
2132
 
2001
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2133
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2002
2134
  side.active.volatiles.LightScreen = true;
2003
2135
 
2004
- try log.start(battle.active(player), .LightScreen);
2136
+ try options.log.start(.{ ident, .LightScreen });
2005
2137
  }
2006
2138
 
2007
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2139
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2008
2140
  var side = battle.side(player);
2009
2141
  var foe = battle.foe(player);
2010
2142
 
@@ -2020,46 +2152,49 @@ pub const Effects = struct {
2020
2152
  const has_mimic = has_mimic: {
2021
2153
  for (side.active.moves, 0..) |m, i| {
2022
2154
  if (m.id == .Mimic) {
2023
- oslot = @intCast(u8, i + 1);
2155
+ oslot = @intCast(i + 1);
2024
2156
  break :has_mimic true;
2025
2157
  }
2026
2158
  }
2027
2159
  break :has_mimic false;
2028
2160
  };
2029
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2030
- // trigger |-miss| instead of |-fail|
2031
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2032
- return try log.fail(battle.active(player.foe()), .None);
2161
+ if (!has_mimic) {
2162
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2163
+ if (!try checkHit(battle, player, move, options)) return;
2164
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2033
2165
  }
2034
2166
  }
2035
- if (!try checkHit(battle, player, move, log)) return;
2167
+ if (!try checkHit(battle, player, move, options)) return;
2036
2168
 
2037
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2169
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2038
2170
  side.active.move(oslot).id = foe.active.move(rslot).id;
2039
2171
 
2040
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2172
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2041
2173
  }
2042
2174
 
2043
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2175
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2044
2176
  var side = battle.side(player);
2045
2177
 
2046
2178
  if (side.active.volatiles.Mist) return;
2047
2179
  side.active.volatiles.Mist = true;
2048
2180
 
2049
- try log.start(battle.active(player), .Mist);
2181
+ try options.log.start(.{ battle.active(player), .Mist });
2050
2182
  }
2051
2183
 
2052
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2184
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2053
2185
  var side = battle.side(player);
2054
2186
 
2055
2187
  assert(!side.active.volatiles.MultiHit);
2056
2188
  side.active.volatiles.MultiHit = true;
2057
2189
 
2058
- side.active.volatiles.attacks =
2059
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2190
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2191
+ try Rolls.distribution(battle, .MultiHit, player, options)
2192
+ else
2193
+ 2;
2060
2194
  }
2061
2195
 
2062
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2196
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2197
+ var log = options.log;
2063
2198
  var foe = battle.foe(player);
2064
2199
  var foe_stored = foe.stored();
2065
2200
  const foe_ident = battle.active(player.foe());
@@ -2069,27 +2204,28 @@ pub const Effects = struct {
2069
2204
 
2070
2205
  if (showdown) {
2071
2206
  // Invulnerability trumps type immunity on Pokémon Showdown
2072
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2073
- if (!try checkHit(battle, player, move, log)) return;
2207
+ if (immune and !foe.active.volatiles.Invulnerable) {
2208
+ return log.immune(.{ foe_ident, .None });
2209
+ } else if (!try checkHit(battle, player, move, options)) return;
2074
2210
  }
2075
2211
  if (Status.any(foe_stored.status)) {
2076
- return log.fail(
2212
+ return log.fail(.{
2077
2213
  foe_ident,
2078
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2079
- );
2214
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2215
+ });
2080
2216
  }
2081
2217
  if (!showdown) {
2082
- if (immune) return log.immune(foe_ident, .None);
2083
- if (!try checkHit(battle, player, move, log)) return;
2218
+ if (immune) return log.immune(.{ foe_ident, .None });
2219
+ if (!try checkHit(battle, player, move, options)) return;
2084
2220
  }
2085
2221
 
2086
2222
  foe_stored.status = Status.init(.PAR);
2087
2223
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2088
2224
 
2089
- try log.status(foe_ident, foe_stored.status, .None);
2225
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2090
2226
  }
2091
2227
 
2092
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2228
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2093
2229
  var foe = battle.foe(player);
2094
2230
  var foe_stored = foe.stored();
2095
2231
 
@@ -2101,50 +2237,59 @@ pub const Effects = struct {
2101
2237
 
2102
2238
  // Body Slam can't paralyze a Normal type Pokémon
2103
2239
  if (foe.active.types.includes(move.type)) return;
2104
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2240
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2241
+ return;
2242
+ }
2105
2243
 
2106
2244
  foe_stored.status = Status.init(.PAR);
2107
2245
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2108
2246
 
2109
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2247
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2110
2248
  }
2111
2249
 
2112
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2113
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2250
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2251
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2252
+ try options.log.fieldactivate(.{});
2253
+ }
2114
2254
  }
2115
2255
 
2116
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2256
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2257
+ var log = options.log;
2117
2258
  var foe = battle.foe(player);
2118
2259
  var foe_stored = foe.stored();
2119
2260
  const foe_ident = battle.active(player.foe());
2120
2261
  const toxic = battle.side(player).last_selected_move == .Toxic;
2121
2262
 
2122
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2263
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2123
2264
  return;
2124
2265
  } else if (foe.active.volatiles.Substitute) {
2125
2266
  if (move.effect != .Poison) return;
2126
- return log.fail(foe_ident, .None);
2267
+ return log.fail(.{ foe_ident, .None });
2127
2268
  } else if (Status.any(foe_stored.status)) {
2128
2269
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2129
2270
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2130
2271
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2131
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2272
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2132
2273
  if (!showdown)
2133
- .Poison
2274
+ Fail.Poison
2134
2275
  else if (toxic == (foe_stored.status == Status.TOX))
2135
- if (toxic) .Toxic else .Poison
2276
+ if (toxic) Fail.Toxic else Fail.Poison
2136
2277
  else
2137
- .None
2278
+ Fail.None
2138
2279
  else
2139
- .None);
2280
+ Fail.None });
2140
2281
  } else if (foe.active.types.includes(.Poison)) {
2141
2282
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2142
- return log.immune(foe_ident, .None);
2283
+ return log.immune(.{ foe_ident, .None });
2143
2284
  }
2144
2285
 
2145
2286
  if (move.effect == .Poison) {
2146
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2147
- } else if (!Rolls.poisonChance(battle, move.effect == .PoisonChance1)) return;
2287
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2288
+ } else {
2289
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2290
+ return;
2291
+ }
2292
+ }
2148
2293
 
2149
2294
  foe_stored.status = Status.init(.PSN);
2150
2295
  if (toxic) {
@@ -2153,7 +2298,7 @@ pub const Effects = struct {
2153
2298
  foe.active.volatiles.toxic = 0;
2154
2299
  }
2155
2300
 
2156
- try log.status(foe_ident, foe_stored.status, .None);
2301
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2157
2302
  }
2158
2303
 
2159
2304
  fn rage(battle: anytype, player: Player) !void {
@@ -2162,28 +2307,37 @@ pub const Effects = struct {
2162
2307
  volatiles.Rage = true;
2163
2308
  }
2164
2309
 
2165
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2310
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2166
2311
  var side = battle.side(player);
2167
2312
  var stored = side.stored();
2168
2313
 
2169
- const damage = @intCast(i16, @max(battle.last_damage /
2314
+ assert(showdown or battle.last_damage > 0);
2315
+ if (showdown and battle.last_damage == 0) return;
2316
+
2317
+ const damage: i16 = @intCast(@max(battle.last_damage /
2170
2318
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2171
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2319
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2172
2320
 
2173
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2321
+ try options.log.damage(.{
2322
+ battle.active(player),
2323
+ stored,
2324
+ .RecoilOf,
2325
+ battle.active(player.foe()),
2326
+ });
2174
2327
  if (showdown and stored.hp == 0) residual.* = false;
2175
2328
  }
2176
2329
 
2177
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2330
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2178
2331
  var side = battle.side(player);
2332
+ const ident = battle.active(player);
2179
2333
 
2180
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2334
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2181
2335
  side.active.volatiles.Reflect = true;
2182
2336
 
2183
- try log.start(battle.active(player), .Reflect);
2337
+ try options.log.start(.{ ident, .Reflect });
2184
2338
  }
2185
2339
 
2186
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2340
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2187
2341
  var foe = battle.foe(player);
2188
2342
  var foe_stored = foe.stored();
2189
2343
  const foe_ident = battle.active(player.foe());
@@ -2194,80 +2348,87 @@ pub const Effects = struct {
2194
2348
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2195
2349
  } else {
2196
2350
  if (Status.any(foe_stored.status)) {
2197
- return log.fail(
2351
+ return options.log.fail(.{
2198
2352
  foe_ident,
2199
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2200
- );
2353
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2354
+ });
2201
2355
  }
2202
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2203
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2356
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2357
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2204
2358
  }
2205
2359
 
2206
2360
  // Sleep Clause Mod
2207
- if (showdown) {
2361
+ if (pkmn.options.mod) {
2208
2362
  for (foe.pokemon) |p| {
2209
2363
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2210
2364
  }
2211
2365
  }
2212
2366
  foe.active.volatiles.Recharging = false;
2213
2367
 
2214
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2215
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2368
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2369
+ options.chance.observe(.sleep, player.foe(), .started);
2370
+
2371
+ const last = battle.side(player).last_selected_move;
2372
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2216
2373
  }
2217
2374
 
2218
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2219
- try log.activate(battle.active(player), .Splash);
2375
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2376
+ try options.log.activate(.{ battle.active(player), .Splash });
2220
2377
  }
2221
2378
 
2222
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2379
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2223
2380
  var side = battle.side(player);
2224
2381
  if (side.active.volatiles.Substitute) {
2225
- try log.fail(battle.active(player), .Substitute);
2226
- return;
2382
+ return options.log.fail(.{ battle.active(player), .Substitute });
2227
2383
  }
2228
2384
 
2229
2385
  assert(side.stored().stats.hp <= 1023);
2230
2386
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2231
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2387
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2232
2388
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2233
2389
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2234
2390
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2235
2391
  // avoid having to convert to floating point)
2236
2392
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2237
2393
  if (side.stored().hp < required_hp) {
2238
- try log.fail(battle.active(player), .Weak);
2239
- return;
2394
+ return options.log.fail(.{ battle.active(player), .Weak });
2240
2395
  }
2241
2396
 
2242
2397
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2243
2398
  side.stored().hp -= hp;
2244
2399
  side.active.volatiles.substitute = hp + 1;
2245
2400
  side.active.volatiles.Substitute = true;
2246
- try log.start(battle.active(player), .Substitute);
2401
+ try options.log.start(.{ battle.active(player), .Substitute });
2247
2402
  if (hp > 0) {
2248
- try log.damage(battle.active(player), side.stored(), .None);
2403
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2249
2404
  if (showdown and side.stored().hp == 0) residual.* = false;
2250
2405
  }
2251
2406
  }
2252
2407
 
2253
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2255
-
2408
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2256
2409
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2257
- _ = try checkHit(battle, player, move, log);
2258
- battle.last_damage = 0;
2410
+ if (showdown) {
2411
+ if (battle.side(player).last_selected_move == .Teleport) return;
2412
+ _ = try checkHit(battle, player, move, options);
2413
+ battle.last_damage = 0;
2414
+ } else {
2415
+ try options.log.fail(.{ battle.active(player), .None });
2416
+ try options.log.laststill(.{});
2417
+ }
2259
2418
  }
2260
2419
 
2261
- fn thrashing(battle: anytype, player: Player) void {
2420
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2262
2421
  var volatiles = &battle.side(player).active.volatiles;
2263
2422
  assert(!volatiles.Thrashing);
2264
2423
  assert(!volatiles.Bide);
2265
2424
 
2266
2425
  volatiles.Thrashing = true;
2267
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2426
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2427
+
2428
+ options.chance.observe(.attacking, player, .started);
2268
2429
  }
2269
2430
 
2270
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2431
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2271
2432
  var side = battle.side(player);
2272
2433
  const foe = battle.foe(player);
2273
2434
  const foe_ident = battle.active(player.foe());
@@ -2293,25 +2454,28 @@ pub const Effects = struct {
2293
2454
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2294
2455
  }
2295
2456
 
2296
- try log.transform(battle.active(player), foe_ident);
2457
+ try options.log.transform(.{ battle.active(player), foe_ident });
2297
2458
  }
2298
2459
 
2299
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2460
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2300
2461
  var side = battle.side(player);
2301
2462
  var foe = battle.foe(player);
2302
2463
 
2303
2464
  if (side.active.volatiles.Binding) return;
2304
2465
  side.active.volatiles.Binding = true;
2305
2466
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2306
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2467
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2307
2468
  if (!showdown) {
2308
2469
  foe.active.volatiles.Recharging = false;
2309
2470
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2310
2471
 
2311
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2472
+ side.active.volatiles.attacks =
2473
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2474
+ options.chance.observe(.binding, player, .started);
2312
2475
  }
2313
2476
 
2314
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2477
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2478
+ var log = options.log;
2315
2479
  var side = battle.side(player);
2316
2480
  const ident = battle.active(player);
2317
2481
 
@@ -2321,87 +2485,87 @@ pub const Effects = struct {
2321
2485
  switch (move.effect) {
2322
2486
  .AttackUp1, .AttackUp2, .Rage => {
2323
2487
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2324
- if (boosts.atk == 6) return try log.fail(ident, .None);
2488
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2325
2489
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2326
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2327
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2490
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2491
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2328
2492
  if (stats.atk == MAX_STAT_VALUE) {
2329
2493
  boosts.atk -= 1;
2330
2494
  if (showdown) {
2331
- try log.boost(ident, reason, n);
2332
- try log.boost(ident, Boost.Attack, -1);
2495
+ try log.boost(.{ ident, reason, n });
2496
+ try log.boost(.{ ident, .Attack, -1 });
2333
2497
  if (move.effect == .Rage) return;
2334
2498
  }
2335
- return try log.fail(ident, .None);
2499
+ return log.fail(.{ ident, .None });
2336
2500
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2501
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2338
2502
  const stat = unmodifiedStats(battle, side).atk;
2339
2503
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, reason, n);
2504
+ try log.boost(.{ ident, reason, n });
2341
2505
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2342
2506
  if (showdown and move.effect == .Rage) return;
2343
2507
  },
2344
2508
  .DefenseUp1, .DefenseUp2 => {
2345
2509
  assert(boosts.def >= -6 and boosts.def <= 6);
2346
- if (boosts.def == 6) return try log.fail(ident, .None);
2510
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2347
2511
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2348
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2512
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2349
2513
  if (stats.def == MAX_STAT_VALUE) {
2350
2514
  boosts.def -= 1;
2351
2515
  if (showdown) {
2352
- try log.boost(ident, .Defense, n);
2353
- try log.boost(ident, .Defense, -1);
2516
+ try log.boost(.{ ident, .Defense, n });
2517
+ try log.boost(.{ ident, .Defense, -1 });
2354
2518
  }
2355
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2356
2520
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2358
2522
  const stat = unmodifiedStats(battle, side).def;
2359
2523
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
- try log.boost(ident, .Defense, n);
2524
+ try log.boost(.{ ident, .Defense, n });
2361
2525
  },
2362
2526
  .SpeedUp2 => {
2363
2527
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2364
- if (boosts.spe == 6) return try log.fail(ident, .None);
2365
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2528
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2529
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2366
2530
  if (stats.spe == MAX_STAT_VALUE) {
2367
2531
  boosts.spe -= 1;
2368
2532
  if (showdown) {
2369
- try log.boost(ident, .Speed, 2);
2370
- try log.boost(ident, .Speed, -1);
2533
+ try log.boost(.{ ident, .Speed, 2 });
2534
+ try log.boost(.{ ident, .Speed, -1 });
2371
2535
  }
2372
- return try log.fail(ident, .None);
2536
+ return log.fail(.{ ident, .None });
2373
2537
  }
2374
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2538
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2375
2539
  const stat = unmodifiedStats(battle, side).spe;
2376
2540
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2377
- try log.boost(ident, .Speed, 2);
2541
+ try log.boost(.{ ident, .Speed, 2 });
2378
2542
  },
2379
2543
  .SpecialUp1, .SpecialUp2 => {
2380
2544
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2381
- if (boosts.spc == 6) return try log.fail(ident, .None);
2545
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2382
2546
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2383
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2547
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2384
2548
  if (stats.spc == MAX_STAT_VALUE) {
2385
2549
  boosts.spc -= 1;
2386
2550
  if (showdown) {
2387
- try log.boost(ident, .SpecialAttack, n);
2388
- try log.boost(ident, .SpecialAttack, -1);
2389
- try log.boost(ident, .SpecialDefense, n);
2390
- try log.boost(ident, .SpecialDefense, -1);
2551
+ try log.boost(.{ ident, .SpecialAttack, n });
2552
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2553
+ try log.boost(.{ ident, .SpecialDefense, n });
2554
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2391
2555
  }
2392
- return try log.fail(ident, .None);
2556
+ return log.fail(.{ ident, .None });
2393
2557
  }
2394
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2558
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2395
2559
  const stat = unmodifiedStats(battle, side).spc;
2396
2560
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2397
- try log.boost(ident, .SpecialAttack, n);
2398
- try log.boost(ident, .SpecialDefense, n);
2561
+ try log.boost(.{ ident, .SpecialAttack, n });
2562
+ try log.boost(.{ ident, .SpecialDefense, n });
2399
2563
  },
2400
2564
  .EvasionUp1 => {
2401
2565
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2402
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2403
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2404
- try log.boost(ident, .Evasion, 1);
2566
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2567
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2568
+ try log.boost(.{ ident, .Evasion, 1 });
2405
2569
  },
2406
2570
  else => unreachable,
2407
2571
  }
@@ -2410,102 +2574,105 @@ pub const Effects = struct {
2410
2574
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2411
2575
  }
2412
2576
 
2413
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2577
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2578
+ var log = options.log;
2414
2579
  var foe = battle.foe(player);
2415
2580
  const foe_ident = battle.active(player.foe());
2581
+ const secondary = move.effect.isStatDownChance();
2416
2582
 
2417
- if (foe.active.volatiles.Substitute) {
2418
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2419
- }
2583
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2420
2584
 
2421
- if (move.effect.isStatDownChance()) {
2422
- if (!Rolls.unboost(battle) or foe.active.volatiles.Invulnerable) return;
2423
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2424
- return; // checkHit already checks for Invulnerable
2585
+ if (secondary) {
2586
+ const proc = try Rolls.unboost(battle, player, options);
2587
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2588
+ } else {
2589
+ // checkHit already checks for Invulnerable
2590
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2425
2591
  }
2426
2592
 
2427
2593
  var stats = &foe.active.stats;
2428
2594
  var boosts = &foe.active.boosts;
2595
+ const fail = showdown or !secondary;
2429
2596
 
2430
2597
  switch (move.effect) {
2431
2598
  .AttackDown1, .AttackDownChance => {
2432
2599
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2433
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2434
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2600
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2601
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2435
2602
  if (stats.atk == 1) {
2436
2603
  boosts.atk += 1;
2437
2604
  if (showdown) {
2438
- try log.boost(foe_ident, .Attack, -1);
2439
- try log.boost(foe_ident, .Attack, 1);
2605
+ try log.boost(.{ foe_ident, .Attack, -1 });
2606
+ try log.boost(.{ foe_ident, .Attack, 1 });
2440
2607
  }
2441
- return try log.fail(foe_ident, .None);
2608
+ return log.fail(.{ foe_ident, .None });
2442
2609
  }
2443
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2610
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
2611
  const stat = unmodifiedStats(battle, foe).atk;
2445
2612
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2446
- try log.boost(foe_ident, .Attack, -1);
2613
+ try log.boost(.{ foe_ident, .Attack, -1 });
2447
2614
  },
2448
2615
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2449
2616
  assert(boosts.def >= -6 and boosts.def <= 6);
2450
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2617
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2451
2618
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2452
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2619
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2453
2620
  if (stats.def == 1) {
2454
2621
  boosts.def += 1;
2455
2622
  if (showdown) {
2456
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2457
- try log.boost(foe_ident, .Defense, 1);
2623
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2624
+ try log.boost(.{ foe_ident, .Defense, 1 });
2458
2625
  }
2459
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2460
2627
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2462
2629
  const stat = unmodifiedStats(battle, foe).def;
2463
2630
  stats.def = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2631
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2465
2632
  },
2466
2633
  .SpeedDown1, .SpeedDownChance => {
2467
2634
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2468
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2469
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2635
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2636
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2470
2637
  if (stats.spe == 1) {
2471
2638
  boosts.spe += 1;
2472
2639
  if (showdown) {
2473
- try log.boost(foe_ident, .Speed, -1);
2474
- try log.boost(foe_ident, .Speed, 1);
2640
+ try log.boost(.{ foe_ident, .Speed, -1 });
2641
+ try log.boost(.{ foe_ident, .Speed, 1 });
2475
2642
  }
2476
- return try log.fail(foe_ident, .None);
2643
+ return log.fail(.{ foe_ident, .None });
2477
2644
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2645
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2479
2646
  const stat = unmodifiedStats(battle, foe).spe;
2480
2647
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2481
- try log.boost(foe_ident, .Speed, -1);
2648
+ try log.boost(.{ foe_ident, .Speed, -1 });
2482
2649
  assert(boosts.spe >= -6);
2483
2650
  },
2484
2651
  .SpecialDownChance => {
2485
2652
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2486
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2487
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2653
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2654
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2488
2655
  if (stats.spc == 1) {
2489
2656
  boosts.spc += 1;
2490
2657
  if (showdown) {
2491
- try log.boost(foe_ident, .SpecialAttack, -1);
2492
- try log.boost(foe_ident, .SpecialAttack, 1);
2493
- try log.boost(foe_ident, .SpecialDefense, -1);
2494
- try log.boost(foe_ident, .SpecialDefense, 1);
2658
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2660
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2661
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2495
2662
  }
2496
- return try log.fail(foe_ident, .None);
2663
+ return log.fail(.{ foe_ident, .None });
2497
2664
  }
2498
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2665
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2499
2666
  const stat = unmodifiedStats(battle, foe).spc;
2500
2667
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2501
- try log.boost(foe_ident, .SpecialAttack, -1);
2502
- try log.boost(foe_ident, .SpecialDefense, -1);
2668
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2669
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2503
2670
  },
2504
2671
  .AccuracyDown1 => {
2505
2672
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2506
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2507
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2508
- try log.boost(foe_ident, .Accuracy, -1);
2673
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2674
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2675
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2509
2676
  },
2510
2677
  else => unreachable,
2511
2678
  }
@@ -2529,37 +2696,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2529
2696
  }
2530
2697
  }
2531
2698
 
2532
- inline fn isForced(active: ActivePokemon) bool {
2699
+ fn isForced(active: anytype) bool {
2533
2700
  return active.volatiles.Recharging or active.volatiles.Rage or
2534
2701
  active.volatiles.Thrashing or active.volatiles.Charging;
2535
2702
  }
2536
2703
 
2537
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2704
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2705
+ var log = options.log;
2538
2706
  var side = battle.side(who);
2539
2707
  var volatiles = &side.active.volatiles;
2540
2708
  const ident = battle.active(who);
2541
2709
 
2542
- if (volatiles.disabled_move != 0) {
2543
- volatiles.disabled_move = 0;
2544
- volatiles.disabled_duration = 0;
2545
- try log.end(ident, .DisableSilent);
2710
+ if (volatiles.disable_move != 0) {
2711
+ volatiles.disable_move = 0;
2712
+ volatiles.disable_duration = 0;
2713
+ options.chance.observe(.disable, who, .None);
2714
+ try log.end(.{ ident, .DisableSilent });
2546
2715
  }
2547
2716
  if (volatiles.Confusion) {
2548
2717
  // volatiles.confusion is left unchanged
2549
2718
  volatiles.Confusion = false;
2550
- try log.end(ident, .ConfusionSilent);
2719
+ options.chance.observe(.confusion, who, .None);
2720
+ try log.end(.{ ident, .ConfusionSilent });
2551
2721
  }
2552
2722
  if (volatiles.Mist) {
2553
2723
  volatiles.Mist = false;
2554
- try log.end(ident, .Mist);
2724
+ try log.end(.{ ident, .MistSilent });
2555
2725
  }
2556
2726
  if (volatiles.FocusEnergy) {
2557
2727
  volatiles.FocusEnergy = false;
2558
- try log.end(ident, .FocusEnergy);
2728
+ try log.end(.{ ident, .FocusEnergySilent });
2559
2729
  }
2560
2730
  if (volatiles.LeechSeed) {
2561
2731
  volatiles.LeechSeed = false;
2562
- try log.end(ident, .LeechSeed);
2732
+ try log.end(.{ ident, .LeechSeedSilent });
2563
2733
  }
2564
2734
  if (!showdown and volatiles.Toxic) {
2565
2735
  volatiles.Toxic = false;
@@ -2567,152 +2737,373 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2567
2737
  }
2568
2738
  if (volatiles.LightScreen) {
2569
2739
  volatiles.LightScreen = false;
2570
- try log.end(ident, .LightScreen);
2740
+ try log.end(.{ ident, .LightScreenSilent });
2571
2741
  }
2572
2742
  if (volatiles.Reflect) {
2573
2743
  volatiles.Reflect = false;
2574
- try log.end(ident, .Reflect);
2744
+ try log.end(.{ ident, .ReflectSilent });
2575
2745
  }
2576
2746
  if (showdown and volatiles.Toxic) {
2577
2747
  volatiles.Toxic = false;
2578
2748
  // Pokémon Showdown erroneously clears the toxic counter
2579
2749
  volatiles.toxic = 0;
2580
- try log.end(ident, .Toxic);
2750
+ try log.end(.{ ident, .ToxicSilent });
2581
2751
  }
2582
2752
  }
2583
2753
 
2754
+ fn decrement(
2755
+ comptime field: chance.Action.Field,
2756
+ player: Player,
2757
+ options: anytype,
2758
+ n: anytype,
2759
+ ) @TypeOf(n) {
2760
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2761
+ .started, .ended => 0,
2762
+ .continuing => if (n > 1) n - 1 else n,
2763
+ else => unreachable,
2764
+ } else n - 1;
2765
+ }
2766
+
2584
2767
  pub const Rolls = struct {
2585
- inline fn speedTie(battle: anytype) bool {
2586
- if (showdown) return battle.rng.range(u8, 0, 2) == 0;
2587
- return battle.rng.next() < Gen12.percent(50) + 1;
2588
- }
2768
+ fn speedTie(battle: anytype, options: anytype) !bool {
2769
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2770
+ player == .P1
2771
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2772
+ battle.rng.speedTie()
2773
+ else if (showdown)
2774
+ battle.rng.range(u8, 0, 2) == 0
2775
+ else
2776
+ battle.rng.next() < Gen12.percent(50) + 1;
2777
+
2778
+ try options.chance.speedTie(p1);
2779
+ return p1;
2780
+ }
2781
+
2782
+ fn criticalHit(
2783
+ battle: anytype,
2784
+ player: Player,
2785
+ rate: u8,
2786
+ spurious: bool,
2787
+ options: anytype,
2788
+ ) !bool {
2789
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2790
+ val == .true
2791
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2792
+ battle.rng.criticalHit(player, rate)
2793
+ else if (showdown)
2794
+ battle.rng.chance(u8, rate, 256)
2795
+ else
2796
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2797
+
2798
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2799
+ return crit;
2800
+ }
2801
+
2802
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2803
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2804
+ val
2805
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2806
+ battle.rng.damage(player)
2807
+ else roll: {
2808
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2809
+ while (true) {
2810
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2811
+ if (r >= 217) break :roll r;
2812
+ }
2813
+ };
2589
2814
 
2590
- inline fn criticalHit(battle: anytype, chance: u16) bool {
2591
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
2592
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
2815
+ assert(roll >= 217 and roll <= 255);
2816
+ try options.chance.damage(player, roll);
2817
+ return roll;
2593
2818
  }
2594
2819
 
2595
- inline fn damage(battle: anytype) u8 {
2596
- if (showdown) return battle.rng.range(u8, 217, 256);
2597
- while (true) {
2598
- const r = std.math.rotr(u8, battle.rng.next(), 1);
2599
- if (r >= 217) return r;
2600
- }
2601
- }
2820
+ const uN = if (pkmn.options.miss) u8 else u9;
2821
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2822
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2823
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2824
+ val == .true
2825
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2826
+ battle.rng.hit(player, acc)
2827
+ else if (showdown)
2828
+ battle.rng.chance(uN, acc, 256)
2829
+ else
2830
+ battle.rng.next() < acc;
2602
2831
 
2603
- inline fn hit(battle: anytype, accuracy: u16) bool {
2604
- if (showdown) return battle.rng.chance(u8, @intCast(u8, accuracy), 256);
2605
- return battle.rng.next() < accuracy;
2832
+ try options.chance.hit(player, ok, acc);
2833
+ return ok;
2606
2834
  }
2607
2835
 
2608
- inline fn confusionDuration(battle: anytype) u3 {
2609
- if (showdown) return @intCast(u3, battle.rng.range(u8, 2, 6));
2610
- return @intCast(u3, (battle.rng.next() & 3) + 2);
2611
- }
2836
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2837
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2838
+ val == .true
2839
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2840
+ battle.rng.confused(player)
2841
+ else if (showdown)
2842
+ !battle.rng.chance(u8, 128, 256)
2843
+ else
2844
+ battle.rng.next() >= Gen12.percent(50) + 1;
2612
2845
 
2613
- inline fn confused(battle: anytype) bool {
2614
- if (showdown) return !battle.rng.chance(u8, 128, 256);
2615
- return battle.rng.next() >= Gen12.percent(50) + 1;
2846
+ try options.chance.confused(player, cfz);
2847
+ return cfz;
2616
2848
  }
2617
2849
 
2618
- inline fn paralyzed(battle: anytype) bool {
2619
- if (showdown) return battle.rng.chance(u8, 63, 256);
2620
- return battle.rng.next() < Gen12.percent(25);
2621
- }
2850
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2851
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2852
+ val == .true
2853
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2854
+ battle.rng.paralyzed(player)
2855
+ else if (showdown)
2856
+ battle.rng.chance(u8, 63, 256)
2857
+ else
2858
+ battle.rng.next() < Gen12.percent(25);
2622
2859
 
2623
- inline fn confusionChance(battle: anytype) bool {
2624
- if (showdown) return battle.rng.chance(u8, 25, 256);
2625
- return battle.rng.next() < Gen12.percent(10);
2860
+ try options.chance.paralyzed(player, par);
2861
+ return par;
2626
2862
  }
2627
2863
 
2628
- inline fn secondaryChance(battle: anytype, low: bool) bool {
2629
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 26 else 77), 256);
2630
- return battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2631
- }
2864
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2865
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2866
+ val == .true
2867
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2868
+ battle.rng.secondaryChance(player, 25)
2869
+ else if (showdown)
2870
+ battle.rng.chance(u8, 25, 256)
2871
+ else
2872
+ battle.rng.next() < Gen12.percent(10);
2632
2873
 
2633
- inline fn poisonChance(battle: anytype, low: bool) bool {
2634
- if (showdown) return battle.rng.chance(u8, @as(u8, if (low) 52 else 103), 256);
2635
- return battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2874
+ try options.chance.secondaryChance(player, proc, 25);
2875
+ return proc;
2636
2876
  }
2637
2877
 
2638
- inline fn sleepDuration(battle: anytype) u3 {
2639
- if (showdown) return @intCast(u3, battle.rng.range(u8, 1, 8));
2640
- while (true) {
2641
- const r = battle.rng.next() & 7;
2642
- if (r != 0) return @intCast(u3, r);
2643
- }
2878
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2879
+ const rate: u8 = if (low) 26 else 77;
2880
+
2881
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2882
+ val == .true
2883
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2884
+ battle.rng.secondaryChance(player, rate)
2885
+ else if (showdown)
2886
+ battle.rng.chance(u8, rate, 256)
2887
+ else
2888
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2889
+
2890
+ try options.chance.secondaryChance(player, proc, rate);
2891
+ return proc;
2644
2892
  }
2645
2893
 
2646
- inline fn bideThrashDuration(battle: anytype) u3 {
2647
- if (showdown) return @intCast(u3, battle.rng.range(u4, 2, 4));
2648
- return @intCast(u3, (battle.rng.next() & 1) + 2);
2894
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2895
+ const rate: u8 = if (low) 52 else 103;
2896
+
2897
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2898
+ val == .true
2899
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2900
+ battle.rng.secondaryChance(player, rate)
2901
+ else if (showdown)
2902
+ battle.rng.chance(u8, rate, 256)
2903
+ else
2904
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2905
+
2906
+ try options.chance.secondaryChance(player, proc, rate);
2907
+ return proc;
2649
2908
  }
2650
2909
 
2651
- fn moveSlot(battle: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2652
- if (showdown) {
2653
- if (check_pp == 0) {
2654
- var i: usize = moves.len;
2655
- while (i > 0) {
2656
- i -= 1;
2657
- if (moves[i].id != .None) {
2658
- return battle.rng.range(u4, 0, @intCast(u4, i + 1)) + 1;
2659
- }
2660
- }
2661
- } else {
2662
- var r = battle.rng.range(u4, 0, @intCast(u4, check_pp)) + 1;
2663
- var i: usize = 0;
2664
- while (i < moves.len and r > 0) : (i += 1) {
2665
- if (moves[i].pp > 0) {
2666
- r -= 1;
2667
- if (r == 0) break;
2668
- }
2669
- }
2670
- return @intCast(u4, i + 1);
2910
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2911
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2912
+ val == .true
2913
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2914
+ battle.rng.secondaryChance(player, 85)
2915
+ else if (showdown)
2916
+ battle.rng.chance(u8, 85, 256)
2917
+ else
2918
+ battle.rng.next() < Gen12.percent(33) + 1;
2919
+
2920
+ try options.chance.secondaryChance(player, proc, 85);
2921
+ return proc;
2922
+ }
2923
+
2924
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2925
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2926
+ val
2927
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2928
+ battle.rng.metronome(player)
2929
+ else if (showdown)
2930
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2931
+ else move: {
2932
+ while (true) {
2933
+ const r = battle.rng.next();
2934
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2935
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2936
+ break :move @enumFromInt(r);
2671
2937
  }
2672
- }
2938
+ };
2673
2939
 
2674
- while (true) {
2675
- const r = @intCast(u4, battle.rng.next() & 3);
2676
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
2677
- }
2940
+ try options.chance.metronome(player, move);
2941
+ return move;
2942
+ }
2943
+
2944
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2945
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2946
+ val - 1
2947
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2948
+ battle.rng.psywave(player)
2949
+ else if (showdown)
2950
+ battle.rng.range(u8, 0, max)
2951
+ else power: {
2952
+ while (true) {
2953
+ const r = battle.rng.next();
2954
+ if (r < max) break :power r;
2955
+ }
2956
+ };
2957
+
2958
+ assert(power < max);
2959
+ try options.chance.psywave(player, power, max);
2960
+ return power;
2678
2961
  }
2679
2962
 
2680
- inline fn disableDuration(battle: anytype) u4 {
2681
- if (showdown) return @intCast(u4, battle.rng.range(u8, 1, 9));
2682
- return @intCast(u4, (battle.rng.next() & 7) + 1);
2963
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2964
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2965
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2966
+ else
2967
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2968
+ battle.rng.sleepDuration(player)
2969
+ else if (showdown)
2970
+ battle.rng.range(u3, 1, 8)
2971
+ else duration: {
2972
+ while (true) {
2973
+ const r = battle.rng.next() & 7;
2974
+ if (r != 0) break :duration @intCast(r);
2975
+ }
2976
+ };
2977
+
2978
+ assert(duration >= 1 and duration <= 7);
2979
+ options.chance.duration(player, duration);
2980
+ return duration;
2683
2981
  }
2684
2982
 
2685
- inline fn metronome(battle: anytype) Move {
2686
- if (showdown) {
2687
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
2688
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
2689
- return @intToEnum(Move, r + mod);
2690
- }
2691
- while (true) {
2692
- const r = battle.rng.next();
2693
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
2694
- if (r >= @enumToInt(Move.Struggle)) continue;
2695
- return @intToEnum(Move, r);
2696
- }
2983
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2984
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2985
+ if (val >= 1 and val <= 8) val else null
2986
+ else
2987
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2988
+ battle.rng.disableDuration(player)
2989
+ else if (showdown)
2990
+ battle.rng.range(u4, 1, 9)
2991
+ else
2992
+ @intCast((battle.rng.next() & 7) + 1);
2993
+
2994
+ assert(duration >= 1 and duration <= 8);
2995
+ options.chance.duration(player, duration);
2996
+ return duration;
2697
2997
  }
2698
2998
 
2699
- inline fn psywave(battle: anytype, max: u8) u8 {
2700
- if (showdown) return battle.rng.range(u8, 0, max);
2701
- while (true) {
2702
- const r = battle.rng.next();
2703
- if (r < max) return r;
2704
- }
2999
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3000
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3001
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3002
+ else
3003
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3004
+ battle.rng.confusionDuration(player)
3005
+ else if (showdown)
3006
+ battle.rng.range(u3, 2, 6)
3007
+ else
3008
+ @intCast((battle.rng.next() & 3) + 2);
3009
+
3010
+ assert(duration >= 2 and duration <= 5);
3011
+ options.chance.duration(player, duration);
3012
+ return duration;
2705
3013
  }
2706
3014
 
2707
- inline fn distribution(battle: anytype) u3 {
2708
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2709
- const r = (battle.rng.next() & 3);
2710
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
3015
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3016
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3017
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3018
+ else
3019
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3020
+ battle.rng.attackingDuration(player)
3021
+ else if (showdown)
3022
+ battle.rng.range(u3, 2, 4)
3023
+ else
3024
+ @intCast((battle.rng.next() & 1) + 2);
3025
+
3026
+ assert(duration >= 2 and duration <= 3);
3027
+ options.chance.duration(player, duration);
3028
+ return duration;
2711
3029
  }
2712
3030
 
2713
- inline fn unboost(battle: anytype) bool {
2714
- if (showdown) return battle.rng.chance(u8, 85, 256);
2715
- return battle.rng.next() < Gen12.percent(33) + 1;
3031
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3032
+
3033
+ fn distribution(
3034
+ battle: anytype,
3035
+ comptime effect: Move.Effect,
3036
+ player: Player,
3037
+ options: anytype,
3038
+ ) !u3 {
3039
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3040
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3041
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3042
+ else
3043
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3044
+ battle.rng.distribution(player)
3045
+ else if (showdown)
3046
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3047
+ else n: {
3048
+ const r = (battle.rng.next() & 3);
3049
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3050
+ };
3051
+
3052
+ assert(n >= 2 and n <= 5);
3053
+ if (effect == .Binding) {
3054
+ options.chance.duration(player, n);
3055
+ } else {
3056
+ try options.chance.multiHit(player, n);
3057
+ }
3058
+ return n;
3059
+ }
3060
+
3061
+ fn moveSlot(
3062
+ battle: anytype,
3063
+ player: Player,
3064
+ moves: []MoveSlot,
3065
+ check_pp: u4,
3066
+ options: anytype,
3067
+ ) !u4 {
3068
+ // TODO: consider throwing error instead of rerolling?
3069
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3070
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3071
+ val
3072
+ else
3073
+ null
3074
+ else
3075
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3076
+ battle.rng.moveSlot(player, moves, check_pp)
3077
+ else slot: {
3078
+ if (showdown) {
3079
+ if (check_pp == 0) {
3080
+ var i: usize = moves.len;
3081
+ while (i > 0) {
3082
+ i -= 1;
3083
+ if (moves[i].id != .None) {
3084
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3085
+ }
3086
+ }
3087
+ } else {
3088
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3089
+ var i: usize = 0;
3090
+ while (i < moves.len and r > 0) : (i += 1) {
3091
+ if (moves[i].pp > 0) {
3092
+ r -= 1;
3093
+ if (r == 0) break :slot @intCast(i + 1);
3094
+ }
3095
+ }
3096
+ }
3097
+ }
3098
+
3099
+ while (true) {
3100
+ const r: u4 = @intCast(battle.rng.next() & 3);
3101
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3102
+ }
3103
+ };
3104
+
3105
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3106
+ return slot;
2716
3107
  }
2717
3108
  };
2718
3109
 
@@ -2720,14 +3111,14 @@ test "RNG agreement" {
2720
3111
  if (!showdown) return;
2721
3112
  var expected: [256]u32 = undefined;
2722
3113
  for (0..expected.len) |i| {
2723
- expected[i] = @intCast(u32, i * 0x1000000);
3114
+ expected[i] = @intCast(i * 0x1000000);
2724
3115
  }
2725
3116
 
2726
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2727
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2728
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2729
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2730
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3117
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3120
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3121
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2731
3122
 
2732
3123
  for (0..expected.len) |i| {
2733
3124
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2763,11 +3154,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2763
3154
  const side = battle.side(player);
2764
3155
  const foe = battle.foe(player);
2765
3156
 
2766
- var active = side.active;
3157
+ const active = &side.active;
2767
3158
  const stored = side.stored();
2768
3159
 
2769
3160
  // While players are not given any input options on the cartridge in these cases,
2770
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3161
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2771
3162
  //
2772
3163
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2773
3164
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2775,9 +3166,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2775
3166
  // passing due to being forced into using a move. Instead of introducing another option
2776
3167
  // we simply repurpose Move with no move slot, even though pedantically this is not
2777
3168
  // strictly correct as the player would not have been presented the option to move or
2778
- // switch at all.
3169
+ // switch at all
2779
3170
  if (isForced(active)) {
2780
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3171
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2781
3172
  n += 1;
2782
3173
  return n;
2783
3174
  }
@@ -2794,7 +3185,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2794
3185
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2795
3186
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2796
3187
  // either disables all other moves in the case of limited or requires you to select a
2797
- // move normally if sleeping/frozen/bound.
3188
+ // move normally if sleeping/frozen/bound
2798
3189
  if (!showdown and (limited or foe.active.volatiles.Binding or
2799
3190
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2800
3191
  {
@@ -2807,7 +3198,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2807
3198
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2808
3199
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2809
3200
  // Move will not result in forcing the subsequent use unless the user also had the
2810
- // proc-ed move in their moveset) and disabling all other moves.
3201
+ // proc-ed move in their moveset) and disabling all other moves
2811
3202
  if (limited) {
2812
3203
  assert(showdown);
2813
3204
  assert(side.last_selected_move != .None);
@@ -2817,7 +3208,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2817
3208
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2818
3209
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2819
3210
  const struggle =
2820
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3211
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2821
3212
  const s = if (struggle) 0 else slot;
2822
3213
  out[n] = .{ .type = .Move, .data = s };
2823
3214
  n += 1;
@@ -2832,14 +3223,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3223
  const m = active.moves[slot - 1];
2833
3224
  if (m.id == .None) break;
2834
3225
  if (m.pp == 0) continue;
2835
- if (active.volatiles.disabled_move == slot) continue;
3226
+ if (active.volatiles.disable_move == slot) continue;
2836
3227
  out[n] = .{ .type = .Move, .data = slot };
2837
3228
  n += 1;
2838
3229
  }
2839
3230
  // Struggle (Pokémon Showdown would use 'move 1' here)
2840
3231
  if (n == before) {
2841
3232
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2842
- if (!showdown) {
3233
+ if (!pkmn.options.mod) {
2843
3234
  while (slot <= 4) : (slot += 1) {
2844
3235
  if (active.moves[slot - 1].pp != 0) return n;
2845
3236
  }