@pkmn/engine 0.1.0-dev.550c3889 → 0.1.0-dev.59567a0b

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 (61) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +97 -59
  3. package/build/pkg/addon.js +9 -9
  4. package/build/pkg/addon.js.map +1 -1
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +4 -4
  9. package/build/pkg/data.js.map +1 -1
  10. package/build/pkg/gen1.d.ts +2 -1
  11. package/build/pkg/gen1.js +38 -20
  12. package/build/pkg/gen1.js.map +1 -1
  13. package/build/pkg/index.d.ts +7 -4
  14. package/build/pkg/index.js.map +1 -1
  15. package/build/pkg/protocol.d.ts +4 -2
  16. package/build/pkg/protocol.js +65 -44
  17. package/build/pkg/protocol.js.map +1 -1
  18. package/build/test/display.js +37 -15
  19. package/build/test/display.js.map +1 -1
  20. package/build/tools/debug.js +5 -4
  21. package/build/tools/debug.js.map +1 -1
  22. package/build.zig +288 -131
  23. package/package.json +56 -24
  24. package/src/bin/install-pkmn-engine +39 -24
  25. package/src/lib/common/array.zig +77 -0
  26. package/src/lib/common/battle.zig +17 -0
  27. package/src/lib/common/data.zig +19 -31
  28. package/src/lib/common/debug.zig +22 -13
  29. package/src/lib/common/js.zig +120 -0
  30. package/src/lib/common/optional.zig +71 -0
  31. package/src/lib/common/options.zig +11 -0
  32. package/src/lib/common/protocol.zig +911 -367
  33. package/src/lib/common/rational.zig +447 -0
  34. package/src/lib/common/rng.zig +31 -22
  35. package/src/lib/common/util.zig +61 -0
  36. package/src/lib/gen1/calc.zig +806 -0
  37. package/src/lib/gen1/chance.zig +1167 -0
  38. package/src/lib/gen1/data/moves.zig +202 -190
  39. package/src/lib/gen1/data/species.zig +5 -5
  40. package/src/lib/gen1/data/types.zig +10 -10
  41. package/src/lib/gen1/data.zig +93 -78
  42. package/src/lib/gen1/helpers.zig +146 -44
  43. package/src/lib/gen1/mechanics.zig +1148 -777
  44. package/src/lib/gen2/calc.zig +161 -0
  45. package/src/lib/gen2/chance.zig +905 -0
  46. package/src/lib/gen2/data/items.zig +14 -20
  47. package/src/lib/gen2/data/moves.zig +664 -570
  48. package/src/lib/gen2/data/species.zig +2 -2
  49. package/src/lib/gen2/data/types.zig +137 -34
  50. package/src/lib/gen2/data.zig +125 -86
  51. package/src/lib/gen2/generated.zig +806 -0
  52. package/src/lib/gen2/helpers.zig +54 -28
  53. package/src/lib/gen2/mechanics.zig +3567 -12
  54. package/src/lib/node.zig +131 -0
  55. package/src/lib/pkmn.zig +81 -5
  56. package/src/lib/wasm.zig +13 -0
  57. package/src/test/display/pkmn.html.tmpl +5 -5
  58. package/src/lib/binding/node.zig +0 -229
  59. package/src/lib/binding/wasm.zig +0 -10
  60. package/src/lib/gen1/README.md +0 -793
  61. package/src/lib/gen2/README.md +0 -309
@@ -1,26 +1,30 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
7
+ const optional = @import("../common/optional.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
10
 
9
11
  const data = @import("data.zig");
12
+ const chance = @import("chance.zig");
10
13
 
11
14
  const assert = std.debug.assert;
12
15
 
13
16
  const expectEqual = std.testing.expectEqual;
14
17
 
18
+ const showdown = pkmn.options.showdown;
19
+
15
20
  const Choice = common.Choice;
16
21
  const ID = common.ID;
17
22
  const Player = common.Player;
18
23
  const Result = common.Result;
19
24
 
20
- const showdown = options.showdown;
21
-
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
27
+ const Fail = protocol.Fail;
24
28
  const Heal = protocol.Heal;
25
29
 
26
30
  const Gen12 = rng.Gen12;
@@ -56,54 +60,50 @@ const BOOSTS = &[_][2]u8{
56
60
 
57
61
  const MAX_STAT_VALUE = 999;
58
62
 
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 {
63
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
62
64
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
63
- if (battle.turn == 0) return start(battle, log);
65
+ if (battle.turn == 0) return start(battle, options);
64
66
 
65
67
  var s1 = false;
66
68
  var s2 = false;
67
- var f1: ?Move = null;
68
- var f2: ?Move = null;
69
69
 
70
- if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
71
- if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
72
72
 
73
73
  var p1 = battle.side(.P1);
74
74
  var p2 = battle.side(.P2);
75
75
 
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;
76
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
78
 
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;
79
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
80
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
81
  } else {
82
- if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, log)) |r| return r;
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
83
83
  }
84
84
 
85
85
  if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
86
  if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
87
 
88
- return endTurn(battle, log);
88
+ return endTurn(battle, options);
89
89
  }
90
90
 
91
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
92
92
  const p1 = battle.side(.P1);
93
93
  const p2 = battle.side(.P2);
94
94
 
95
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
96
96
  assert(!showdown or p1_slot == 1);
97
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
98
98
 
99
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
100
100
  assert(!showdown or p2_slot == 1);
101
101
  if (p2_slot == 0) return Result.Win;
102
102
 
103
- try switchIn(battle, .P1, p1_slot, true, log);
104
- try switchIn(battle, .P2, p2_slot, true, log);
103
+ try switchIn(battle, .P1, p1_slot, true, options);
104
+ try switchIn(battle, .P2, p2_slot, true, options);
105
105
 
106
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
107
107
  }
108
108
 
109
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -117,7 +117,6 @@ fn selectMove(
117
117
  choice: Choice,
118
118
  foe_choice: Choice,
119
119
  skip_turn: *bool,
120
- from: *?Move,
121
120
  ) ?Result {
122
121
  if (choice.type == .Pass) return null;
123
122
 
@@ -126,12 +125,14 @@ fn selectMove(
126
125
  const stored = side.stored();
127
126
 
128
127
  assert(!isForced(side.active) or
129
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
130
129
 
131
130
  // pre-battle menu
132
- if (volatiles.Recharging) return null;
131
+ if (volatiles.Recharging) {
132
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
133
+ return null;
134
+ }
133
135
  if (volatiles.Rage) {
134
- from.* = side.last_used_move;
135
136
  if (showdown) {
136
137
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
138
  saveMove(battle, player, null);
@@ -141,7 +142,6 @@ fn selectMove(
141
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
142
143
  if (!showdown) volatiles.Flinch = false;
143
144
  if (volatiles.Thrashing or volatiles.Charging) {
144
- from.* = side.last_selected_move;
145
145
  if (showdown) {
146
146
  if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
147
  saveMove(battle, player, null);
@@ -162,25 +162,19 @@ fn selectMove(
162
162
  return null;
163
163
  }
164
164
  if (volatiles.Binding) {
165
- from.* = side.last_used_move;
166
165
  if (showdown) {
167
- if (foe_choice.type == .Switch) from.* = null;
168
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
169
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
170
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
171
169
  // set the selected move will not actually be used, it will just be reported as having
172
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
173
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
174
172
  saveMove(battle, player, choice);
175
173
  } else {
176
174
  assert(choice.data == 0);
177
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
178
176
  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));
177
+ const last = side.active.move(battle.lastMove(player).index);
184
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
185
179
  if (last.id == .MirrorMove) return Result.Error;
186
180
  }
@@ -204,16 +198,13 @@ fn selectMove(
204
198
  if (choice.data == 0) {
205
199
  const struggle = ok: {
206
200
  for (side.active.moves, 0..) |move, i| {
207
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
201
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
208
202
  }
209
203
  break :ok true;
210
204
  };
211
-
212
205
  assert(struggle);
213
- saveMove(battle, player, choice);
214
- } else {
215
- saveMove(battle, player, choice);
216
206
  }
207
+ saveMove(battle, player, choice);
217
208
 
218
209
  return null;
219
210
  }
@@ -226,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
226
217
  if (c.data == 0) {
227
218
  side.last_selected_move = .Struggle;
228
219
  } else {
229
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
230
221
  const move = side.active.move(c.data);
231
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
232
223
  // sometimes required...), but a 0 PP move can be used automatically
233
224
  assert(showdown or move.pp != 0);
234
225
 
235
226
  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
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
241
228
  }
242
229
  }
243
230
  }
244
231
 
245
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
232
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
246
233
  var side = battle.side(player);
247
234
  var foe = battle.foe(player);
248
235
  var active = &side.active;
@@ -255,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
255
242
  side.order[0] = side.order[slot - 1];
256
243
  side.order[slot - 1] = out;
257
244
 
258
- if (player == .P1) {
259
- battle.last_selected_indexes.p1 = 1;
260
- } else {
261
- battle.last_selected_indexes.p2 = 1;
262
- }
245
+ battle.lastMove(player).index = 1;
263
246
 
264
247
  side.last_used_move = .None;
265
248
  foe.last_used_move = .None;
@@ -272,20 +255,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
272
255
  active.moves = incoming.moves;
273
256
 
274
257
  statusModify(incoming.status, &active.stats);
258
+ options.chance.switched(player, slot);
275
259
 
276
260
  foe.active.volatiles.Binding = false;
277
261
 
278
- try log.switched(battle.active(player), incoming);
262
+ try options.log.switched(.{ battle.active(player), incoming });
279
263
 
280
264
  if (showdown and incoming.status == Status.TOX) {
281
265
  incoming.status = Status.init(.PSN);
282
266
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
283
267
  // rather not clutter up turnOrder just for this (incorrect) log message
284
- try log.status(battle.active(player), incoming.status, .Silent);
268
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
285
269
  }
286
270
  }
287
271
 
288
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
272
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
289
273
  assert(c1.type != .Pass or c2.type != .Pass);
290
274
 
291
275
  if (c1.type == .Pass) return .P2;
@@ -315,9 +299,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
299
  const spe2 = battle.side(.P2).active.stats.spe;
316
300
  if (spe1 == spe2) {
317
301
  // Pokémon Showdown's beforeTurnCallback shenanigans
318
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
302
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
303
+ battle.rng.advance(1);
304
+ }
319
305
 
320
- const p1 = Rolls.speedTie(battle);
306
+ const p1 = try Rolls.speedTie(battle, options);
321
307
  if (!showdown) return if (p1) .P1 else .P2;
322
308
 
323
309
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -342,13 +328,11 @@ fn doTurn(
342
328
  player_choice: Choice,
343
329
  player_rewrap: bool,
344
330
  player_skip: bool,
345
- player_from: ?Move,
346
331
  foe_player: Player,
347
332
  foe_choice: Choice,
348
333
  foe_rewrap: bool,
349
334
  foe_skip: bool,
350
- foe_from: ?Move,
351
- log: anytype,
335
+ options: anytype,
352
336
  ) !?Result {
353
337
  assert(player_choice.type != .Pass);
354
338
 
@@ -360,36 +344,37 @@ fn doTurn(
360
344
  player_choice,
361
345
  player_rewrap,
362
346
  player_skip,
363
- player_from,
364
347
  &residual,
365
- log,
348
+ options,
366
349
  )) |r| return r;
367
350
  if (!replace) {
368
351
  if (player_choice.type != .Switch) {
369
- if (try checkFaint(battle, foe_player, log)) |r| return r;
352
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
370
353
  }
371
- if (residual) try handleResidual(battle, player, log);
372
- if (try checkFaint(battle, player, log)) |r| return r;
354
+ if (residual) try handleResidual(battle, player, options);
355
+ if (try checkFaint(battle, player, false, options)) |r| return r;
373
356
  } else if (foe_choice.type == .Pass) return null;
374
357
 
358
+ if (!showdown) options.chance.clearPending();
359
+
375
360
  residual = true;
376
361
  replace = battle.side(foe_player).stored().hp == 0;
377
- if (try executeMove(
362
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
363
+ if (if (calc) null else try executeMove(
378
364
  battle,
379
365
  foe_player,
380
366
  foe_choice,
381
367
  foe_rewrap,
382
368
  foe_skip,
383
- foe_from,
384
369
  &residual,
385
- log,
370
+ options,
386
371
  )) |r| return r;
387
372
  if (!replace) {
388
- if (foe_choice.type != .Switch) {
389
- if (try checkFaint(battle, player, log)) |r| return r;
373
+ if (!calc and foe_choice.type != .Switch) {
374
+ if (try checkFaint(battle, player, true, options)) |r| return r;
390
375
  }
391
- if (residual) try handleResidual(battle, foe_player, log);
392
- if (try checkFaint(battle, foe_player, log)) |r| return r;
376
+ if (residual) try handleResidual(battle, foe_player, options);
377
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
393
378
  }
394
379
 
395
380
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -408,14 +393,13 @@ fn executeMove(
408
393
  choice: Choice,
409
394
  rewrap: bool,
410
395
  skip: bool,
411
- from: ?Move,
412
396
  residual: *bool,
413
- log: anytype,
397
+ options: anytype,
414
398
  ) !?Result {
415
399
  var side = battle.side(player);
416
400
 
417
401
  if (choice.type == .Switch) {
418
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
402
+ try switchIn(battle, player, choice.data, false, options);
419
403
  return null;
420
404
  }
421
405
 
@@ -425,13 +409,13 @@ fn executeMove(
425
409
  if (side.last_selected_move == .SKIP_TURN) {
426
410
  assert(!showdown);
427
411
  if (battle.foe(player).active.volatiles.Binding) {
428
- try log.cant(battle.active(player), .Bound);
412
+ try options.log.cant(.{ battle.active(player), .Bound });
429
413
  }
430
414
  return null;
431
415
  }
432
416
 
433
417
  assert(choice.type == .Move);
434
- var mslot = @intCast(u4, choice.data);
418
+ var mslot: u4 = @intCast(choice.data);
435
419
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
436
420
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
437
421
  var auto = showdown and side.last_selected_move != .None;
@@ -440,17 +424,16 @@ fn executeMove(
440
424
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
441
425
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
442
426
  assert(!showdown);
443
- mslot = @intCast(u4, if (player == .P1)
444
- battle.last_selected_indexes.p1
445
- else
446
- battle.last_selected_indexes.p2);
427
+ mslot = @intCast(battle.lastMove(player).index);
447
428
  const stored = side.stored();
448
429
  // 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);
430
+ auto = isForced(&side.active) or
431
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
432
+ side.last_selected_move == .HyperBeam or
433
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
451
434
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
452
435
  // 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.
436
+ // index 1 and the current Pokémon has the same move in its first slot
454
437
  if (!auto) {
455
438
  // side.active.moves(slot) is safe to check even though the slot in question might not
456
439
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -464,15 +447,12 @@ fn executeMove(
464
447
  } else if (showdown and side.active.volatiles.Charging) {
465
448
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
466
449
  assert(mslot == 1);
467
- mslot = @intCast(u4, if (player == .P1)
468
- battle.last_selected_indexes.p1
469
- else
470
- battle.last_selected_indexes.p2);
450
+ mslot = @intCast(battle.lastMove(player).index);
471
451
  }
472
452
 
473
453
  var skip_can = false;
474
454
  var skip_pp = false;
475
- switch (try beforeMove(battle, player, skip, from, residual, log)) {
455
+ switch (try beforeMove(battle, player, skip, residual, options)) {
476
456
  .done => return null,
477
457
  .skip_can => skip_can = true,
478
458
  .skip_pp => skip_pp = true,
@@ -480,11 +460,11 @@ fn executeMove(
480
460
  .err => return @as(?Result, Result.Error),
481
461
  }
482
462
 
483
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
484
- return null;
485
- }
463
+ const can = skip_can or
464
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
465
+ if (!can) return null;
486
466
 
487
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
467
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
488
468
  }
489
469
 
490
470
  const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
@@ -493,10 +473,10 @@ fn beforeMove(
493
473
  battle: anytype,
494
474
  player: Player,
495
475
  skip: bool,
496
- from: ?Move,
497
476
  residual: *bool,
498
- log: anytype,
477
+ options: anytype,
499
478
  ) !BeforeMove {
479
+ var log = options.log;
500
480
  var side = battle.side(player);
501
481
  const foe = battle.foe(player);
502
482
  var active = &side.active;
@@ -505,27 +485,42 @@ fn beforeMove(
505
485
  var volatiles = &active.volatiles;
506
486
 
507
487
  if (Status.is(stored.status, .SLP)) {
508
- const status = stored.status;
488
+ const before = stored.status;
489
+ const slf = Status.is(stored.status, .EXT);
509
490
  // 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);
491
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
492
+ .started, .ended => stored.status = 0,
493
+ .continuing => if (Status.duration(stored.status) > 1) {
494
+ stored.status -= 1;
495
+ },
496
+ else => unreachable,
497
+ } else {
498
+ stored.status -= 1;
499
+ }
500
+
501
+ const duration = Status.duration(stored.status);
502
+ try options.chance.sleep(player, if (slf)
503
+ .None
504
+ else if (duration == 0) .ended else .continuing);
505
+
506
+ if (duration == 0) {
507
+ try log.curestatus(.{ ident, before, .Message });
513
508
  stored.status = 0; // clears EXT if present
514
509
  } else {
515
- try log.cant(ident, .Sleep);
510
+ try log.cant(.{ ident, .Sleep });
516
511
  }
517
512
  side.last_used_move = .None;
518
513
  return .done;
519
514
  }
520
515
 
521
516
  if (Status.is(stored.status, .FRZ)) {
522
- try log.cant(ident, .Freeze);
517
+ try log.cant(.{ ident, .Freeze });
523
518
  side.last_used_move = .None;
524
519
  return .done;
525
520
  }
526
521
 
527
522
  if (skip or foe.active.volatiles.Binding) {
528
- try log.cant(ident, .Bound);
523
+ try log.cant(.{ ident, .Bound });
529
524
  return .done;
530
525
  }
531
526
 
@@ -533,25 +528,31 @@ fn beforeMove(
533
528
  // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
534
529
  // Pokémon can sometimes flinch multiple times from the same original hit
535
530
  if (!showdown) volatiles.Flinch = false;
536
- try log.cant(ident, .Flinch);
531
+ try log.cant(.{ ident, .Flinch });
537
532
  return .done;
538
533
  }
539
534
 
540
535
  if (volatiles.Recharging) {
541
536
  volatiles.Recharging = false;
542
- try log.cant(ident, .Recharge);
537
+ try log.cant(.{ ident, .Recharge });
543
538
  return .done;
544
539
  }
545
540
 
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);
541
+ if (volatiles.disable_duration > 0) {
542
+ volatiles.disable_duration =
543
+ decrement(.disable, player, options, volatiles.disable_duration);
544
+ try options.chance.disable(
545
+ player,
546
+ if (volatiles.disable_duration == 0) .ended else .continuing,
547
+ );
548
+
549
+ if (volatiles.disable_duration == 0) {
550
+ volatiles.disable_move = 0;
551
+ try log.end(.{ ident, .Disable });
551
552
  }
552
553
  }
553
554
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
554
- if (showdown and try disabled(side, ident, log)) return .done;
555
+ if (showdown and try disabled(side, ident, options)) return .done;
555
556
 
556
557
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
557
558
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -562,15 +563,27 @@ fn beforeMove(
562
563
 
563
564
  if (volatiles.Confusion) {
564
565
  assert(volatiles.confusion > 0);
566
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
567
+ .started => volatiles.confusion -= 1,
568
+ .continuing => if (volatiles.confusion > 1) {
569
+ volatiles.confusion -= 1;
570
+ },
571
+ .ended => volatiles.confusion = 0,
572
+ .overwritten => {},
573
+ else => unreachable,
574
+ } else {
575
+ volatiles.confusion -= 1;
576
+ }
577
+
578
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
565
579
 
566
- volatiles.confusion -= 1;
567
580
  if (volatiles.confusion == 0) {
568
581
  volatiles.Confusion = false;
569
- try log.end(ident, .Confusion);
582
+ try log.end(.{ ident, .Confusion });
570
583
  } else {
571
- try log.activate(ident, .Confusion);
584
+ try log.activate(.{ ident, .Confusion });
572
585
 
573
- if (Rolls.confused(battle)) {
586
+ if (try Rolls.confused(battle, player, options)) {
574
587
  assert(!volatiles.MultiHit);
575
588
  if (!volatiles.Rage) volatiles.state = 0;
576
589
  volatiles.Bide = false;
@@ -580,6 +593,9 @@ fn beforeMove(
580
593
  volatiles.Charging = false;
581
594
  volatiles.Binding = false;
582
595
  volatiles.Invulnerable = false;
596
+
597
+ options.chance.observe(.attacking, player, .None);
598
+ options.chance.observe(.binding, player, .None);
583
599
  {
584
600
  // This feels (and is) disgusting but the cartridge literally just overwrites
585
601
  // the opponent's defense with the user's defense and resets it after. As a
@@ -587,7 +603,9 @@ fn beforeMove(
587
603
  const def = foe.active.stats.def;
588
604
  foe.active.stats.def = active.stats.def;
589
605
  defer foe.active.stats.def = def;
590
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
606
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
607
+ return .err;
608
+ }
591
609
  }
592
610
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
593
611
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -599,7 +617,7 @@ fn beforeMove(
599
617
 
600
618
  const uncapped = battle.last_damage;
601
619
  // Skipping adjustDamage / randomizeDamage / checkHit
602
- _ = try applyDamage(battle, player, target, .Confusion, log);
620
+ _ = try applyDamage(battle, player, target, .Confusion, options);
603
621
  // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
604
622
  if (showdown) battle.last_damage = uncapped;
605
623
 
@@ -608,91 +626,107 @@ fn beforeMove(
608
626
  }
609
627
  }
610
628
 
611
- if (!showdown and try disabled(side, ident, log)) return .done;
629
+ if (!showdown and try disabled(side, ident, options)) return .done;
612
630
 
613
- if (Status.is(stored.status, .PAR) and Rolls.paralyzed(battle)) {
631
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
614
632
  if (!volatiles.Rage) volatiles.state = 0;
615
633
  volatiles.Bide = false;
616
634
  volatiles.Thrashing = false;
617
635
  volatiles.Charging = false;
618
636
  volatiles.Binding = false;
637
+
638
+ options.chance.observe(.attacking, player, .None);
639
+ options.chance.observe(.binding, player, .None);
640
+
619
641
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
620
- try log.cant(ident, .Paralysis);
642
+ try log.cant(.{ ident, .Paralysis });
621
643
  return .done;
622
644
  }
623
645
 
624
646
  if (volatiles.Bide) {
625
647
  assert(!volatiles.Thrashing and !volatiles.Rage);
626
648
 
627
- volatiles.state +%= battle.last_damage;
649
+ if (showdown) {
650
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
651
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
652
+ // addition because 65535 is sufficient to faint any Pokémon anyway
653
+ volatiles.state +|= battle.last_damage;
654
+ } else {
655
+ volatiles.state +%= battle.last_damage;
656
+ }
628
657
 
629
- assert(volatiles.attacks > 0);
658
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
659
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
630
660
 
631
- volatiles.attacks -= 1;
632
661
  if (volatiles.attacks != 0) {
633
- try log.activate(ident, .Bide);
662
+ try log.activate(.{ ident, .Bide });
634
663
  return .done;
635
664
  }
636
665
 
637
666
  volatiles.Bide = false;
638
- try log.end(ident, .Bide);
667
+ try log.end(.{ ident, .Bide });
639
668
 
640
669
  battle.last_damage = volatiles.state *% 2;
641
670
  volatiles.state = 0;
642
671
 
643
672
  if (battle.last_damage == 0) {
644
- try log.fail(ident, .None);
673
+ try log.fail(.{ ident, .None });
645
674
  return .done;
646
675
  }
647
676
 
648
677
  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);
678
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
679
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
651
680
 
652
681
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
653
682
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
654
683
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
655
684
  if (showdown) {
656
685
  residual.* = false;
657
- try handleResidual(battle, player, log);
686
+ try handleResidual(battle, player, options);
658
687
  }
659
688
 
660
689
  return .done;
661
690
  }
662
691
 
663
692
  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
- }
693
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
+
695
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
696
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
697
+
698
+ if (volatiles.attacks == 0) {
699
+ const overwritten = volatiles.Confusion;
700
+
701
+ volatiles.Thrashing = false;
702
+ volatiles.Confusion = true;
703
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
704
+
705
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
706
+ // ended (the engine's protocol is always from the omniscient perspective and clients
707
+ // can be expected to recognize this pattern and pass the information only to the
708
+ // correct player)
709
+ try log.start(.{ battle.active(player), .ConfusionSilent });
710
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
678
711
  }
712
+
713
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
714
+ // used in useMove and doesn't have the notion of skipping canMove semantics
715
+ if (showdown) side.last_used_move = side.last_selected_move;
716
+
679
717
  return .skip_can;
680
718
  }
681
719
 
682
720
  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
- );
721
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
722
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
723
+
724
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
691
725
  if (showdown or battle.last_damage != 0) {
692
726
  const sub = showdown and foe.active.volatiles.Substitute;
693
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
727
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
694
728
  if (battle.foe(player).stored().hp > 0 and !sub) {
695
- try buildRage(battle, player.foe(), log);
729
+ try buildRage(battle, player.foe(), options);
696
730
  }
697
731
  }
698
732
  return .done;
@@ -707,56 +741,57 @@ fn canMove(
707
741
  mslot: u4,
708
742
  auto: bool,
709
743
  skip_pp: bool,
710
- from: ?Move,
744
+ from: Move,
711
745
  residual: *bool,
712
- log: anytype,
746
+ options: anytype,
713
747
  ) !bool {
714
748
  var side = battle.side(player);
715
749
  const player_ident = battle.active(player);
716
750
  const move = Move.get(side.last_selected_move);
717
751
 
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
752
  if (side.active.volatiles.Charging) {
724
753
  side.active.volatiles.Charging = false;
725
754
  side.active.volatiles.Invulnerable = false;
726
755
  } else if (move.effect == .Charge) {
727
- try log.move(player_ident, side.last_selected_move, .{}, from);
728
- try Effects.charge(battle, player, log);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
757
+ setCounterable(battle, player, side, move);
758
+ try Effects.charge(battle, player, options);
729
759
  return false;
730
760
  }
731
761
 
732
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
733
- if (!skip) decrementPP(side, mslot, auto);
762
+ side.last_used_move = side.last_selected_move;
763
+ if (!skip_pp) decrementPP(side, mslot, auto);
734
764
 
735
765
  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);
766
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
767
+ setCounterable(battle, player, side, move);
744
768
 
745
769
  if (move.effect.onBegin()) {
746
- try onBegin(battle, player, move, mslot, residual, log);
770
+ try onBegin(battle, player, move, mslot, residual, options);
747
771
  return false;
748
772
  }
749
773
 
750
774
  if (move.effect == .Thrashing) {
751
- Effects.thrashing(battle, player);
775
+ Effects.thrashing(battle, player, options);
752
776
  } else if (!showdown and move.effect == .Binding) {
753
777
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
754
- Effects.binding(battle, player, false);
778
+ try Effects.binding(battle, player, false, options);
755
779
  }
756
780
 
757
781
  return true;
758
782
  }
759
783
 
784
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
785
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
786
+ // in cases where an early return happens the data for a players last selected move does not get
787
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
788
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
789
+ // as the desync results from actually having two separate battle states that subtly disagree
790
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
791
+ (move.type == .Normal or move.type == .Fighting);
792
+ battle.lastMove(player).counterable = @intFromBool(counterable);
793
+ }
794
+
760
795
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
761
796
  if (side.last_selected_move == .Struggle) return;
762
797
 
@@ -766,25 +801,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
766
801
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
767
802
  if (volatiles.Bide) return;
768
803
 
769
- assert(active.move(mslot).pp > 0 or auto);
770
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
804
+ var move_slot = active.move(mslot);
805
+ assert(move_slot.pp > 0 or auto);
806
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
771
807
  if (volatiles.Transform) return;
772
808
 
773
- assert(side.stored().move(mslot).pp > 0 or auto);
774
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
809
+ move_slot = side.stored().move(mslot);
810
+ assert(move_slot.pp > 0 or auto);
811
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
775
812
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
776
813
  }
777
814
 
778
- fn incrementPP(side: *Side, mslot: u4) void {
815
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
779
816
  var active = &side.active;
780
817
  const volatiles = &active.volatiles;
781
818
 
782
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
819
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
783
820
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
784
821
  if (showdown and volatiles.Transform) return;
785
822
 
823
+ const n = options.calc.overridden(player, .pp) orelse 1;
824
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
825
+
786
826
  assert(mslot > 0 and mslot <= 4);
787
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
827
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
788
828
  }
789
829
 
790
830
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -795,8 +835,9 @@ fn doMove(
795
835
  rewrap: bool,
796
836
  auto: bool,
797
837
  residual: *bool,
798
- log: anytype,
838
+ options: anytype,
799
839
  ) !?Result {
840
+ var log = options.log;
800
841
  var side = battle.side(player);
801
842
  const foe = battle.foe(player);
802
843
 
@@ -811,40 +852,44 @@ fn doMove(
811
852
  var hits: u4 = 1;
812
853
  var effectiveness = Effectiveness.neutral;
813
854
 
855
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
856
+ if (showdown and !counter) battle.last_damage = 0;
857
+
814
858
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
815
859
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
816
- return specialDamage(battle, player, move, log);
860
+ return specialDamage(battle, player, move, options);
817
861
  }
818
862
 
819
863
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
820
864
  // calling moveHit early covers most of that but we also need to check type immunity first
821
865
  var miss = showdown and miss: {
822
866
  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);
867
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
868
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
825
869
  if (immune and move.effect != .Binding) break :miss true;
826
870
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
827
871
  battle.last_damage = 0;
828
872
  break :miss true;
829
873
  }
830
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
874
+ break :miss (move.target != .Self and
875
+ !try moveHit(battle, player, move, &immune, &mist, options));
831
876
  };
832
877
  assert(!immune or miss or (showdown and move.effect == .Binding));
833
878
 
834
879
  var late = showdown and move.effect != .Explode;
835
880
  const skip = status or immune;
836
- if ((!showdown or (!skip or counter)) and !miss) blk: {
881
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
837
882
  if (showdown and move.effect.isMulti()) {
838
- Effects.multiHit(battle, player, move);
883
+ try Effects.multiHit(battle, player, move, options);
839
884
  hits = side.active.volatiles.attacks;
840
885
  late = false;
841
886
  }
842
887
 
843
888
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
844
889
  const check = !showdown or (!counter and move.effect != .OHKO);
845
- if (check) crit = checkCriticalHit(battle, player, move);
890
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
846
891
 
847
- if (counter) return counterDamage(battle, player, move, log);
892
+ if (counter) return counterDamage(battle, player, move, options);
848
893
 
849
894
  battle.last_damage = 0;
850
895
 
@@ -855,8 +900,9 @@ fn doMove(
855
900
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
856
901
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
857
902
  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)) {
903
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
904
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
905
+ if (!showdown) try options.chance.commit(player, .err);
860
906
  return @as(?Result, Result.Error);
861
907
  }
862
908
  if (battle.last_damage == 0) {
@@ -866,17 +912,16 @@ fn doMove(
866
912
  effectiveness = adjustDamage(battle, player);
867
913
  immune = effectiveness == 0;
868
914
  }
869
- randomizeDamage(battle);
915
+ try randomizeDamage(battle, player, options);
870
916
  }
871
917
  }
872
918
 
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);
919
+ var missed: bool = undefined;
920
+ const zero = battle.last_damage == 0;
921
+ if (!showdown and !skip) {
922
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
923
+ miss = missed or zero;
924
+ }
880
925
 
881
926
  assert(showdown or miss or battle.last_damage > 0 or skip);
882
927
  assert((!showdown and miss) or !(ohko and immune));
@@ -884,11 +929,11 @@ fn doMove(
884
929
 
885
930
  if (!showdown or !miss) {
886
931
  if (move.effect == .MirrorMove) {
887
- return mirrorMove(battle, player, mslot, rewrap, auto, residual, log);
932
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
888
933
  } else if (move.effect == .Metronome) {
889
- return metronome(battle, player, mslot, rewrap, auto, residual, log);
934
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
890
935
  } else if (move.effect.onEnd()) {
891
- try onEnd(battle, player, move, log);
936
+ try onEnd(battle, player, move, options);
892
937
  return null;
893
938
  }
894
939
  }
@@ -900,36 +945,60 @@ fn doMove(
900
945
  ohko = (!showdown or (!immune and !invulnerable)) and
901
946
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
902
947
  if (ohko) {
903
- try log.immune(foe_ident, .OHKO);
948
+ try log.immune(.{ foe_ident, .OHKO });
904
949
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
905
- try log.immune(foe_ident, .None);
950
+ try log.immune(.{ foe_ident, .None });
951
+ if (!showdown) {
952
+ if (move.effect == .Binding) {
953
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
954
+ // then simply clears it later on if the move happens to miss in moveHit.
955
+ // However, moveHit can return true and we'll still end up in the outer miss
956
+ // handling block because attacking into an immune Pokemon does zero damage
957
+ // (considered missing)
958
+ assert(zero);
959
+ // Thus we still need to actually save the hit result (but not the crit roll).
960
+ // Using .miss for this commit would accomplish what we want, but is somewhat
961
+ // misleading as its entirely possible the move actually did hit (and the target
962
+ // is now trapped) so we use the .binding value instead which is effectively
963
+ // identical, just doesn't claim to know about the actual results of the hit
964
+ // roll)
965
+ try options.chance.commit(player, .binding);
966
+ } else {
967
+ // The .glitch option allows for conditionally committing if we are in a
968
+ // division-by-zero freeze alternative timeline scenario
969
+ try options.chance.commit(player, .glitch);
970
+ }
971
+ }
906
972
  } else if (mist) {
907
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
908
- try log.fail(foe_ident, .None);
973
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
974
+ try log.fail(.{ foe_ident, .None });
909
975
  } else {
910
- try log.lastmiss();
911
- try log.miss(battle.active(player));
976
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
977
+ try log.lastmiss(.{});
978
+ try log.miss(.{battle.active(player)});
912
979
  }
913
980
  if (move.effect == .JumpKick) {
914
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
915
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
916
983
  battle.last_damage = 1;
917
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
918
985
  if (showdown and side.stored().hp == 0) residual.* = false;
919
986
  } else if (move.effect == .Explode) {
920
987
  try Effects.explode(battle, player);
921
- try buildRage(battle, player.foe(), log);
988
+ try buildRage(battle, player.foe(), options);
922
989
  } else if (showdown and move.effect == .Disable) {
923
- try buildRage(battle, player.foe(), log);
990
+ try buildRage(battle, player.foe(), options);
924
991
  }
925
992
  return null;
993
+ } else if (!showdown) {
994
+ try options.chance.commit(player, .hit);
926
995
  }
927
996
 
928
997
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
929
998
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
930
- // it up above before damage calculation).
999
+ // it up above before damage calculation)
931
1000
  if (!showdown and move.effect.isMulti()) {
932
- Effects.multiHit(battle, player, move);
1001
+ try Effects.multiHit(battle, player, move, options);
933
1002
  hits = side.active.volatiles.attacks;
934
1003
  }
935
1004
 
@@ -940,18 +1009,20 @@ fn doMove(
940
1009
  var hit: u4 = 0;
941
1010
  while (hit < hits) {
942
1011
  if (hit == 0) {
943
- if (crit) try log.crit(battle.active(player.foe()));
1012
+ if (crit) try log.crit(.{battle.active(player.foe())});
944
1013
  if (effectiveness > Effectiveness.neutral) {
945
- try log.supereffective(battle.active(player.foe()));
1014
+ try log.supereffective(.{battle.active(player.foe())});
946
1015
  } else if (effectiveness < Effectiveness.neutral) {
947
- try log.resisted(battle.active(player.foe()));
1016
+ try log.resisted(.{battle.active(player.foe())});
948
1017
  }
949
1018
  }
950
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
951
- if (hit == 0 and ohko) try log.ohko();
1019
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1020
+ if (hit == 0 and ohko) try log.ohko(.{});
952
1021
  hit += 1;
953
1022
  if (foe.stored().hp == 0) break;
954
- if (!late and (!sub or move.effect == .Explode)) try buildRage(battle, player.foe(), log);
1023
+ if (!late and (!sub or move.effect == .Explode)) {
1024
+ try buildRage(battle, player.foe(), options);
1025
+ }
955
1026
  // If the substitute breaks during a multi-hit attack, the attack ends
956
1027
  if (nullified) break;
957
1028
  }
@@ -961,35 +1032,41 @@ fn doMove(
961
1032
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
962
1033
  side.active.volatiles.attacks = 0;
963
1034
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
964
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1035
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
965
1036
  }
966
- try log.hitcount(battle.active(player.foe()), hit);
1037
+ try log.hitcount(.{ battle.active(player.foe()), hit });
967
1038
  } else if (showdown) {
968
1039
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
969
1040
  if (move.effect == .Binding) {
970
- Effects.binding(battle, player, rewrap);
1041
+ try Effects.binding(battle, player, rewrap, options);
971
1042
  if (immune) {
972
1043
  battle.last_damage = 0;
1044
+ assert(foe.stored().hp > 0);
973
1045
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
974
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1046
+ if (sub) {
1047
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1048
+ } else {
1049
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1050
+ try buildRage(battle, player.foe(), options);
1051
+ }
975
1052
  return null;
976
1053
  }
977
1054
  }
978
1055
  }
979
1056
 
980
1057
  // 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.
1058
+ // if an effect was intended to "always happen" it will still get skipped
982
1059
  if (nullified) return null;
983
1060
 
984
1061
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
985
1062
  // 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);
1063
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1064
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
988
1065
 
989
1066
  if (foe.stored().hp == 0) return null;
990
1067
 
991
1068
  // 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);
1069
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
993
1070
 
994
1071
  if (!move.effect.isSpecial()) {
995
1072
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -998,31 +1075,33 @@ fn doMove(
998
1075
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
999
1076
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1000
1077
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1001
- // puts the |-status| message before |-hitcount| instead of after.
1078
+ // puts the |-status| message before |-hitcount| instead of after
1002
1079
  if (move.effect == .Twineedle) {
1003
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1080
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1004
1081
  } else if (move.effect == .Disable) {
1005
- const result = try Effects.disable(battle, player, move, log);
1006
- if (showdown) try buildRage(battle, player.foe(), log);
1082
+ const result = try Effects.disable(battle, player, move, options);
1083
+ if (showdown) try buildRage(battle, player.foe(), options);
1007
1084
  return result;
1008
1085
  } else {
1009
- try moveEffect(battle, player, move, log);
1086
+ try moveEffect(battle, player, move, options);
1010
1087
  }
1011
1088
  }
1012
1089
 
1013
1090
  return null;
1014
1091
  }
1015
1092
 
1016
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1093
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1017
1094
  const side = battle.side(player);
1018
1095
 
1019
1096
  // 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);
1097
+ var rate: u16 = Species.chance(side.stored().species);
1098
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1099
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1100
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1101
+
1102
+ const spurious =
1103
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1026
1105
  }
1027
1106
 
1028
1107
  fn calcDamage(
@@ -1031,6 +1110,7 @@ fn calcDamage(
1031
1110
  target_player: Player,
1032
1111
  m: ?Move.Data,
1033
1112
  crit: bool,
1113
+ options: anytype,
1034
1114
  ) bool {
1035
1115
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1036
1116
  const cfz = m == null;
@@ -1042,28 +1122,8 @@ fn calcDamage(
1042
1122
 
1043
1123
  const special = move.type.special();
1044
1124
 
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
1125
+ var atk = attack(side, crit, special);
1126
+ var def = defense(target, crit, special, cfz);
1067
1127
 
1068
1128
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1069
1129
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1074,9 +1134,9 @@ fn calcDamage(
1074
1134
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1075
1135
  }
1076
1136
 
1077
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1137
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1078
1138
 
1079
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1139
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1080
1140
 
1081
1141
  if (def == 0) return false;
1082
1142
 
@@ -1088,11 +1148,41 @@ fn calcDamage(
1088
1148
  d = @min(997, d);
1089
1149
  d += 2;
1090
1150
 
1091
- battle.last_damage = @intCast(u16, d);
1151
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1152
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1153
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1154
+ // that results in counter intuitive probabilities in the common case
1155
+ if (pkmn.options.chance and !showdown) {
1156
+ atk = attack(side, !crit, special);
1157
+ def = defense(target, !crit, special, false);
1158
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1159
+ }
1160
+
1161
+ battle.last_damage = @intCast(d);
1092
1162
 
1093
1163
  return true;
1094
1164
  }
1095
1165
 
1166
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1167
+ return if (crit)
1168
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1169
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1170
+ }
1171
+
1172
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1173
+ return if (crit)
1174
+ if (special) target.stored().stats.spc else target.stored().stats.def
1175
+ else
1176
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1177
+ if (special)
1178
+ target.active.stats.spc *
1179
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1180
+ else
1181
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1182
+ target.active.stats.def *
1183
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1184
+ }
1185
+
1096
1186
  fn adjustDamage(battle: anytype, player: Player) u16 {
1097
1187
  const side = battle.side(player);
1098
1188
  const foe = battle.foe(player);
@@ -1102,9 +1192,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1102
1192
  var d = battle.last_damage;
1103
1193
  if (side.active.types.includes(move.type)) d +%= d / 2;
1104
1194
 
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));
1195
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1196
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1197
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1108
1198
 
1109
1199
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1110
1200
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1124,17 +1214,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1124
1214
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1125
1215
  }
1126
1216
 
1127
- fn randomizeDamage(battle: anytype) void {
1217
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1128
1218
  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);
1219
+ const random = try Rolls.damage(battle, player, options);
1220
+ options.calc.base(player.foe(), battle.last_damage);
1221
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1222
+ options.calc.final(player.foe(), battle.last_damage);
1131
1223
  }
1132
1224
 
1133
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1225
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1134
1226
  const side = battle.side(player);
1135
1227
  const foe = battle.foe(player);
1136
1228
 
1137
- if (!try checkHit(battle, player, move, log)) return null;
1229
+ if (!try checkHit(battle, player, move, options)) return null;
1138
1230
 
1139
1231
  battle.last_damage = switch (side.last_selected_move) {
1140
1232
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1143,10 +1235,10 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1143
1235
  .DragonRage => 40,
1144
1236
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1145
1237
  .Psywave => power: {
1146
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1238
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1147
1239
  // GLITCH: Psywave infinite glitch loop
1148
1240
  if (!showdown and max <= 1) return Result.Error;
1149
- break :power Rolls.psywave(battle, max);
1241
+ break :power try Rolls.psywave(battle, player, max, options);
1150
1242
  },
1151
1243
  else => unreachable,
1152
1244
  };
@@ -1154,59 +1246,53 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1154
1246
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1155
1247
 
1156
1248
  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);
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1159
1251
 
1160
1252
  return null;
1161
1253
  }
1162
1254
 
1163
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1255
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1164
1256
  const foe = battle.foe(player);
1165
1257
 
1166
1258
  if (battle.last_damage == 0) {
1167
- try log.fail(battle.active(player), .None);
1259
+ try options.log.fail(.{ battle.active(player), .None });
1168
1260
  return null;
1169
1261
  }
1170
1262
 
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);
1263
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1174
1264
  const foe_last_selected_move =
1175
1265
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1176
- .Counter
1266
+ .Splash
1177
1267
  else
1178
1268
  foe.last_selected_move);
1179
1269
 
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
-
1270
+ const used = battle.lastMove(player.foe()).counterable != 0;
1185
1271
  const selected = foe_last_selected_move.bp > 0 and
1186
1272
  foe.last_selected_move != .Counter and
1187
1273
  (foe_last_selected_move.type == .Normal or
1188
1274
  foe_last_selected_move.type == .Fighting);
1189
1275
 
1190
1276
  if (!used and !selected) {
1191
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1192
1278
  return null;
1193
1279
  }
1194
1280
 
1195
1281
  if (!used or !selected) {
1196
1282
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1197
1283
  if (!showdown) return Result.Error;
1198
- try log.fail(battle.active(player), .None);
1284
+ try options.log.fail(.{ battle.active(player), .None });
1199
1285
  return null;
1200
1286
  }
1201
1287
 
1202
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1288
+ battle.last_damage *|= 2;
1203
1289
 
1204
- // Pokémon Showdown calls checkHit before Counter
1205
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1290
+ // Pokémon Showdown calls moveHit before Counter
1291
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1206
1292
 
1207
1293
  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);
1294
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1295
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1210
1296
  return null;
1211
1297
  }
1212
1298
 
@@ -1215,7 +1301,7 @@ fn applyDamage(
1215
1301
  target_player: Player,
1216
1302
  sub_player: Player,
1217
1303
  reason: Damage,
1218
- log: anytype,
1304
+ options: anytype,
1219
1305
  ) !bool {
1220
1306
  assert(showdown or battle.last_damage != 0);
1221
1307
 
@@ -1230,19 +1316,20 @@ fn applyDamage(
1230
1316
  subbed.active.volatiles.substitute = 0;
1231
1317
  subbed.active.volatiles.Substitute = false;
1232
1318
  // battle.last_damage is not updated with the amount of HP the Substitute had
1233
- try log.end(battle.active(sub_player), .Substitute);
1319
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1320
+ options.calc.capped(sub_player);
1234
1321
  return true;
1235
1322
  } else {
1236
1323
  // 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);
1324
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1325
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1239
1326
  return false;
1240
1327
  }
1241
1328
  }
1242
1329
 
1243
1330
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1244
1331
  target.stored().hp -= battle.last_damage;
1245
- try log.damage(battle.active(target_player), target.stored(), reason);
1332
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1246
1333
  return false;
1247
1334
  }
1248
1335
 
@@ -1253,22 +1340,24 @@ fn mirrorMove(
1253
1340
  rewrap: bool,
1254
1341
  auto: bool,
1255
1342
  residual: *bool,
1256
- log: anytype,
1257
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1258
1345
  var side = battle.side(player);
1259
1346
  const foe = battle.foe(player);
1260
1347
 
1261
1348
  side.last_selected_move = foe.last_used_move;
1262
1349
 
1263
1350
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1264
- try log.fail(battle.active(player), .None);
1351
+ try options.log.fail(.{ battle.active(player), .None });
1265
1352
  return null;
1353
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1354
+ incrementPP(side, player, mslot, options);
1266
1355
  }
1267
1356
 
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);
1357
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1358
+ return null;
1359
+ }
1360
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1272
1361
  }
1273
1362
 
1274
1363
  fn metronome(
@@ -1278,35 +1367,51 @@ fn metronome(
1278
1367
  rewrap: bool,
1279
1368
  auto: bool,
1280
1369
  residual: *bool,
1281
- log: anytype,
1282
- ) !?Result {
1370
+ options: anytype,
1371
+ ) anyerror!?Result {
1283
1372
  var side = battle.side(player);
1284
1373
 
1285
- side.last_selected_move = Rolls.metronome(battle);
1286
- incrementPP(side, mslot);
1374
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1375
+ incrementPP(side, player, mslot, options);
1287
1376
 
1288
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1289
- return doMove(battle, player, mslot, rewrap, auto, residual, log);
1377
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1378
+ return null;
1379
+ }
1380
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1290
1381
  }
1291
1382
 
1292
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1383
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1293
1384
  var immune = false;
1294
1385
  var mist = false;
1295
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1386
+
1387
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1388
+ if (!showdown) try options.chance.commit(player, .hit);
1389
+ return true;
1390
+ }
1391
+
1296
1392
  assert(!immune);
1297
1393
  if (mist) {
1298
1394
  assert(!showdown);
1299
1395
  const foe_ident = battle.active(player.foe());
1300
- try log.activate(foe_ident, .Mist);
1301
- try log.fail(foe_ident, .None);
1396
+ try options.log.activate(.{ foe_ident, .Mist });
1397
+ try options.log.fail(.{ foe_ident, .None });
1302
1398
  } else {
1303
- try log.lastmiss();
1304
- try log.miss(battle.active(player));
1399
+ try options.log.lastmiss(.{});
1400
+ try options.log.miss(.{battle.active(player)});
1305
1401
  }
1402
+
1403
+ if (!showdown) try options.chance.commit(player, .miss);
1306
1404
  return false;
1307
1405
  }
1308
1406
 
1309
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1407
+ fn moveHit(
1408
+ battle: anytype,
1409
+ player: Player,
1410
+ move: Move.Data,
1411
+ immune: *bool,
1412
+ mist: *bool,
1413
+ options: anytype,
1414
+ ) !bool {
1310
1415
  var side = battle.side(player);
1311
1416
  const foe = battle.foe(player);
1312
1417
 
@@ -1345,10 +1450,10 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1345
1450
  const overwritten = overwrite and state > 0;
1346
1451
  assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1347
1452
 
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)];
1453
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1454
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1350
1455
  accuracy = accuracy * boost[0] / boost[1];
1351
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1456
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1352
1457
  accuracy = accuracy * boost[0] / boost[1];
1353
1458
  accuracy = @min(255, @max(1, accuracy));
1354
1459
 
@@ -1357,7 +1462,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1357
1462
  if (overwrite) side.active.volatiles.state = accuracy;
1358
1463
 
1359
1464
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1360
- break :miss !Rolls.hit(battle, accuracy);
1465
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1361
1466
  };
1362
1467
 
1363
1468
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1367,16 +1472,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1367
1472
  }
1368
1473
 
1369
1474
  if (!miss) return true;
1370
- battle.last_damage = 0;
1475
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1476
+
1371
1477
  side.active.volatiles.Binding = false;
1478
+ options.chance.observe(.binding, player, .None);
1479
+
1372
1480
  return false;
1373
1481
  }
1374
1482
 
1375
1483
  fn checkFaint(
1376
1484
  battle: anytype,
1377
1485
  player: Player,
1378
- log: anytype,
1379
- ) @TypeOf(log).Error!?Result {
1486
+ cap: bool,
1487
+ options: anytype,
1488
+ ) @TypeOf(options.log).Error!?Result {
1380
1489
  const side = battle.side(player);
1381
1490
  if (side.stored().hp > 0) return null;
1382
1491
 
@@ -1384,33 +1493,32 @@ fn checkFaint(
1384
1493
  const foe_fainted = foe.stored().hp == 0;
1385
1494
 
1386
1495
  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;
1496
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1497
+ const more = player_out or foe_out;
1390
1498
 
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;
1499
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1500
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1393
1501
 
1394
1502
  assert(!side.active.volatiles.MultiHit);
1395
1503
  assert(!foe.active.volatiles.MultiHit);
1396
1504
 
1397
- if (tie) {
1398
- try log.tie();
1505
+ if (player_out and foe_out) {
1506
+ try options.log.tie(.{});
1399
1507
  return Result.Tie;
1400
1508
  } else if (player_out) {
1401
- try log.win(player.foe());
1509
+ try options.log.win(.{player.foe()});
1402
1510
  return if (player == .P1) Result.Lose else Result.Win;
1403
1511
  } else if (foe_out) {
1404
- try log.win(player);
1512
+ try options.log.win(.{player});
1405
1513
  return if (player == .P1) Result.Win else Result.Lose;
1406
1514
  }
1407
1515
 
1408
1516
  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 };
1517
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1518
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1411
1519
  }
1412
1520
 
1413
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1521
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1414
1522
  var side = battle.side(player);
1415
1523
  var foe = battle.foe(player);
1416
1524
  assert(side.stored().hp == 0);
@@ -1443,32 +1551,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1443
1551
  side.stored().stats.spe;
1444
1552
  }
1445
1553
 
1446
- try log.faint(battle.active(player), done);
1554
+ try options.log.faint(.{ battle.active(player), done });
1555
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1556
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1557
+ if (cap) options.calc.capped(player);
1447
1558
  return null;
1448
1559
  }
1449
1560
 
1450
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1561
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1451
1562
  var side = battle.side(player);
1452
1563
  var stored = side.stored();
1453
1564
  const ident = battle.active(player);
1454
1565
  var volatiles = &side.active.volatiles;
1455
1566
 
1456
1567
  const brn = Status.is(stored.status, .BRN);
1457
- if (brn or Status.is(stored.status, .PSN)) blk: {
1568
+ if (brn or Status.is(stored.status, .PSN)) {
1458
1569
  var damage = @max(stored.stats.hp / 16, 1);
1459
-
1460
1570
  if (volatiles.Toxic) {
1461
1571
  volatiles.toxic += 1;
1462
1572
  damage *= volatiles.toxic;
1463
1573
  }
1574
+ damage = @min(damage, stored.hp);
1464
1575
 
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);
1576
+ if (!showdown or damage > 0) {
1577
+ stored.hp -= damage;
1578
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1579
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1580
+ }
1472
1581
  }
1473
1582
 
1474
1583
  if (volatiles.LeechSeed) {
@@ -1492,43 +1601,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1492
1601
  const amount = @min(damage, stored.hp);
1493
1602
  stored.hp -= amount;
1494
1603
 
1495
- // As above, Pokémon Showdown uses damageOf but its not relevant
1496
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1604
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1605
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1497
1606
 
1498
1607
  const before = foe_stored.hp;
1499
1608
  // Uncapped damage is added back to the foe
1500
1609
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1501
1610
  // 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);
1611
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1503
1612
  }
1504
1613
  }
1505
1614
 
1506
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1615
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1507
1616
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1508
1617
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1509
1618
 
1510
- if (showdown and options.ebc and checkEBC(battle)) {
1511
- try log.tie();
1619
+ battle.turn += 1;
1620
+
1621
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1622
+ try options.log.tie(.{});
1512
1623
  return Result.Tie;
1513
1624
  }
1514
1625
 
1515
- battle.turn += 1;
1516
-
1517
1626
  if (showdown and battle.turn >= 1000) {
1518
- try log.tie();
1627
+ try options.log.tie(.{});
1519
1628
  return Result.Tie;
1520
1629
  } else if (battle.turn >= 65535) {
1521
1630
  return Result.Error;
1522
1631
  }
1523
1632
 
1524
- try log.turn(battle.turn);
1633
+ try options.log.turn(.{battle.turn});
1525
1634
 
1526
1635
  return Result.Default;
1527
1636
  }
1528
1637
 
1529
1638
  fn checkEBC(battle: anytype) bool {
1530
1639
  for (battle.sides, 0..) |side, i| {
1531
- const foe = battle.sides[~@intCast(u1, i)];
1640
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1532
1641
 
1533
1642
  var foe_all_ghosts = true;
1534
1643
  var foe_all_transform = true;
@@ -1580,10 +1689,10 @@ fn checkEBC(battle: anytype) bool {
1580
1689
  return false;
1581
1690
  }
1582
1691
 
1583
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1584
- if (side.active.volatiles.disabled_move != 0) {
1692
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1693
+ if (side.active.volatiles.disable_move != 0) {
1585
1694
  // 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;
1695
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1587
1696
  // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1588
1697
  const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1589
1698
  m
@@ -1591,127 +1700,115 @@ fn disabled(side: *Side, ident: ID, log: anytype) !bool {
1591
1700
  side.last_selected_move;
1592
1701
  if (m != .None and m == last) {
1593
1702
  side.active.volatiles.Charging = false;
1594
- try log.disabled(ident, last);
1703
+ try options.log.cant(.{ ident, .Disable, last });
1595
1704
  return true;
1596
1705
  }
1597
1706
  }
1598
1707
  return false;
1599
1708
  }
1600
1709
 
1601
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
1710
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1602
1711
  const side = battle.side(who);
1603
1712
  if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1604
- try Effects.boost(battle, who, Move.get(.Rage), log);
1713
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1605
1714
  }
1606
1715
  }
1607
1716
 
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(
1717
+ fn onBegin(
1620
1718
  battle: anytype,
1621
1719
  player: Player,
1622
1720
  move: Move.Data,
1623
1721
  mslot: u8,
1624
1722
  residual: *bool,
1625
- log: anytype,
1723
+ options: anytype,
1626
1724
  ) !void {
1627
- assert(move.effect.onBegin());
1628
1725
  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),
1726
+ .Confusion => Effects.confusion(battle, player, move, options),
1727
+ .Conversion => Effects.conversion(battle, player, options),
1728
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1729
+ .Haze => Effects.haze(battle, player, options),
1730
+ .Heal => Effects.heal(battle, player, options),
1731
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1732
+ .LightScreen => Effects.lightScreen(battle, player, options),
1733
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1734
+ .Mist => Effects.mist(battle, player, options),
1735
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1736
+ .Poison => Effects.poison(battle, player, move, options),
1737
+ .Reflect => Effects.reflect(battle, player, options),
1738
+ .Splash => Effects.splash(battle, player, options),
1739
+ .Substitute => Effects.substitute(battle, player, residual, options),
1740
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1741
+ .Transform => Effects.transform(battle, player, options),
1645
1742
  else => unreachable,
1646
1743
  };
1647
1744
  }
1648
1745
 
1649
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1650
- assert(move.effect.onEnd());
1746
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1651
1747
  return switch (move.effect) {
1652
- .Bide => Effects.bide(battle, player, log),
1748
+ .Bide => Effects.bide(battle, player, options),
1653
1749
  // zig fmt: off
1654
1750
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1655
1751
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1656
- Effects.boost(battle, player, move, log),
1752
+ Effects.boost(battle, player, move, options),
1657
1753
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1658
- Effects.unboost(battle, player, move, log),
1754
+ Effects.unboost(battle, player, move, options),
1659
1755
  // zig fmt: on
1660
- .Sleep => Effects.sleep(battle, player, move, log),
1756
+ .Sleep => Effects.sleep(battle, player, move, options),
1661
1757
  else => unreachable,
1662
1758
  };
1663
1759
  }
1664
1760
 
1665
- inline fn alwaysHappens(
1761
+ fn alwaysHappens(
1666
1762
  battle: anytype,
1667
1763
  player: Player,
1668
1764
  move: Move.Data,
1669
1765
  residual: *bool,
1670
- log: anytype,
1766
+ options: anytype,
1671
1767
  ) !void {
1672
- assert(move.effect.alwaysHappens());
1673
1768
  return switch (move.effect) {
1674
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1769
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1675
1770
  .Explode => Effects.explode(battle, player),
1676
- .PayDay => Effects.payDay(battle, player, log),
1771
+ .PayDay => Effects.payDay(battle, player, options),
1677
1772
  .Rage => Effects.rage(battle, player),
1678
- .Recoil => Effects.recoil(battle, player, residual, log),
1773
+ .Recoil => Effects.recoil(battle, player, residual, options),
1679
1774
  .JumpKick, .Binding => {},
1680
1775
  else => unreachable,
1681
1776
  };
1682
1777
  }
1683
1778
 
1684
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1779
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1685
1780
  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),
1781
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1782
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1783
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1784
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1785
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1691
1786
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1692
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1693
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1787
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1788
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1694
1789
  // zig fmt: off
1695
1790
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1696
- Effects.unboost(battle, player, move, log),
1791
+ Effects.unboost(battle, player, move, options),
1697
1792
  // zig fmt: on
1698
1793
  else => {},
1699
1794
  };
1700
1795
  }
1701
1796
 
1702
1797
  pub const Effects = struct {
1703
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1798
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1704
1799
  var side = battle.side(player);
1705
1800
 
1706
1801
  side.active.volatiles.Bide = true;
1707
1802
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1803
+
1708
1804
  side.active.volatiles.state = 0;
1709
- side.active.volatiles.attacks = Rolls.bideThrashDuration(battle);
1805
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1806
+ options.chance.observe(.attacking, player, .started);
1710
1807
 
1711
- try log.start(battle.active(player), .Bide);
1808
+ try options.log.start(.{ battle.active(player), .Bide });
1712
1809
  }
1713
1810
 
1714
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1715
1812
  var foe = battle.foe(player);
1716
1813
  var foe_stored = foe.stored();
1717
1814
 
@@ -1722,83 +1819,90 @@ pub const Effects = struct {
1722
1819
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1723
1820
  if (Status.is(foe_stored.status, .FRZ)) {
1724
1821
  assert(move.type == .Fire);
1725
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1822
+ try options.log.curestatus(.{
1823
+ battle.active(player.foe()),
1824
+ foe_stored.status,
1825
+ .Message,
1826
+ });
1726
1827
  foe_stored.status = 0;
1727
1828
  }
1728
1829
  return;
1729
1830
  }
1730
1831
 
1731
1832
  if (foe.active.types.includes(move.type)) return;
1732
- if (!Rolls.secondaryChance(battle, move.effect == .BurnChance1)) return;
1833
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1834
+ return;
1835
+ }
1733
1836
 
1734
1837
  foe_stored.status = Status.init(.BRN);
1735
1838
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1736
1839
 
1737
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1840
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1738
1841
  }
1739
1842
 
1740
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1843
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1741
1844
  var side = battle.side(player);
1742
1845
  var volatiles = &side.active.volatiles;
1743
1846
 
1744
1847
  volatiles.Charging = true;
1745
1848
  const move = side.last_selected_move;
1746
1849
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1747
- try log.laststill();
1748
- try log.prepare(battle.active(player), move);
1850
+ try options.log.laststill(.{});
1851
+ try options.log.prepare(.{ battle.active(player), move });
1749
1852
  }
1750
1853
 
1751
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1854
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1752
1855
  var foe = battle.foe(player);
1753
1856
  const sub = foe.active.volatiles.Substitute;
1754
1857
 
1755
1858
  if (move.effect == .ConfusionChance) {
1756
- if (!Rolls.confusionChance(battle)) return;
1859
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1757
1860
  } else {
1758
1861
  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
- }
1862
+ if (!try checkHit(battle, player, move, options)) return;
1863
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1764
1864
  } 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
- }
1865
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1866
+ if (!try checkHit(battle, player, move, options)) return;
1770
1867
  }
1771
1868
  }
1772
1869
 
1773
1870
  if (foe.active.volatiles.Confusion) return;
1774
1871
  foe.active.volatiles.Confusion = true;
1775
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle);
1776
1872
 
1777
- try log.start(battle.active(player.foe()), .Confusion);
1873
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1874
+ options.chance.observe(.confusion, player.foe(), .started);
1875
+
1876
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1778
1877
  }
1779
1878
 
1780
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1879
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1781
1880
  const foe = battle.foe(player);
1782
1881
 
1783
1882
  if (foe.active.volatiles.Invulnerable) {
1784
- try log.lastmiss();
1785
- return log.miss(battle.active(player));
1883
+ try options.log.lastmiss(.{});
1884
+ return options.log.miss(.{battle.active(player)});
1786
1885
  }
1787
1886
 
1788
1887
  battle.side(player).active.types = foe.active.types;
1789
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1888
+ return options.log.start(.{
1889
+ battle.active(player),
1890
+ .TypeChange,
1891
+ foe.active.types,
1892
+ battle.active(player.foe()),
1893
+ });
1790
1894
  }
1791
1895
 
1792
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1896
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1793
1897
  var foe = battle.foe(player);
1794
1898
  var volatiles = &foe.active.volatiles;
1795
1899
  const foe_ident = battle.active(player.foe());
1796
1900
 
1797
1901
  // Pokémon Showdown handles hit/miss earlier in doMove
1798
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1902
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1799
1903
 
1800
- if (volatiles.disabled_move != 0) {
1801
- try log.fail(foe_ident, .None);
1904
+ if (volatiles.disable_move != 0) {
1905
+ try options.log.fail(.{ foe_ident, .None });
1802
1906
  return null;
1803
1907
  }
1804
1908
 
@@ -1814,7 +1918,7 @@ pub const Effects = struct {
1814
1918
  // Technically this is still considered simply a "miss" on the cartridge,
1815
1919
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1816
1920
  if (n == 0) {
1817
- try log.fail(foe_ident, .None);
1921
+ try options.log.fail(.{ foe_ident, .None });
1818
1922
  return null;
1819
1923
  } else if (err) {
1820
1924
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1822,16 +1926,19 @@ pub const Effects = struct {
1822
1926
  return Result.Error;
1823
1927
  }
1824
1928
 
1825
- volatiles.disabled_move = @intCast(u3, Rolls.moveSlot(battle, &foe.active.moves, n));
1826
- volatiles.disabled_duration = Rolls.disableDuration(battle);
1929
+ volatiles.disable_move =
1930
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1931
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1932
+ options.chance.observe(.disable, player.foe(), .started);
1827
1933
 
1828
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1934
+ const id = foe.active.move(volatiles.disable_move).id;
1935
+ try options.log.start(.{ foe_ident, .Disable, id });
1829
1936
  return null;
1830
1937
  }
1831
1938
 
1832
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1833
- var side = battle.side(player);
1834
- var stored = side.stored();
1939
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1940
+ var stored = battle.side(player).stored();
1941
+ const ident = battle.active(player);
1835
1942
 
1836
1943
  if (battle.last_damage == 0) {
1837
1944
  assert(showdown);
@@ -1844,7 +1951,7 @@ pub const Effects = struct {
1844
1951
  if (stored.hp == stored.stats.hp) return;
1845
1952
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1846
1953
 
1847
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1954
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1848
1955
  }
1849
1956
 
1850
1957
  fn explode(battle: anytype, player: Player) !void {
@@ -1858,26 +1965,28 @@ pub const Effects = struct {
1858
1965
  side.active.volatiles.LeechSeed = false;
1859
1966
  }
1860
1967
 
1861
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1968
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1862
1969
  var volatiles = &battle.foe(player).active.volatiles;
1863
1970
 
1864
1971
  if (volatiles.Substitute) return;
1865
- if (!Rolls.secondaryChance(battle, move.effect == .FlinchChance1)) return;
1972
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1973
+ return;
1974
+ }
1866
1975
 
1867
1976
  volatiles.Flinch = true;
1868
1977
  volatiles.Recharging = false;
1869
1978
  }
1870
1979
 
1871
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1872
1981
  var side = battle.side(player);
1873
1982
 
1874
1983
  if (side.active.volatiles.FocusEnergy) return;
1875
1984
  side.active.volatiles.FocusEnergy = true;
1876
1985
 
1877
- try log.start(battle.active(player), .FocusEnergy);
1986
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1878
1987
  }
1879
1988
 
1880
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1989
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1881
1990
  var foe = battle.foe(player);
1882
1991
  var foe_stored = foe.stored();
1883
1992
  const foe_ident = battle.active(player.foe());
@@ -1889,21 +1998,22 @@ pub const Effects = struct {
1889
1998
  }
1890
1999
 
1891
2000
  if (foe.active.types.includes(move.type)) return;
1892
- if (!Rolls.secondaryChance(battle, true)) return;
2001
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1893
2002
  // Freeze Clause Mod
1894
2003
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1895
2004
 
1896
2005
  foe_stored.status = Status.init(.FRZ);
1897
2006
  // GLITCH: Hyper Beam recharging status is not cleared
1898
2007
 
1899
- try log.status(foe_ident, foe_stored.status, .None);
2008
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1900
2009
  }
1901
2010
 
1902
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2011
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2012
+ var log = options.log;
1903
2013
  var side = battle.side(player);
1904
2014
  var foe = battle.foe(player);
1905
2015
 
1906
- var side_stored = side.stored();
2016
+ const side_stored = side.stored();
1907
2017
  var foe_stored = foe.stored();
1908
2018
 
1909
2019
  const player_ident = battle.active(player);
@@ -1915,96 +2025,101 @@ pub const Effects = struct {
1915
2025
  side.active.stats = side_stored.stats;
1916
2026
  foe.active.stats = foe_stored.stats;
1917
2027
 
1918
- try log.activate(player_ident, .Haze);
1919
- try log.clearallboost();
2028
+ try log.activate(.{ player_ident, .Haze });
2029
+ try log.clearallboost(.{});
1920
2030
 
1921
2031
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1922
2032
  if (showdown) {
1923
2033
  for (&battle.sides, 0..) |*s, i| {
1924
- const p = @intToEnum(Player, i);
2034
+ const p: Player = @enumFromInt(i);
1925
2035
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1926
2036
  if (p != player and Status.any(s.stored().status)) {
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2037
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
2038
  s.stored().status = 0;
2039
+ options.chance.observe(.sleep, p, .None);
1929
2040
  } else if (showdown and s.stored().status == Status.TOX) {
1930
2041
  s.stored().status = Status.init(.PSN);
1931
- try log.status(battle.active(p), s.stored().status, .None);
2042
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1932
2043
  }
1933
- try clearVolatiles(battle, p, log);
2044
+ try clearVolatiles(battle, p, options);
1934
2045
  }
1935
2046
  } else {
1936
2047
  if (Status.any(foe_stored.status)) {
1937
2048
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1938
2049
  foe.last_selected_move = .SKIP_TURN;
2050
+ options.chance.observe(.sleep, player.foe(), .None);
1939
2051
  }
1940
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1941
2053
  foe_stored.status = 0;
1942
2054
  }
1943
- try clearVolatiles(battle, player, log);
1944
- try clearVolatiles(battle, player.foe(), log);
2055
+ try clearVolatiles(battle, player, options);
2056
+ try clearVolatiles(battle, player.foe(), options);
1945
2057
  }
1946
2058
  }
1947
2059
 
1948
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1949
2061
  var side = battle.side(player);
1950
2062
  var stored = side.stored();
1951
2063
  const ident = battle.active(player);
1952
2064
 
1953
2065
  // GLITCH: HP recovery move failure glitches
1954
2066
  const delta = stored.stats.hp - stored.hp;
1955
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2067
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2068
+ return options.log.fail(.{ ident, .None });
2069
+ }
1956
2070
 
1957
2071
  const rest = side.last_selected_move == .Rest;
1958
2072
  if (rest) {
1959
2073
  // Adding the sleep status runs the sleep condition handler to roll duration
1960
2074
  if (showdown) battle.rng.advance(1);
1961
2075
  stored.status = Status.slf(2);
1962
- try log.statusFrom(ident, stored.status, Move.Rest);
2076
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1963
2077
  stored.hp = stored.stats.hp;
1964
2078
  } else {
1965
2079
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1966
2080
  }
1967
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2081
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1968
2082
  }
1969
2083
 
1970
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1971
2085
  battle.side(player).active.volatiles.Recharging = true;
1972
- try log.mustrecharge(battle.active(player));
2086
+ try options.log.mustrecharge(.{battle.active(player)});
1973
2087
  }
1974
2088
 
1975
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2089
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1976
2090
  var foe = battle.foe(player);
1977
2091
 
1978
2092
  if (showdown) {
1979
2093
  // Invulnerability trumps type immunity on Pokémon Showdown
1980
2094
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1981
- return log.immune(battle.active(player.foe()), .None);
2095
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1982
2096
  }
1983
- if (!try checkHit(battle, player, move, log)) return;
2097
+ if (!try checkHit(battle, player, move, options)) return;
1984
2098
  if (foe.active.volatiles.LeechSeed) return;
1985
2099
  } else {
1986
- if (!try checkHit(battle, player, move, log)) return;
2100
+ if (!try checkHit(battle, player, move, options)) return;
1987
2101
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1988
- try log.lastmiss();
1989
- return log.miss(battle.active(player));
2102
+ try options.log.lastmiss(.{});
2103
+ return options.log.miss(.{battle.active(player)});
1990
2104
  }
1991
2105
  }
1992
2106
 
1993
2107
  foe.active.volatiles.LeechSeed = true;
1994
2108
 
1995
- try log.start(battle.active(player.foe()), .LeechSeed);
2109
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1996
2110
  }
1997
2111
 
1998
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2112
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1999
2113
  var side = battle.side(player);
2114
+ const ident = battle.active(player);
2000
2115
 
2001
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2116
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
2002
2117
  side.active.volatiles.LightScreen = true;
2003
2118
 
2004
- try log.start(battle.active(player), .LightScreen);
2119
+ try options.log.start(.{ ident, .LightScreen });
2005
2120
  }
2006
2121
 
2007
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2122
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
2008
2123
  var side = battle.side(player);
2009
2124
  var foe = battle.foe(player);
2010
2125
 
@@ -2020,46 +2135,49 @@ pub const Effects = struct {
2020
2135
  const has_mimic = has_mimic: {
2021
2136
  for (side.active.moves, 0..) |m, i| {
2022
2137
  if (m.id == .Mimic) {
2023
- oslot = @intCast(u8, i + 1);
2138
+ oslot = @intCast(i + 1);
2024
2139
  break :has_mimic true;
2025
2140
  }
2026
2141
  }
2027
2142
  break :has_mimic false;
2028
2143
  };
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);
2144
+ if (!has_mimic) {
2145
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2146
+ if (!try checkHit(battle, player, move, options)) return;
2147
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2033
2148
  }
2034
2149
  }
2035
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (!try checkHit(battle, player, move, options)) return;
2036
2151
 
2037
- const rslot = Rolls.moveSlot(battle, &foe.active.moves, 0);
2152
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2038
2153
  side.active.move(oslot).id = foe.active.move(rslot).id;
2039
2154
 
2040
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2155
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2041
2156
  }
2042
2157
 
2043
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2158
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2044
2159
  var side = battle.side(player);
2045
2160
 
2046
2161
  if (side.active.volatiles.Mist) return;
2047
2162
  side.active.volatiles.Mist = true;
2048
2163
 
2049
- try log.start(battle.active(player), .Mist);
2164
+ try options.log.start(.{ battle.active(player), .Mist });
2050
2165
  }
2051
2166
 
2052
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2167
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2053
2168
  var side = battle.side(player);
2054
2169
 
2055
2170
  assert(!side.active.volatiles.MultiHit);
2056
2171
  side.active.volatiles.MultiHit = true;
2057
2172
 
2058
- side.active.volatiles.attacks =
2059
- if (move.effect == .MultiHit) Rolls.distribution(battle) else 2;
2173
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2174
+ try Rolls.distribution(battle, .MultiHit, player, options)
2175
+ else
2176
+ 2;
2060
2177
  }
2061
2178
 
2062
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2179
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2180
+ var log = options.log;
2063
2181
  var foe = battle.foe(player);
2064
2182
  var foe_stored = foe.stored();
2065
2183
  const foe_ident = battle.active(player.foe());
@@ -2069,27 +2187,28 @@ pub const Effects = struct {
2069
2187
 
2070
2188
  if (showdown) {
2071
2189
  // 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;
2190
+ if (immune and !foe.active.volatiles.Invulnerable) {
2191
+ return log.immune(.{ foe_ident, .None });
2192
+ } else if (!try checkHit(battle, player, move, options)) return;
2074
2193
  }
2075
2194
  if (Status.any(foe_stored.status)) {
2076
- return log.fail(
2195
+ return log.fail(.{
2077
2196
  foe_ident,
2078
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2079
- );
2197
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2198
+ });
2080
2199
  }
2081
2200
  if (!showdown) {
2082
- if (immune) return log.immune(foe_ident, .None);
2083
- if (!try checkHit(battle, player, move, log)) return;
2201
+ if (immune) return log.immune(.{ foe_ident, .None });
2202
+ if (!try checkHit(battle, player, move, options)) return;
2084
2203
  }
2085
2204
 
2086
2205
  foe_stored.status = Status.init(.PAR);
2087
2206
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2088
2207
 
2089
- try log.status(foe_ident, foe_stored.status, .None);
2208
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2090
2209
  }
2091
2210
 
2092
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2093
2212
  var foe = battle.foe(player);
2094
2213
  var foe_stored = foe.stored();
2095
2214
 
@@ -2101,50 +2220,59 @@ pub const Effects = struct {
2101
2220
 
2102
2221
  // Body Slam can't paralyze a Normal type Pokémon
2103
2222
  if (foe.active.types.includes(move.type)) return;
2104
- if (!Rolls.secondaryChance(battle, move.effect == .ParalyzeChance1)) return;
2223
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2224
+ return;
2225
+ }
2105
2226
 
2106
2227
  foe_stored.status = Status.init(.PAR);
2107
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2108
2229
 
2109
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2230
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2110
2231
  }
2111
2232
 
2112
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2113
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2233
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2234
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2235
+ try options.log.fieldactivate(.{});
2236
+ }
2114
2237
  }
2115
2238
 
2116
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2239
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2240
+ var log = options.log;
2117
2241
  var foe = battle.foe(player);
2118
2242
  var foe_stored = foe.stored();
2119
2243
  const foe_ident = battle.active(player.foe());
2120
2244
  const toxic = battle.side(player).last_selected_move == .Toxic;
2121
2245
 
2122
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2246
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2123
2247
  return;
2124
2248
  } else if (foe.active.volatiles.Substitute) {
2125
2249
  if (move.effect != .Poison) return;
2126
- return log.fail(foe_ident, .None);
2250
+ return log.fail(.{ foe_ident, .None });
2127
2251
  } else if (Status.any(foe_stored.status)) {
2128
2252
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2129
2253
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2130
2254
  // 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))
2255
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2132
2256
  if (!showdown)
2133
- .Poison
2257
+ Fail.Poison
2134
2258
  else if (toxic == (foe_stored.status == Status.TOX))
2135
- if (toxic) .Toxic else .Poison
2259
+ if (toxic) Fail.Toxic else Fail.Poison
2136
2260
  else
2137
- .None
2261
+ Fail.None
2138
2262
  else
2139
- .None);
2263
+ Fail.None });
2140
2264
  } else if (foe.active.types.includes(.Poison)) {
2141
2265
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2142
- return log.immune(foe_ident, .None);
2266
+ return log.immune(.{ foe_ident, .None });
2143
2267
  }
2144
2268
 
2145
2269
  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;
2270
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2271
+ } else {
2272
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2273
+ return;
2274
+ }
2275
+ }
2148
2276
 
2149
2277
  foe_stored.status = Status.init(.PSN);
2150
2278
  if (toxic) {
@@ -2153,7 +2281,7 @@ pub const Effects = struct {
2153
2281
  foe.active.volatiles.toxic = 0;
2154
2282
  }
2155
2283
 
2156
- try log.status(foe_ident, foe_stored.status, .None);
2284
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2157
2285
  }
2158
2286
 
2159
2287
  fn rage(battle: anytype, player: Player) !void {
@@ -2162,28 +2290,37 @@ pub const Effects = struct {
2162
2290
  volatiles.Rage = true;
2163
2291
  }
2164
2292
 
2165
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2293
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2166
2294
  var side = battle.side(player);
2167
2295
  var stored = side.stored();
2168
2296
 
2169
- const damage = @intCast(i16, @max(battle.last_damage /
2297
+ assert(showdown or battle.last_damage > 0);
2298
+ if (showdown and battle.last_damage == 0) return;
2299
+
2300
+ const damage: i16 = @intCast(@max(battle.last_damage /
2170
2301
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2171
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2302
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2172
2303
 
2173
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2304
+ try options.log.damage(.{
2305
+ battle.active(player),
2306
+ stored,
2307
+ .RecoilOf,
2308
+ battle.active(player.foe()),
2309
+ });
2174
2310
  if (showdown and stored.hp == 0) residual.* = false;
2175
2311
  }
2176
2312
 
2177
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2178
2314
  var side = battle.side(player);
2315
+ const ident = battle.active(player);
2179
2316
 
2180
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2317
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2181
2318
  side.active.volatiles.Reflect = true;
2182
2319
 
2183
- try log.start(battle.active(player), .Reflect);
2320
+ try options.log.start(.{ ident, .Reflect });
2184
2321
  }
2185
2322
 
2186
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2323
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2187
2324
  var foe = battle.foe(player);
2188
2325
  var foe_stored = foe.stored();
2189
2326
  const foe_ident = battle.active(player.foe());
@@ -2194,13 +2331,13 @@ pub const Effects = struct {
2194
2331
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2195
2332
  } else {
2196
2333
  if (Status.any(foe_stored.status)) {
2197
- return log.fail(
2334
+ return options.log.fail(.{
2198
2335
  foe_ident,
2199
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2200
- );
2336
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2337
+ });
2201
2338
  }
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;
2339
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2340
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2204
2341
  }
2205
2342
 
2206
2343
  // Sleep Clause Mod
@@ -2211,63 +2348,70 @@ pub const Effects = struct {
2211
2348
  }
2212
2349
  foe.active.volatiles.Recharging = false;
2213
2350
 
2214
- foe_stored.status = Status.slp(Rolls.sleepDuration(battle));
2215
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2351
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2352
+ options.chance.observe(.sleep, player.foe(), .started);
2353
+
2354
+ const last = battle.side(player).last_selected_move;
2355
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2216
2356
  }
2217
2357
 
2218
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2219
- try log.activate(battle.active(player), .Splash);
2358
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2359
+ try options.log.activate(.{ battle.active(player), .Splash });
2220
2360
  }
2221
2361
 
2222
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2362
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2223
2363
  var side = battle.side(player);
2224
2364
  if (side.active.volatiles.Substitute) {
2225
- try log.fail(battle.active(player), .Substitute);
2226
- return;
2365
+ return options.log.fail(.{ battle.active(player), .Substitute });
2227
2366
  }
2228
2367
 
2229
2368
  assert(side.stored().stats.hp <= 1023);
2230
2369
  // 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);
2370
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2232
2371
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2233
2372
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2234
2373
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2235
2374
  // avoid having to convert to floating point)
2236
2375
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2237
2376
  if (side.stored().hp < required_hp) {
2238
- try log.fail(battle.active(player), .Weak);
2239
- return;
2377
+ return options.log.fail(.{ battle.active(player), .Weak });
2240
2378
  }
2241
2379
 
2242
2380
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2243
2381
  side.stored().hp -= hp;
2244
2382
  side.active.volatiles.substitute = hp + 1;
2245
2383
  side.active.volatiles.Substitute = true;
2246
- try log.start(battle.active(player), .Substitute);
2384
+ try options.log.start(.{ battle.active(player), .Substitute });
2247
2385
  if (hp > 0) {
2248
- try log.damage(battle.active(player), side.stored(), .None);
2386
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2249
2387
  if (showdown and side.stored().hp == 0) residual.* = false;
2250
2388
  }
2251
2389
  }
2252
2390
 
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
-
2391
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2256
2392
  // 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;
2393
+ if (showdown) {
2394
+ if (battle.side(player).last_selected_move == .Teleport) return;
2395
+ _ = try checkHit(battle, player, move, options);
2396
+ battle.last_damage = 0;
2397
+ } else {
2398
+ try options.log.fail(.{ battle.active(player), .None });
2399
+ try options.log.laststill(.{});
2400
+ }
2259
2401
  }
2260
2402
 
2261
- fn thrashing(battle: anytype, player: Player) void {
2403
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2262
2404
  var volatiles = &battle.side(player).active.volatiles;
2263
2405
  assert(!volatiles.Thrashing);
2264
2406
  assert(!volatiles.Bide);
2265
2407
 
2266
2408
  volatiles.Thrashing = true;
2267
- volatiles.attacks = Rolls.bideThrashDuration(battle);
2409
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2410
+
2411
+ options.chance.observe(.attacking, player, .started);
2268
2412
  }
2269
2413
 
2270
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2414
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2271
2415
  var side = battle.side(player);
2272
2416
  const foe = battle.foe(player);
2273
2417
  const foe_ident = battle.active(player.foe());
@@ -2293,10 +2437,10 @@ pub const Effects = struct {
2293
2437
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2294
2438
  }
2295
2439
 
2296
- try log.transform(battle.active(player), foe_ident);
2440
+ try options.log.transform(.{ battle.active(player), foe_ident });
2297
2441
  }
2298
2442
 
2299
- fn binding(battle: anytype, player: Player, rewrap: bool) void {
2443
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2300
2444
  var side = battle.side(player);
2301
2445
  var foe = battle.foe(player);
2302
2446
 
@@ -2308,10 +2452,13 @@ pub const Effects = struct {
2308
2452
  foe.active.volatiles.Recharging = false;
2309
2453
  } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2310
2454
 
2311
- side.active.volatiles.attacks = Rolls.distribution(battle) - 1;
2455
+ side.active.volatiles.attacks =
2456
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2457
+ options.chance.observe(.binding, player, .started);
2312
2458
  }
2313
2459
 
2314
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2315
2462
  var side = battle.side(player);
2316
2463
  const ident = battle.active(player);
2317
2464
 
@@ -2321,87 +2468,87 @@ pub const Effects = struct {
2321
2468
  switch (move.effect) {
2322
2469
  .AttackUp1, .AttackUp2, .Rage => {
2323
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2324
- if (boosts.atk == 6) return try log.fail(ident, .None);
2471
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2325
2472
  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;
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2474
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2328
2475
  if (stats.atk == MAX_STAT_VALUE) {
2329
2476
  boosts.atk -= 1;
2330
2477
  if (showdown) {
2331
- try log.boost(ident, reason, n);
2332
- try log.boost(ident, Boost.Attack, -1);
2478
+ try log.boost(.{ ident, reason, n });
2479
+ try log.boost(.{ ident, .Attack, -1 });
2333
2480
  if (move.effect == .Rage) return;
2334
2481
  }
2335
- return try log.fail(ident, .None);
2482
+ return log.fail(.{ ident, .None });
2336
2483
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2484
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2338
2485
  const stat = unmodifiedStats(battle, side).atk;
2339
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, reason, n);
2487
+ try log.boost(.{ ident, reason, n });
2341
2488
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2342
2489
  if (showdown and move.effect == .Rage) return;
2343
2490
  },
2344
2491
  .DefenseUp1, .DefenseUp2 => {
2345
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2346
- if (boosts.def == 6) return try log.fail(ident, .None);
2493
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2347
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2348
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2349
2496
  if (stats.def == MAX_STAT_VALUE) {
2350
2497
  boosts.def -= 1;
2351
2498
  if (showdown) {
2352
- try log.boost(ident, .Defense, n);
2353
- try log.boost(ident, .Defense, -1);
2499
+ try log.boost(.{ ident, .Defense, n });
2500
+ try log.boost(.{ ident, .Defense, -1 });
2354
2501
  }
2355
- return try log.fail(ident, .None);
2502
+ return log.fail(.{ ident, .None });
2356
2503
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2504
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2358
2505
  const stat = unmodifiedStats(battle, side).def;
2359
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
- try log.boost(ident, .Defense, n);
2507
+ try log.boost(.{ ident, .Defense, n });
2361
2508
  },
2362
2509
  .SpeedUp2 => {
2363
2510
  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));
2511
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2366
2513
  if (stats.spe == MAX_STAT_VALUE) {
2367
2514
  boosts.spe -= 1;
2368
2515
  if (showdown) {
2369
- try log.boost(ident, .Speed, 2);
2370
- try log.boost(ident, .Speed, -1);
2516
+ try log.boost(.{ ident, .Speed, 2 });
2517
+ try log.boost(.{ ident, .Speed, -1 });
2371
2518
  }
2372
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2373
2520
  }
2374
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2375
2522
  const stat = unmodifiedStats(battle, side).spe;
2376
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2377
- try log.boost(ident, .Speed, 2);
2524
+ try log.boost(.{ ident, .Speed, 2 });
2378
2525
  },
2379
2526
  .SpecialUp1, .SpecialUp2 => {
2380
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2381
- if (boosts.spc == 6) return try log.fail(ident, .None);
2528
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2382
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2383
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2384
2531
  if (stats.spc == MAX_STAT_VALUE) {
2385
2532
  boosts.spc -= 1;
2386
2533
  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);
2534
+ try log.boost(.{ ident, .SpecialAttack, n });
2535
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2536
+ try log.boost(.{ ident, .SpecialDefense, n });
2537
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2391
2538
  }
2392
- return try log.fail(ident, .None);
2539
+ return log.fail(.{ ident, .None });
2393
2540
  }
2394
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2541
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2395
2542
  const stat = unmodifiedStats(battle, side).spc;
2396
2543
  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);
2544
+ try log.boost(.{ ident, .SpecialAttack, n });
2545
+ try log.boost(.{ ident, .SpecialDefense, n });
2399
2546
  },
2400
2547
  .EvasionUp1 => {
2401
2548
  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);
2549
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2551
+ try log.boost(.{ ident, .Evasion, 1 });
2405
2552
  },
2406
2553
  else => unreachable,
2407
2554
  }
@@ -2410,102 +2557,105 @@ pub const Effects = struct {
2410
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2411
2558
  }
2412
2559
 
2413
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2414
2562
  var foe = battle.foe(player);
2415
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2416
2565
 
2417
- if (foe.active.volatiles.Substitute) {
2418
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2419
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2420
2567
 
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
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2425
2574
  }
2426
2575
 
2427
2576
  var stats = &foe.active.stats;
2428
2577
  var boosts = &foe.active.boosts;
2578
+ const fail = showdown or !secondary;
2429
2579
 
2430
2580
  switch (move.effect) {
2431
2581
  .AttackDown1, .AttackDownChance => {
2432
2582
  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));
2583
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2584
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2435
2585
  if (stats.atk == 1) {
2436
2586
  boosts.atk += 1;
2437
2587
  if (showdown) {
2438
- try log.boost(foe_ident, .Attack, -1);
2439
- try log.boost(foe_ident, .Attack, 1);
2588
+ try log.boost(.{ foe_ident, .Attack, -1 });
2589
+ try log.boost(.{ foe_ident, .Attack, 1 });
2440
2590
  }
2441
- return try log.fail(foe_ident, .None);
2591
+ return log.fail(.{ foe_ident, .None });
2442
2592
  }
2443
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2593
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
2594
  const stat = unmodifiedStats(battle, foe).atk;
2445
2595
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2446
- try log.boost(foe_ident, .Attack, -1);
2596
+ try log.boost(.{ foe_ident, .Attack, -1 });
2447
2597
  },
2448
2598
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2449
2599
  assert(boosts.def >= -6 and boosts.def <= 6);
2450
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2600
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2451
2601
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2452
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2602
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2453
2603
  if (stats.def == 1) {
2454
2604
  boosts.def += 1;
2455
2605
  if (showdown) {
2456
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2457
- try log.boost(foe_ident, .Defense, 1);
2606
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2607
+ try log.boost(.{ foe_ident, .Defense, 1 });
2458
2608
  }
2459
- return try log.fail(foe_ident, .None);
2609
+ return log.fail(.{ foe_ident, .None });
2460
2610
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2611
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2462
2612
  const stat = unmodifiedStats(battle, foe).def;
2463
2613
  stats.def = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2614
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2465
2615
  },
2466
2616
  .SpeedDown1, .SpeedDownChance => {
2467
2617
  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));
2618
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2619
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2470
2620
  if (stats.spe == 1) {
2471
2621
  boosts.spe += 1;
2472
2622
  if (showdown) {
2473
- try log.boost(foe_ident, .Speed, -1);
2474
- try log.boost(foe_ident, .Speed, 1);
2623
+ try log.boost(.{ foe_ident, .Speed, -1 });
2624
+ try log.boost(.{ foe_ident, .Speed, 1 });
2475
2625
  }
2476
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2477
2627
  }
2478
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2479
2629
  const stat = unmodifiedStats(battle, foe).spe;
2480
2630
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2481
- try log.boost(foe_ident, .Speed, -1);
2631
+ try log.boost(.{ foe_ident, .Speed, -1 });
2482
2632
  assert(boosts.spe >= -6);
2483
2633
  },
2484
2634
  .SpecialDownChance => {
2485
2635
  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));
2636
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2637
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2488
2638
  if (stats.spc == 1) {
2489
2639
  boosts.spc += 1;
2490
2640
  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);
2641
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2642
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2643
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2644
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2495
2645
  }
2496
- return try log.fail(foe_ident, .None);
2646
+ return log.fail(.{ foe_ident, .None });
2497
2647
  }
2498
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2648
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2499
2649
  const stat = unmodifiedStats(battle, foe).spc;
2500
2650
  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);
2651
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2652
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2503
2653
  },
2504
2654
  .AccuracyDown1 => {
2505
2655
  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);
2656
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2657
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2658
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2509
2659
  },
2510
2660
  else => unreachable,
2511
2661
  }
@@ -2529,37 +2679,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2529
2679
  }
2530
2680
  }
2531
2681
 
2532
- inline fn isForced(active: ActivePokemon) bool {
2682
+ fn isForced(active: anytype) bool {
2533
2683
  return active.volatiles.Recharging or active.volatiles.Rage or
2534
2684
  active.volatiles.Thrashing or active.volatiles.Charging;
2535
2685
  }
2536
2686
 
2537
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2687
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2688
+ var log = options.log;
2538
2689
  var side = battle.side(who);
2539
2690
  var volatiles = &side.active.volatiles;
2540
2691
  const ident = battle.active(who);
2541
2692
 
2542
- if (volatiles.disabled_move != 0) {
2543
- volatiles.disabled_move = 0;
2544
- volatiles.disabled_duration = 0;
2545
- try log.end(ident, .DisableSilent);
2693
+ if (volatiles.disable_move != 0) {
2694
+ volatiles.disable_move = 0;
2695
+ volatiles.disable_duration = 0;
2696
+ options.chance.observe(.disable, who, .None);
2697
+ try log.end(.{ ident, .DisableSilent });
2546
2698
  }
2547
2699
  if (volatiles.Confusion) {
2548
2700
  // volatiles.confusion is left unchanged
2549
2701
  volatiles.Confusion = false;
2550
- try log.end(ident, .ConfusionSilent);
2702
+ options.chance.observe(.confusion, who, .None);
2703
+ try log.end(.{ ident, .ConfusionSilent });
2551
2704
  }
2552
2705
  if (volatiles.Mist) {
2553
2706
  volatiles.Mist = false;
2554
- try log.end(ident, .Mist);
2707
+ try log.end(.{ ident, .MistSilent });
2555
2708
  }
2556
2709
  if (volatiles.FocusEnergy) {
2557
2710
  volatiles.FocusEnergy = false;
2558
- try log.end(ident, .FocusEnergy);
2711
+ try log.end(.{ ident, .FocusEnergySilent });
2559
2712
  }
2560
2713
  if (volatiles.LeechSeed) {
2561
2714
  volatiles.LeechSeed = false;
2562
- try log.end(ident, .LeechSeed);
2715
+ try log.end(.{ ident, .LeechSeedSilent });
2563
2716
  }
2564
2717
  if (!showdown and volatiles.Toxic) {
2565
2718
  volatiles.Toxic = false;
@@ -2567,152 +2720,370 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2567
2720
  }
2568
2721
  if (volatiles.LightScreen) {
2569
2722
  volatiles.LightScreen = false;
2570
- try log.end(ident, .LightScreen);
2723
+ try log.end(.{ ident, .LightScreenSilent });
2571
2724
  }
2572
2725
  if (volatiles.Reflect) {
2573
2726
  volatiles.Reflect = false;
2574
- try log.end(ident, .Reflect);
2727
+ try log.end(.{ ident, .ReflectSilent });
2575
2728
  }
2576
2729
  if (showdown and volatiles.Toxic) {
2577
2730
  volatiles.Toxic = false;
2578
2731
  // Pokémon Showdown erroneously clears the toxic counter
2579
2732
  volatiles.toxic = 0;
2580
- try log.end(ident, .Toxic);
2733
+ try log.end(.{ ident, .ToxicSilent });
2581
2734
  }
2582
2735
  }
2583
2736
 
2737
+ fn decrement(
2738
+ comptime field: chance.Action.Field,
2739
+ player: Player,
2740
+ options: anytype,
2741
+ n: anytype,
2742
+ ) @TypeOf(n) {
2743
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2744
+ .started, .ended => 0,
2745
+ .continuing => if (n > 1) n - 1 else n,
2746
+ else => unreachable,
2747
+ } else n - 1;
2748
+ }
2749
+
2584
2750
  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
- }
2751
+ fn speedTie(battle: anytype, options: anytype) !bool {
2752
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2753
+ player == .P1
2754
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2755
+ battle.rng.speedTie()
2756
+ else if (showdown)
2757
+ battle.rng.range(u8, 0, 2) == 0
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(50) + 1;
2760
+
2761
+ try options.chance.speedTie(p1);
2762
+ return p1;
2763
+ }
2764
+
2765
+ fn criticalHit(
2766
+ battle: anytype,
2767
+ player: Player,
2768
+ rate: u8,
2769
+ spurious: bool,
2770
+ options: anytype,
2771
+ ) !bool {
2772
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2773
+ val == .true
2774
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2775
+ battle.rng.criticalHit(player, rate)
2776
+ else if (showdown)
2777
+ battle.rng.chance(u8, rate, 256)
2778
+ else
2779
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2780
+
2781
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2782
+ return crit;
2783
+ }
2784
+
2785
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2786
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2787
+ val
2788
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2789
+ battle.rng.damage(player)
2790
+ else roll: {
2791
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2792
+ while (true) {
2793
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2794
+ if (r >= 217) break :roll r;
2795
+ }
2796
+ };
2589
2797
 
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;
2798
+ assert(roll >= 217 and roll <= 255);
2799
+ try options.chance.damage(player, roll);
2800
+ return roll;
2593
2801
  }
2594
2802
 
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
- }
2803
+ const uN = if (pkmn.options.miss) u8 else u9;
2804
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2805
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2806
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2807
+ val == .true
2808
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2809
+ battle.rng.hit(player, acc)
2810
+ else if (showdown)
2811
+ battle.rng.chance(uN, acc, 256)
2812
+ else
2813
+ battle.rng.next() < acc;
2602
2814
 
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;
2815
+ try options.chance.hit(player, ok, acc);
2816
+ return ok;
2606
2817
  }
2607
2818
 
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
- }
2819
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2821
+ val == .true
2822
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2823
+ battle.rng.confused(player)
2824
+ else if (showdown)
2825
+ !battle.rng.chance(u8, 128, 256)
2826
+ else
2827
+ battle.rng.next() >= Gen12.percent(50) + 1;
2612
2828
 
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;
2829
+ try options.chance.confused(player, cfz);
2830
+ return cfz;
2616
2831
  }
2617
2832
 
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
- }
2833
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2834
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2835
+ val == .true
2836
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2837
+ battle.rng.paralyzed(player)
2838
+ else if (showdown)
2839
+ battle.rng.chance(u8, 63, 256)
2840
+ else
2841
+ battle.rng.next() < Gen12.percent(25);
2622
2842
 
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);
2843
+ try options.chance.paralyzed(player, par);
2844
+ return par;
2626
2845
  }
2627
2846
 
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
- }
2847
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2848
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2849
+ val == .true
2850
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2851
+ battle.rng.secondaryChance(player, 25)
2852
+ else if (showdown)
2853
+ battle.rng.chance(u8, 25, 256)
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(10);
2632
2856
 
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));
2857
+ try options.chance.secondaryChance(player, proc, 25);
2858
+ return proc;
2636
2859
  }
2637
2860
 
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
- }
2861
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2862
+ const rate: u8 = if (low) 26 else 77;
2863
+
2864
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2865
+ val == .true
2866
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2867
+ battle.rng.secondaryChance(player, rate)
2868
+ else if (showdown)
2869
+ battle.rng.chance(u8, rate, 256)
2870
+ else
2871
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2872
+
2873
+ try options.chance.secondaryChance(player, proc, rate);
2874
+ return proc;
2644
2875
  }
2645
2876
 
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);
2877
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2878
+ const rate: u8 = if (low) 52 else 103;
2879
+
2880
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2881
+ val == .true
2882
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2883
+ battle.rng.secondaryChance(player, rate)
2884
+ else if (showdown)
2885
+ battle.rng.chance(u8, rate, 256)
2886
+ else
2887
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2888
+
2889
+ try options.chance.secondaryChance(player, proc, rate);
2890
+ return proc;
2649
2891
  }
2650
2892
 
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);
2893
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2894
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2895
+ val == .true
2896
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2897
+ battle.rng.secondaryChance(player, 85)
2898
+ else if (showdown)
2899
+ battle.rng.chance(u8, 85, 256)
2900
+ else
2901
+ battle.rng.next() < Gen12.percent(33) + 1;
2902
+
2903
+ try options.chance.secondaryChance(player, proc, 85);
2904
+ return proc;
2905
+ }
2906
+
2907
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2908
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2909
+ val
2910
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2911
+ battle.rng.metronome(player)
2912
+ else if (showdown)
2913
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2914
+ else move: {
2915
+ while (true) {
2916
+ const r = battle.rng.next();
2917
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2918
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2919
+ break :move @enumFromInt(r);
2671
2920
  }
2672
- }
2921
+ };
2673
2922
 
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
- }
2678
- }
2923
+ try options.chance.metronome(player, move);
2924
+ return move;
2925
+ }
2926
+
2927
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2928
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2929
+ val - 1
2930
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2931
+ battle.rng.psywave(player)
2932
+ else if (showdown)
2933
+ battle.rng.range(u8, 0, max)
2934
+ else power: {
2935
+ while (true) {
2936
+ const r = battle.rng.next();
2937
+ if (r < max) break :power r;
2938
+ }
2939
+ };
2679
2940
 
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);
2683
- }
2941
+ assert(power < max);
2942
+ try options.chance.psywave(player, power, max);
2943
+ return power;
2944
+ }
2945
+
2946
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2947
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2948
+ @intCast(val)
2949
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2950
+ battle.rng.sleepDuration(player)
2951
+ else if (showdown)
2952
+ battle.rng.range(u3, 1, 8)
2953
+ else duration: {
2954
+ while (true) {
2955
+ const r = battle.rng.next() & 7;
2956
+ if (r != 0) break :duration @intCast(r);
2957
+ }
2958
+ };
2684
2959
 
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
- }
2960
+ assert(duration >= 1 and duration <= 7);
2961
+ options.chance.duration(player, duration);
2962
+ return duration;
2697
2963
  }
2698
2964
 
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
- }
2965
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2966
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2967
+ val
2968
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2969
+ battle.rng.disableDuration(player)
2970
+ else if (showdown)
2971
+ battle.rng.range(u4, 1, 9)
2972
+ else
2973
+ @intCast((battle.rng.next() & 7) + 1);
2974
+
2975
+ assert(duration >= 1 and duration <= 8);
2976
+ options.chance.duration(player, duration);
2977
+ return duration;
2705
2978
  }
2706
2979
 
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);
2980
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2981
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2982
+ @intCast(val)
2983
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2984
+ battle.rng.confusionDuration(player)
2985
+ else if (showdown)
2986
+ battle.rng.range(u3, 2, 6)
2987
+ else
2988
+ @intCast((battle.rng.next() & 3) + 2);
2989
+
2990
+ assert(duration >= 2 and duration <= 5);
2991
+ options.chance.duration(player, duration);
2992
+ return duration;
2711
2993
  }
2712
2994
 
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;
2995
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2996
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2997
+ @intCast(val)
2998
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2999
+ battle.rng.attackingDuration(player)
3000
+ else if (showdown)
3001
+ battle.rng.range(u3, 2, 4)
3002
+ else
3003
+ @intCast((battle.rng.next() & 1) + 2);
3004
+
3005
+ assert(duration >= 2 and duration <= 3);
3006
+ options.chance.duration(player, duration);
3007
+ return duration;
3008
+ }
3009
+
3010
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3011
+
3012
+ fn distribution(
3013
+ battle: anytype,
3014
+ comptime effect: Move.Effect,
3015
+ player: Player,
3016
+ options: anytype,
3017
+ ) !u3 {
3018
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3019
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
3020
+ @intCast(val)
3021
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3022
+ battle.rng.distribution(player)
3023
+ else if (showdown)
3024
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3025
+ else n: {
3026
+ const r = (battle.rng.next() & 3);
3027
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3028
+ };
3029
+
3030
+ assert(n >= 2 and n <= 5);
3031
+ if (effect == .Binding) {
3032
+ options.chance.duration(player, n);
3033
+ } else {
3034
+ try options.chance.multiHit(player, n);
3035
+ }
3036
+ return n;
3037
+ }
3038
+
3039
+ fn moveSlot(
3040
+ battle: anytype,
3041
+ player: Player,
3042
+ moves: []MoveSlot,
3043
+ check_pp: u4,
3044
+ options: anytype,
3045
+ ) !u4 {
3046
+ // TODO: consider throwing error instead of rerolling?
3047
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3048
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3049
+ val
3050
+ else
3051
+ null
3052
+ else
3053
+ null;
3054
+
3055
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3056
+ battle.rng.moveSlot(player, moves, check_pp)
3057
+ else slot: {
3058
+ if (showdown) {
3059
+ if (check_pp == 0) {
3060
+ var i: usize = moves.len;
3061
+ while (i > 0) {
3062
+ i -= 1;
3063
+ if (moves[i].id != .None) {
3064
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3065
+ }
3066
+ }
3067
+ } else {
3068
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3069
+ var i: usize = 0;
3070
+ while (i < moves.len and r > 0) : (i += 1) {
3071
+ if (moves[i].pp > 0) {
3072
+ r -= 1;
3073
+ if (r == 0) break :slot @intCast(i + 1);
3074
+ }
3075
+ }
3076
+ }
3077
+ }
3078
+
3079
+ while (true) {
3080
+ const r: u4 = @intCast(battle.rng.next() & 3);
3081
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3082
+ }
3083
+ };
3084
+
3085
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3086
+ return slot;
2716
3087
  }
2717
3088
  };
2718
3089
 
@@ -2720,14 +3091,14 @@ test "RNG agreement" {
2720
3091
  if (!showdown) return;
2721
3092
  var expected: [256]u32 = undefined;
2722
3093
  for (0..expected.len) |i| {
2723
- expected[i] = @intCast(u32, i * 0x1000000);
3094
+ expected[i] = @intCast(i * 0x1000000);
2724
3095
  }
2725
3096
 
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 };
3097
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3098
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3099
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3100
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3101
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2731
3102
 
2732
3103
  for (0..expected.len) |i| {
2733
3104
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2763,11 +3134,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2763
3134
  const side = battle.side(player);
2764
3135
  const foe = battle.foe(player);
2765
3136
 
2766
- var active = side.active;
3137
+ const active = &side.active;
2767
3138
  const stored = side.stored();
2768
3139
 
2769
3140
  // 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.
3141
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2771
3142
  //
2772
3143
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2773
3144
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2775,9 +3146,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2775
3146
  // passing due to being forced into using a move. Instead of introducing another option
2776
3147
  // we simply repurpose Move with no move slot, even though pedantically this is not
2777
3148
  // strictly correct as the player would not have been presented the option to move or
2778
- // switch at all.
3149
+ // switch at all
2779
3150
  if (isForced(active)) {
2780
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3151
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2781
3152
  n += 1;
2782
3153
  return n;
2783
3154
  }
@@ -2794,7 +3165,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2794
3165
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2795
3166
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2796
3167
  // either disables all other moves in the case of limited or requires you to select a
2797
- // move normally if sleeping/frozen/bound.
3168
+ // move normally if sleeping/frozen/bound
2798
3169
  if (!showdown and (limited or foe.active.volatiles.Binding or
2799
3170
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2800
3171
  {
@@ -2807,7 +3178,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2807
3178
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2808
3179
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2809
3180
  // 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.
3181
+ // proc-ed move in their moveset) and disabling all other moves
2811
3182
  if (limited) {
2812
3183
  assert(showdown);
2813
3184
  assert(side.last_selected_move != .None);
@@ -2817,7 +3188,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2817
3188
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2818
3189
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2819
3190
  const struggle =
2820
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3191
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2821
3192
  const s = if (struggle) 0 else slot;
2822
3193
  out[n] = .{ .type = .Move, .data = s };
2823
3194
  n += 1;
@@ -2832,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2832
3203
  const m = active.moves[slot - 1];
2833
3204
  if (m.id == .None) break;
2834
3205
  if (m.pp == 0) continue;
2835
- if (active.volatiles.disabled_move == slot) continue;
3206
+ if (active.volatiles.disable_move == slot) continue;
2836
3207
  out[n] = .{ .type = .Move, .data = slot };
2837
3208
  n += 1;
2838
3209
  }