@pkmn/engine 0.1.0-dev.5ec64ea5 → 0.1.0-dev.5fbc7aef

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 (87) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +141 -76
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +28 -6
  13. package/build/pkg/addon.js +42 -73
  14. package/build/pkg/addon.js.map +1 -1
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +27 -5
  19. package/build/pkg/data.js.map +1 -1
  20. package/build/pkg/gen1.d.ts +18 -20
  21. package/build/pkg/gen1.js +76 -51
  22. package/build/pkg/gen1.js.map +1 -1
  23. package/build/pkg/index.d.ts +57 -103
  24. package/build/pkg/index.js +23 -70
  25. package/build/pkg/index.js.map +1 -1
  26. package/build/pkg/protocol.d.ts +24 -3
  27. package/build/pkg/protocol.js +127 -104
  28. package/build/pkg/protocol.js.map +1 -1
  29. package/build/tools/debug.js +69 -74
  30. package/build/tools/debug.js.map +1 -1
  31. package/build/tools/display/debug.jsx +152 -0
  32. package/build/tools/display/debug.jsx.map +1 -0
  33. package/build/tools/display/index.js +152 -0
  34. package/build/tools/display/index.js.map +1 -0
  35. package/build/tools/display/ui.jsx +359 -0
  36. package/build/tools/display/ui.jsx.map +1 -0
  37. package/build/tools/display/util.js +33 -0
  38. package/build/tools/display/util.js.map +1 -0
  39. package/build.zig +337 -165
  40. package/package.json +71 -120
  41. package/src/bin/install-pkmn-engine +57 -26
  42. package/src/bin/pkmn-debug +3 -4
  43. package/src/lib/bindings/c.zig +200 -0
  44. package/src/lib/bindings/node.zig +117 -0
  45. package/src/lib/bindings/wasm.zig +50 -0
  46. package/src/lib/common/array.zig +70 -0
  47. package/src/lib/common/battle.zig +17 -0
  48. package/src/lib/common/data.zig +19 -31
  49. package/src/lib/common/debug.zig +51 -20
  50. package/src/lib/common/js.zig +114 -0
  51. package/src/lib/common/optional.zig +61 -0
  52. package/src/lib/common/options.zig +18 -3
  53. package/src/lib/common/protocol.zig +1050 -497
  54. package/src/lib/common/rational.zig +440 -0
  55. package/src/lib/common/rng.zig +31 -24
  56. package/src/lib/common/util.zig +44 -0
  57. package/src/lib/gen1/calc.zig +956 -0
  58. package/src/lib/gen1/chance.zig +1170 -0
  59. package/src/lib/gen1/data/moves.zig +203 -193
  60. package/src/lib/gen1/data/species.zig +6 -8
  61. package/src/lib/gen1/data/types.zig +12 -13
  62. package/src/lib/gen1/data.zig +104 -93
  63. package/src/lib/gen1/helpers.zig +138 -51
  64. package/src/lib/gen1/mechanics.zig +1364 -925
  65. package/src/lib/gen2/calc.zig +150 -0
  66. package/src/lib/gen2/chance.zig +896 -0
  67. package/src/lib/gen2/data/items.zig +15 -23
  68. package/src/lib/gen2/data/moves.zig +665 -573
  69. package/src/lib/gen2/data/species.zig +3 -5
  70. package/src/lib/gen2/data/types.zig +141 -36
  71. package/src/lib/gen2/data.zig +140 -104
  72. package/src/lib/gen2/generated.zig +801 -0
  73. package/src/lib/gen2/helpers.zig +58 -45
  74. package/src/lib/gen2/mechanics.zig +3582 -30
  75. package/src/lib/napi.h +2 -0
  76. package/src/lib/node.zig +14 -0
  77. package/src/lib/pkmn.zig +177 -22
  78. package/src/lib/wasm.zig +13 -0
  79. package/src/tools/display/dom.ts +93 -0
  80. package/src/tools/display/ui.css +354 -0
  81. package/build/test/display.js +0 -382
  82. package/build/test/display.js.map +0 -1
  83. package/src/lib/binding/node.zig +0 -229
  84. package/src/lib/binding/wasm.zig +0 -10
  85. package/src/lib/gen1/README.md +0 -784
  86. package/src/lib/gen2/README.md +0 -309
  87. package/src/test/display/pkmn.html.tmpl +0 -368
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,50 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
62
-
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
55
+ if (battle.turn == 0) return start(battle, options);
65
56
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
57
+ var s1 = false;
58
+ var s2 = false;
68
59
 
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
91
  if (p2_slot == 0) return Result.Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,34 +319,55 @@ fn doTurn(
328
319
  battle: anytype,
329
320
  player: Player,
330
321
  player_choice: Choice,
331
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
332
324
  foe_player: Player,
333
325
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
336
329
  ) !?Result {
337
330
  assert(player_choice.type != .Pass);
338
331
 
339
332
  var residual = true;
340
333
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
342
343
  if (!replace) {
343
344
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
346
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
349
  } else if (foe_choice.type == .Pass) return null;
349
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
350
353
  residual = true;
351
354
  replace = battle.side(foe_player).stored().hp == 0;
352
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
353
365
  if (!replace) {
354
- if (foe_choice.type != .Switch) {
355
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
356
368
  }
357
- if (residual) try handleResidual(battle, foe_player, log);
358
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
359
371
  }
360
372
 
361
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -372,29 +384,31 @@ fn executeMove(
372
384
  battle: anytype,
373
385
  player: Player,
374
386
  choice: Choice,
375
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
376
389
  residual: *bool,
377
- log: anytype,
390
+ options: anytype,
378
391
  ) !?Result {
379
392
  var side = battle.side(player);
380
393
 
381
394
  if (choice.type == .Switch) {
382
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
383
396
  return null;
384
397
  }
385
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
386
402
  if (side.last_selected_move == .SKIP_TURN) {
387
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
388
- // Binding instead gets handled in beforeMove after sleep and freeze
389
403
  assert(!showdown);
390
404
  if (battle.foe(player).active.volatiles.Binding) {
391
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
392
406
  }
393
407
  return null;
394
408
  }
395
409
 
396
410
  assert(choice.type == .Move);
397
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
398
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
399
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
400
414
  var auto = showdown and side.last_selected_move != .None;
@@ -403,17 +417,16 @@ fn executeMove(
403
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
404
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
405
419
  assert(!showdown);
406
- mslot = @intCast(u4, if (player == .P1)
407
- battle.last_selected_indexes.p1
408
- else
409
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
410
421
  const stored = side.stored();
411
422
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
412
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
413
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
414
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
415
428
  // thawed, in which case we will desync unless the last_selected_move happened to be at
416
- // index 1 and the current Pokémon has the same move in its first slot.
429
+ // index 1 and the current Pokémon has the same move in its first slot
417
430
  if (!auto) {
418
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
419
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -427,15 +440,12 @@ fn executeMove(
427
440
  } else if (showdown and side.active.volatiles.Charging) {
428
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
429
442
  assert(mslot == 1);
430
- mslot = @intCast(u4, if (player == .P1)
431
- battle.last_selected_indexes.p1
432
- else
433
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
434
444
  }
435
445
 
436
446
  var skip_can = false;
437
447
  var skip_pp = false;
438
- switch (try beforeMove(battle, player, from, residual, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
439
449
  .done => return null,
440
450
  .skip_can => skip_can = true,
441
451
  .skip_pp => skip_pp = true,
@@ -443,22 +453,42 @@ fn executeMove(
443
453
  .err => return @as(?Result, Result.Error),
444
454
  }
445
455
 
446
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, log)) {
447
- return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
448
473
  }
449
474
 
450
- return doMove(battle, player, mslot, auto, residual, log);
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
478
+
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
451
480
  }
452
481
 
453
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
454
483
 
455
484
  fn beforeMove(
456
485
  battle: anytype,
457
486
  player: Player,
458
- from: ?Move,
487
+ skip: bool,
459
488
  residual: *bool,
460
- log: anytype,
489
+ options: anytype,
461
490
  ) !BeforeMove {
491
+ var log = options.log;
462
492
  var side = battle.side(player);
463
493
  const foe = battle.foe(player);
464
494
  var active = &side.active;
@@ -467,82 +497,104 @@ fn beforeMove(
467
497
  var volatiles = &active.volatiles;
468
498
 
469
499
  if (Status.is(stored.status, .SLP)) {
470
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
471
502
  // Even if the EXT bit is set this will still correctly modify the sleep duration
472
- stored.status -= 1;
473
- if (Status.duration(stored.status) == 0) {
474
- try log.curestatus(ident, status, .Message);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
475
520
  stored.status = 0; // clears EXT if present
476
521
  } else {
477
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
478
523
  }
479
524
  side.last_used_move = .None;
480
525
  return .done;
481
526
  }
482
527
 
483
528
  if (Status.is(stored.status, .FRZ)) {
484
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
485
530
  side.last_used_move = .None;
486
531
  return .done;
487
532
  }
488
533
 
489
- if (foe.active.volatiles.Binding) {
490
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
491
536
  return .done;
492
537
  }
493
538
 
494
- if (!showdown and volatiles.Flinch) {
495
- volatiles.Flinch = false;
496
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
497
544
  return .done;
498
545
  }
499
546
 
500
547
  if (volatiles.Recharging) {
501
548
  volatiles.Recharging = false;
502
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
503
550
  return .done;
504
551
  }
505
552
 
506
- if (volatiles.disabled_duration > 0) {
507
- volatiles.disabled_duration -= 1;
508
- if (volatiles.disabled_duration == 0) {
509
- volatiles.disabled_move = 0;
510
- try log.end(ident, .Disable);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
511
564
  }
512
565
  }
513
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
514
- if (showdown and try disabled(side, ident, log)) return .done;
515
-
516
- // Pokémon Showdown checks for Flinch *after* instead of before
517
- if (showdown and volatiles.Flinch) {
518
- volatiles.Flinch = false;
519
- try log.cant(ident, .Flinch);
520
- return .done;
521
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
522
568
 
523
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
524
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
525
571
  if (side.last_selected_move == .None) {
526
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
527
573
  return .err;
528
574
  }
529
575
 
530
576
  if (volatiles.Confusion) {
531
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
532
590
 
533
- volatiles.confusion -= 1;
534
591
  if (volatiles.confusion == 0) {
535
592
  volatiles.Confusion = false;
536
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
537
594
  } else {
538
- try log.activate(ident, .Confusion);
539
-
540
- const confused = if (showdown)
541
- !battle.rng.chance(u8, 128, 256)
542
- else
543
- battle.rng.next() >= Gen12.percent(50) + 1;
595
+ try log.activate(.{ ident, .Confusion });
544
596
 
545
- if (confused) {
597
+ if (try Rolls.confused(battle, player, options)) {
546
598
  assert(!volatiles.MultiHit);
547
599
  if (!volatiles.Rage) volatiles.state = 0;
548
600
  volatiles.Bide = false;
@@ -552,6 +604,9 @@ fn beforeMove(
552
604
  volatiles.Charging = false;
553
605
  volatiles.Binding = false;
554
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
555
610
  {
556
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
557
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,107 +614,128 @@ fn beforeMove(
559
614
  const def = foe.active.stats.def;
560
615
  foe.active.stats.def = active.stats.def;
561
616
  defer foe.active.stats.def = def;
562
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
563
620
  }
564
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
565
- // on the targeting behavior of the confused Pokémon's selected move which results
566
- // in the wrong behavior with respect to the Substitute + Confusion glitch
567
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
568
- player
569
- else
570
- player.foe();
621
+
622
+ const uncapped = battle.last_damage;
571
623
  // Skipping adjustDamage / randomizeDamage / checkHit
572
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
625
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
626
+ if (showdown) battle.last_damage = uncapped;
573
627
 
574
628
  return .done;
575
629
  }
576
630
  }
577
631
  }
578
632
 
579
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
580
634
 
581
- if (Status.is(stored.status, .PAR)) {
582
- const paralyzed = if (showdown)
583
- battle.rng.chance(u8, 63, 256)
584
- else
585
- battle.rng.next() < Gen12.percent(25);
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
636
+ if (!volatiles.Rage) volatiles.state = 0;
637
+ volatiles.Bide = false;
638
+ volatiles.Thrashing = false;
639
+ volatiles.Charging = false;
640
+ volatiles.Binding = false;
586
641
 
587
- if (paralyzed) {
588
- if (!volatiles.Rage) volatiles.state = 0;
589
- volatiles.Bide = false;
590
- volatiles.Thrashing = false;
591
- volatiles.Charging = false;
592
- volatiles.Binding = false;
593
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
594
- try log.cant(ident, .Paralysis);
595
- return .done;
596
- }
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
645
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
646
+ try log.cant(.{ ident, .Paralysis });
647
+ return .done;
597
648
  }
598
649
 
599
650
  if (volatiles.Bide) {
600
651
  assert(!volatiles.Thrashing and !volatiles.Rage);
601
652
 
602
- volatiles.state +%= battle.last_damage;
653
+ if (showdown) {
654
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
655
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
656
+ // addition because 65535 is sufficient to faint any Pokémon anyway
657
+ volatiles.state +|= battle.last_damage;
658
+ } else {
659
+ volatiles.state +%= battle.last_damage;
660
+ }
603
661
 
604
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
605
664
 
606
- volatiles.attacks -= 1;
607
665
  if (volatiles.attacks != 0) {
608
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
609
667
  return .done;
610
668
  }
611
669
 
612
670
  volatiles.Bide = false;
613
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
614
672
 
615
673
  battle.last_damage = volatiles.state *% 2;
616
674
  volatiles.state = 0;
617
675
 
618
676
  if (battle.last_damage == 0) {
619
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
620
678
  return .done;
621
679
  }
622
680
 
623
681
  const sub = showdown and foe.active.volatiles.Substitute;
624
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
625
- if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
626
684
 
627
685
  // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
628
686
  // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
629
687
  // run residual here regardless of whether the foe fainted and opt-out of the default flow
630
688
  if (showdown) {
631
689
  residual.* = false;
632
- try handleResidual(battle, player, log);
690
+ try handleResidual(battle, player, options);
633
691
  }
634
692
 
635
693
  return .done;
636
694
  }
637
695
 
638
696
  if (volatiles.Thrashing) {
639
- assert(volatiles.attacks > 0);
640
- assert(from != null);
641
- volatiles.attacks -= 1;
642
- if (!showdown and handleThrashing(battle, active)) {
643
- try log.start(battle.active(player), .ConfusionSilent);
644
- }
645
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
646
- if (showdown and handleThrashing(battle, active)) {
647
- try log.start(battle.active(player), .ConfusionSilent);
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
648
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
649
725
  return .skip_can;
650
726
  }
651
727
 
652
728
  if (volatiles.Binding) {
653
- assert(volatiles.attacks > 0);
654
- volatiles.attacks -= 1;
655
- try log.move(
656
- battle.active(player),
657
- side.last_selected_move,
658
- battle.active(player.foe()),
659
- side.last_selected_move,
660
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
661
733
  if (showdown or battle.last_damage != 0) {
662
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
734
+ const sub = showdown and foe.active.volatiles.Substitute;
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
736
+ if (battle.foe(player).stored().hp > 0 and !sub) {
737
+ try buildRage(battle, player.foe(), options);
738
+ }
663
739
  }
664
740
  return .done;
665
741
  }
@@ -673,56 +749,62 @@ fn canMove(
673
749
  mslot: u4,
674
750
  auto: bool,
675
751
  skip_pp: bool,
676
- from: ?Move,
752
+ from: Move,
677
753
  residual: *bool,
678
- log: anytype,
754
+ options: anytype,
679
755
  ) !bool {
680
756
  var side = battle.side(player);
681
757
  const player_ident = battle.active(player);
682
758
  const move = Move.get(side.last_selected_move);
683
759
 
684
- const foe_last = battle.foe(player).last_used_move;
685
- const special = from != null and (from.? == .Metronome and
686
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
687
-
688
- var skip = skip_pp;
689
760
  if (side.active.volatiles.Charging) {
690
761
  side.active.volatiles.Charging = false;
691
762
  side.active.volatiles.Invulnerable = false;
692
763
  } else if (move.effect == .Charge) {
693
- try log.move(player_ident, side.last_selected_move, .{}, from);
694
- try Effects.charge(battle, player, log);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
765
+ setCounterable(battle, player, side, move);
766
+ try Effects.charge(battle, player, options);
695
767
  return false;
696
768
  }
697
769
 
698
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
699
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
700
772
 
701
773
  const target = if (move.target == .Self) player else player.foe();
702
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
703
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
704
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
705
- // meaning sometimes we lose this information. from is still set because it not being null is
706
- // relevant for control flow, but we don't have anything useful to put in the log. This is
707
- // regrettable, but this information is more "nice to have" than required
708
- const f = if (from != null and from.? == .None) null else from;
709
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
775
+ setCounterable(battle, player, side, move);
710
776
 
711
777
  if (move.effect.onBegin()) {
712
- try onBegin(battle, player, move, mslot, residual, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
713
779
  return false;
714
780
  }
715
781
 
716
782
  if (move.effect == .Thrashing) {
717
- Effects.thrashing(battle, player);
718
- } else if (!showdown and move.effect == .Binding) {
719
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
720
- Effects.binding(battle, player);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
721
792
  }
722
793
 
723
794
  return true;
724
795
  }
725
796
 
797
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
798
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
799
+ // in cases where an early return happens the data for a players last selected move does not get
800
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
801
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
802
+ // as the desync results from actually having two separate battle states that subtly disagree
803
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
804
+ (move.type == .Normal or move.type == .Fighting);
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
806
+ }
807
+
726
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
727
809
  if (side.last_selected_move == .Struggle) return;
728
810
 
@@ -732,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
732
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
733
815
  if (volatiles.Bide) return;
734
816
 
735
- assert(active.move(mslot).pp > 0 or auto);
736
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
737
820
  if (volatiles.Transform) return;
738
821
 
739
- assert(side.stored().move(mslot).pp > 0 or auto);
740
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
741
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
742
826
  }
743
827
 
744
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
745
829
  var active = &side.active;
746
830
  const volatiles = &active.volatiles;
747
831
 
748
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
749
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
750
834
  if (showdown and volatiles.Transform) return;
751
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
752
839
  assert(mslot > 0 and mslot <= 4);
753
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
754
841
  }
755
842
 
756
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -758,10 +845,12 @@ fn doMove(
758
845
  battle: anytype,
759
846
  player: Player,
760
847
  mslot: u4,
848
+ rewrap: bool,
761
849
  auto: bool,
762
850
  residual: *bool,
763
- log: anytype,
851
+ options: anytype,
764
852
  ) !?Result {
853
+ var log = options.log;
765
854
  var side = battle.side(player);
766
855
  const foe = battle.foe(player);
767
856
 
@@ -776,40 +865,44 @@ fn doMove(
776
865
  var hits: u4 = 1;
777
866
  var effectiveness = Effectiveness.neutral;
778
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
779
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
780
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
781
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
782
874
  }
783
875
 
784
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
785
877
  // calling moveHit early covers most of that but we also need to check type immunity first
786
878
  var miss = showdown and miss: {
787
879
  immune = move.target != .Self and !status and !counter and
788
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
789
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
790
882
  if (immune and move.effect != .Binding) break :miss true;
791
883
  if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
792
884
  battle.last_damage = 0;
793
885
  break :miss true;
794
886
  }
795
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
796
889
  };
797
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
798
891
 
799
- var late = showdown;
892
+ var late = showdown and move.effect != .Explode;
800
893
  const skip = status or immune;
801
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
802
895
  if (showdown and move.effect.isMulti()) {
803
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
804
897
  hits = side.active.volatiles.attacks;
805
898
  late = false;
806
899
  }
807
900
 
808
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
809
902
  const check = !showdown or (!counter and move.effect != .OHKO);
810
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
811
904
 
812
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
813
906
 
814
907
  battle.last_damage = 0;
815
908
 
@@ -820,8 +913,9 @@ fn doMove(
820
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
821
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
822
915
  battle.last_damage = if (ohko) 65535 else 0;
823
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
824
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
825
919
  return @as(?Result, Result.Error);
826
920
  }
827
921
  if (battle.last_damage == 0) {
@@ -831,17 +925,16 @@ fn doMove(
831
925
  effectiveness = adjustDamage(battle, player);
832
926
  immune = effectiveness == 0;
833
927
  }
834
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
835
929
  }
836
930
  }
837
931
 
838
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
839
- if (showdown and skip) battle.last_damage = 0;
840
-
841
- miss = if (showdown or skip)
842
- miss
843
- else
844
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
845
938
 
846
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
847
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -849,11 +942,11 @@ fn doMove(
849
942
 
850
943
  if (!showdown or !miss) {
851
944
  if (move.effect == .MirrorMove) {
852
- return mirrorMove(battle, player, mslot, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
853
946
  } else if (move.effect == .Metronome) {
854
- return metronome(battle, player, mslot, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
855
948
  } else if (move.effect.onEnd()) {
856
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
857
950
  return null;
858
951
  }
859
952
  }
@@ -865,36 +958,60 @@ fn doMove(
865
958
  ohko = (!showdown or (!immune and !invulnerable)) and
866
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
867
960
  if (ohko) {
868
- try log.immune(foe_ident, .OHKO);
869
- } else if (immune and !invulnerable) {
870
- try log.immune(foe_ident, .None);
961
+ try log.immune(.{ foe_ident, .OHKO });
962
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
871
985
  } else if (mist) {
872
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
873
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
874
988
  } else {
875
- try log.lastmiss();
876
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
877
992
  }
878
993
  if (move.effect == .JumpKick) {
879
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
880
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
881
996
  battle.last_damage = 1;
882
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
883
998
  if (showdown and side.stored().hp == 0) residual.* = false;
884
999
  } else if (move.effect == .Explode) {
885
1000
  try Effects.explode(battle, player);
886
- try buildRage(battle, player.foe(), log);
1001
+ try buildRage(battle, player.foe(), options);
887
1002
  } else if (showdown and move.effect == .Disable) {
888
- try buildRage(battle, player.foe(), log);
1003
+ try buildRage(battle, player.foe(), options);
889
1004
  }
890
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
891
1008
  }
892
1009
 
893
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
894
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
895
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
896
1013
  if (!showdown and move.effect.isMulti()) {
897
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
898
1015
  hits = side.active.volatiles.attacks;
899
1016
  }
900
1017
 
@@ -902,21 +1019,23 @@ fn doMove(
902
1019
  const sub = showdown and foe.active.volatiles.Substitute;
903
1020
 
904
1021
  var nullified = false;
905
- var hit: u4 = 0;
1022
+ var hit: usize = 0;
906
1023
  while (hit < hits) {
907
1024
  if (hit == 0) {
908
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
909
1026
  if (effectiveness > Effectiveness.neutral) {
910
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
911
1028
  } else if (effectiveness < Effectiveness.neutral) {
912
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
913
1030
  }
914
1031
  }
915
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
916
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
917
1034
  hit += 1;
918
1035
  if (foe.stored().hp == 0) break;
919
- if (!late and !sub) try buildRage(battle, player.foe(), log);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
1038
+ }
920
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
921
1040
  if (nullified) break;
922
1041
  }
@@ -926,35 +1045,39 @@ fn doMove(
926
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
927
1046
  side.active.volatiles.attacks = 0;
928
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
929
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
930
1049
  }
931
- try log.hitcount(battle.active(player.foe()), hit);
932
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), @as(u4, @intCast(hit)) });
1051
+ } else if (showdown and move.effect == .Binding) {
933
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
934
- if (move.effect == .Binding) {
935
- Effects.binding(battle, player);
936
- if (immune) {
937
- battle.last_damage = 0;
938
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
939
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
940
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
941
1063
  }
1064
+ return null;
942
1065
  }
943
1066
  }
944
1067
 
945
1068
  // Substitute being broken nullifies the move's effect completely so even
946
- // if an effect was intended to "always happen" it will still get skipped.
1069
+ // if an effect was intended to "always happen" it will still get skipped
947
1070
  if (nullified) return null;
948
1071
 
949
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
950
1073
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
951
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
952
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
953
1076
 
954
1077
  if (foe.stored().hp == 0) return null;
955
1078
 
956
1079
  // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
957
- if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), log);
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
958
1081
 
959
1082
  if (!move.effect.isSpecial()) {
960
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
@@ -963,32 +1086,33 @@ fn doMove(
963
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
964
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
965
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
966
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
967
1090
  if (move.effect == .Twineedle) {
968
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
969
1092
  } else if (move.effect == .Disable) {
970
- const result = try Effects.disable(battle, player, move, log);
971
- if (showdown) try buildRage(battle, player.foe(), log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
972
1095
  return result;
973
1096
  } else {
974
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
975
1098
  }
976
1099
  }
977
1100
 
978
1101
  return null;
979
1102
  }
980
1103
 
981
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
982
1105
  const side = battle.side(player);
983
1106
 
984
1107
  // Base speed is used for the critical hit calculation, even when Transform-ed
985
- var chance = @as(u16, Species.chance(side.stored().species));
986
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
987
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
988
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
989
-
990
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
991
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
992
1116
  }
993
1117
 
994
1118
  fn calcDamage(
@@ -997,6 +1121,7 @@ fn calcDamage(
997
1121
  target_player: Player,
998
1122
  m: ?Move.Data,
999
1123
  crit: bool,
1124
+ options: anytype,
1000
1125
  ) bool {
1001
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1002
1127
  const cfz = m == null;
@@ -1008,28 +1133,8 @@ fn calcDamage(
1008
1133
 
1009
1134
  const special = move.type.special();
1010
1135
 
1011
- // zig fmt: off
1012
- var atk: u32 =
1013
- if (crit)
1014
- if (special) side.stored().stats.spc
1015
- else side.stored().stats.atk
1016
- else
1017
- if (special) side.active.stats.spc
1018
- else side.active.stats.atk;
1019
- var def: u32 =
1020
- if (crit)
1021
- if (special) target.stored().stats.spc
1022
- else target.stored().stats.def
1023
- else
1024
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1025
- if (special)
1026
- target.active.stats.spc *
1027
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1028
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1029
- else
1030
- target.active.stats.def *
1031
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1032
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1033
1138
 
1034
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1035
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1037,12 +1142,12 @@ fn calcDamage(
1037
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1038
1143
  atk = @max((atk / 4) & 255, 1);
1039
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1040
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1041
1146
  }
1042
1147
 
1043
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1044
1149
 
1045
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1046
1151
 
1047
1152
  if (def == 0) return false;
1048
1153
 
@@ -1054,11 +1159,41 @@ fn calcDamage(
1054
1159
  d = @min(997, d);
1055
1160
  d += 2;
1056
1161
 
1057
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1058
1173
 
1059
1174
  return true;
1060
1175
  }
1061
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1062
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1063
1198
  const side = battle.side(player);
1064
1199
  const foe = battle.foe(player);
@@ -1068,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1068
1203
  var d = battle.last_damage;
1069
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1070
1205
 
1071
- const neutral = @enumToInt(Effectiveness.Neutral);
1072
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1073
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1074
1209
 
1075
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1076
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1090,26 +1225,19 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1090
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1091
1226
  }
1092
1227
 
1093
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1094
1229
  if (battle.last_damage <= 1) return;
1095
-
1096
- const random = if (showdown)
1097
- battle.rng.range(u8, 217, 256)
1098
- else loop: {
1099
- while (true) {
1100
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1101
- if (r >= 217) break :loop r;
1102
- }
1103
- };
1104
-
1105
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1106
1234
  }
1107
1235
 
1108
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1109
1237
  const side = battle.side(player);
1110
1238
  const foe = battle.foe(player);
1111
1239
 
1112
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1113
1241
 
1114
1242
  battle.last_damage = switch (side.last_selected_move) {
1115
1243
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1118,75 +1246,68 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype)
1118
1246
  .DragonRage => 40,
1119
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1120
1248
  .Psywave => power: {
1121
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1122
- if (showdown) {
1123
- break :power battle.rng.range(u8, 0, max);
1124
- } else {
1125
- // GLITCH: Psywave infinite glitch loop
1126
- if (max <= 1) return Result.Error;
1127
- while (true) {
1128
- const r = battle.rng.next();
1129
- if (r < max) break :power r;
1130
- }
1131
- }
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1250
+ // GLITCH: Psywave infinite glitch loop
1251
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1132
1253
  },
1133
1254
  else => unreachable,
1134
1255
  };
1135
1256
 
1136
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1137
1258
 
1138
1259
  const sub = showdown and foe.active.volatiles.Substitute;
1139
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1140
- if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), log);
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1141
1262
 
1142
1263
  return null;
1143
1264
  }
1144
1265
 
1145
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1146
1267
  const foe = battle.foe(player);
1147
1268
 
1148
1269
  if (battle.last_damage == 0) {
1149
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1150
1271
  return null;
1151
1272
  }
1152
1273
 
1153
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1154
- const foe_last_used_move =
1155
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1274
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1156
1275
  const foe_last_selected_move =
1157
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1158
- .Counter
1159
- else
1160
- foe.last_selected_move);
1161
-
1162
- const used = foe_last_used_move.bp > 0 and
1163
- foe.last_used_move != .Counter and
1164
- (foe_last_used_move.type == .Normal or
1165
- foe_last_used_move.type == .Fighting);
1277
+ .Splash
1278
+ else
1279
+ foe.last_selected_move);
1166
1280
 
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1167
1282
  const selected = foe_last_selected_move.bp > 0 and
1168
1283
  foe.last_selected_move != .Counter and
1169
1284
  (foe_last_selected_move.type == .Normal or
1170
- foe_last_selected_move.type == .Fighting);
1285
+ foe_last_selected_move.type == .Fighting);
1171
1286
 
1172
1287
  if (!used and !selected) {
1173
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1174
1289
  return null;
1175
1290
  }
1176
1291
 
1177
1292
  if (!used or !selected) {
1178
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1179
- if (!showdown) return Result.Error;
1180
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return Result.Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1181
1296
  return null;
1182
1297
  }
1183
1298
 
1184
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.cpu.arch.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1185
1304
 
1186
- // Pokémon Showdown calls checkHit before Counter
1187
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1188
1307
 
1189
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1308
+ const sub = showdown and foe.active.volatiles.Substitute;
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1190
1311
  return null;
1191
1312
  }
1192
1313
 
@@ -1195,7 +1316,7 @@ fn applyDamage(
1195
1316
  target_player: Player,
1196
1317
  sub_player: Player,
1197
1318
  reason: Damage,
1198
- log: anytype,
1319
+ options: anytype,
1199
1320
  ) !bool {
1200
1321
  assert(showdown or battle.last_damage != 0);
1201
1322
 
@@ -1210,19 +1331,20 @@ fn applyDamage(
1210
1331
  subbed.active.volatiles.substitute = 0;
1211
1332
  subbed.active.volatiles.Substitute = false;
1212
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1213
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1214
1336
  return true;
1215
1337
  } else {
1216
1338
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1217
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1218
- try log.activate(battle.active(sub_player), .Substitute);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1219
1341
  return false;
1220
1342
  }
1221
1343
  }
1222
1344
 
1223
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1224
1346
  target.stored().hp -= battle.last_damage;
1225
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1226
1348
  return false;
1227
1349
  }
1228
1350
 
@@ -1230,73 +1352,81 @@ fn mirrorMove(
1230
1352
  battle: anytype,
1231
1353
  player: Player,
1232
1354
  mslot: u4,
1355
+ rewrap: bool,
1233
1356
  auto: bool,
1234
1357
  residual: *bool,
1235
- log: anytype,
1236
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1237
1360
  var side = battle.side(player);
1238
1361
  const foe = battle.foe(player);
1239
1362
 
1240
1363
  side.last_selected_move = foe.last_used_move;
1241
1364
 
1242
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1243
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1244
1367
  return null;
1368
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1369
+ incrementPP(side, player, mslot, options);
1245
1370
  }
1246
1371
 
1247
- incrementPP(side, mslot);
1248
-
1249
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, log)) return null;
1250
- return doMove(battle, player, mslot, auto, residual, log);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1251
1376
  }
1252
1377
 
1253
1378
  fn metronome(
1254
1379
  battle: anytype,
1255
1380
  player: Player,
1256
1381
  mslot: u4,
1382
+ rewrap: bool,
1257
1383
  auto: bool,
1258
1384
  residual: *bool,
1259
- log: anytype,
1260
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1261
1387
  var side = battle.side(player);
1262
1388
 
1263
- side.last_selected_move = if (showdown) blk: {
1264
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1265
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1266
- break :blk @intToEnum(Move, r + mod);
1267
- } else loop: {
1268
- while (true) {
1269
- const r = battle.rng.next();
1270
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1271
- if (r >= @enumToInt(Move.Struggle)) continue;
1272
- break :loop @intToEnum(Move, r);
1273
- }
1274
- };
1275
-
1276
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1277
1391
 
1278
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, log)) return null;
1279
- return doMove(battle, player, mslot, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1280
1396
  }
1281
1397
 
1282
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1283
1399
  var immune = false;
1284
1400
  var mist = false;
1285
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1286
1407
  assert(!immune);
1287
1408
  if (mist) {
1288
1409
  assert(!showdown);
1289
1410
  const foe_ident = battle.active(player.foe());
1290
- try log.activate(foe_ident, .Mist);
1291
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1292
1413
  } else {
1293
- try log.lastmiss();
1294
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1295
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1296
1419
  return false;
1297
1420
  }
1298
1421
 
1299
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1300
1430
  var side = battle.side(player);
1301
1431
  const foe = battle.foe(player);
1302
1432
 
@@ -1316,7 +1446,16 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1316
1446
  break :miss true;
1317
1447
  }
1318
1448
  if (!showdown) {
1319
- if (move.effect == .Swift) return true;
1449
+ if (move.effect == .Swift) {
1450
+ // If Swift could cause a division-by-zero freeze (which doesn't exist on Pokémon
1451
+ // Showdown, hence why the block above doesn't include this code), we need the
1452
+ // damage roll to be committed. However, the commit code will not save this roll if
1453
+ // the glitch occurs and the move was not marked as having hit. To work around this
1454
+ // we flag that the move hit (as Swift trivially does), but pass the probability of
1455
+ // the hit as zero to ensure it doesn't actually get saved.
1456
+ try options.chance.hit(player, true, 0);
1457
+ return true;
1458
+ }
1320
1459
  if (foe.active.volatiles.Invulnerable) break :miss true;
1321
1460
  }
1322
1461
 
@@ -1330,23 +1469,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1330
1469
  }
1331
1470
 
1332
1471
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1333
- var state = &side.active.volatiles.state;
1334
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1335
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1336
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1337
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1472
+ const state = side.active.volatiles.state;
1473
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1474
+ const overwritten = overwrite and state > 0;
1475
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1476
+
1477
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1478
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1338
1479
  accuracy = accuracy * boost[0] / boost[1];
1339
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1480
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1340
1481
  accuracy = accuracy * boost[0] / boost[1];
1341
1482
  accuracy = @min(255, @max(1, accuracy));
1342
1483
 
1343
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1484
+ // Pokémon Showdown only overwrites if the volatile is present
1485
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1486
+ if (overwrite) side.active.volatiles.state = accuracy;
1344
1487
 
1345
1488
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1346
- break :miss if (showdown)
1347
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1348
- else
1349
- battle.rng.next() >= accuracy;
1489
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1350
1490
  };
1351
1491
 
1352
1492
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1356,16 +1496,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1356
1496
  }
1357
1497
 
1358
1498
  if (!miss) return true;
1359
- battle.last_damage = 0;
1499
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1500
+
1360
1501
  side.active.volatiles.Binding = false;
1502
+ options.chance.observe(.binding, player, .None);
1503
+
1361
1504
  return false;
1362
1505
  }
1363
1506
 
1364
1507
  fn checkFaint(
1365
1508
  battle: anytype,
1366
1509
  player: Player,
1367
- log: anytype,
1368
- ) @TypeOf(log).Error!?Result {
1510
+ cap: bool,
1511
+ options: anytype,
1512
+ ) @TypeOf(options.log).Error!?Result {
1369
1513
  const side = battle.side(player);
1370
1514
  if (side.stored().hp > 0) return null;
1371
1515
 
@@ -1373,33 +1517,32 @@ fn checkFaint(
1373
1517
  const foe_fainted = foe.stored().hp == 0;
1374
1518
 
1375
1519
  const player_out = findFirstAlive(side) == 0;
1376
- const foe_out = findFirstAlive(foe) == 0;
1377
- const tie = player_out and foe_out;
1378
- const more = tie or player_out or foe_out;
1520
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1521
+ const more = player_out or foe_out;
1379
1522
 
1380
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1381
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1523
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1524
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1382
1525
 
1383
1526
  assert(!side.active.volatiles.MultiHit);
1384
1527
  assert(!foe.active.volatiles.MultiHit);
1385
1528
 
1386
- if (tie) {
1387
- try log.tie();
1529
+ if (player_out and foe_out) {
1530
+ try options.log.tie(.{});
1388
1531
  return Result.Tie;
1389
1532
  } else if (player_out) {
1390
- try log.win(player.foe());
1533
+ try options.log.win(.{player.foe()});
1391
1534
  return if (player == .P1) Result.Lose else Result.Win;
1392
1535
  } else if (foe_out) {
1393
- try log.win(player);
1536
+ try options.log.win(.{player});
1394
1537
  return if (player == .P1) Result.Win else Result.Lose;
1395
1538
  }
1396
1539
 
1397
1540
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1398
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1399
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1541
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1542
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1400
1543
  }
1401
1544
 
1402
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1545
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1403
1546
  var side = battle.side(player);
1404
1547
  var foe = battle.foe(player);
1405
1548
  assert(side.stored().hp == 0);
@@ -1408,7 +1551,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1408
1551
  assert(!foe_volatiles.MultiHit);
1409
1552
  if (foe_volatiles.Bide) {
1410
1553
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1411
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1554
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1412
1555
  if (foe_volatiles.state != 0) return Result.Error;
1413
1556
  }
1414
1557
 
@@ -1432,32 +1575,33 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1432
1575
  side.stored().stats.spe;
1433
1576
  }
1434
1577
 
1435
- try log.faint(battle.active(player), done);
1578
+ try options.log.faint(.{ battle.active(player), done });
1579
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1580
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1581
+ if (cap) options.calc.capped(player);
1436
1582
  return null;
1437
1583
  }
1438
1584
 
1439
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1585
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1440
1586
  var side = battle.side(player);
1441
1587
  var stored = side.stored();
1442
1588
  const ident = battle.active(player);
1443
1589
  var volatiles = &side.active.volatiles;
1444
1590
 
1445
1591
  const brn = Status.is(stored.status, .BRN);
1446
- if (brn or Status.is(stored.status, .PSN)) blk: {
1592
+ if (brn or Status.is(stored.status, .PSN)) {
1447
1593
  var damage = @max(stored.stats.hp / 16, 1);
1448
-
1449
1594
  if (volatiles.Toxic) {
1450
1595
  volatiles.toxic += 1;
1451
1596
  damage *= volatiles.toxic;
1452
1597
  }
1598
+ damage = @min(damage, stored.hp);
1453
1599
 
1454
- const amount = @min(damage, stored.hp);
1455
- if (showdown and amount == 0) break :blk;
1456
-
1457
- stored.hp -= amount;
1458
-
1459
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1460
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1600
+ if (!showdown or damage > 0) {
1601
+ stored.hp -= damage;
1602
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1603
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1604
+ }
1461
1605
  }
1462
1606
 
1463
1607
  if (volatiles.LeechSeed) {
@@ -1478,49 +1622,46 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1478
1622
  damage *= volatiles.toxic;
1479
1623
  }
1480
1624
 
1481
- // Pokémon Showdown erroneously updates last damage with uncapped Leech Seed damage
1482
- if (showdown) battle.last_damage = damage;
1483
-
1484
1625
  const amount = @min(damage, stored.hp);
1485
1626
  stored.hp -= amount;
1486
1627
 
1487
- // As above, Pokémon Showdown uses damageOf but its not relevant
1488
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1628
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1629
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1489
1630
 
1490
1631
  const before = foe_stored.hp;
1491
1632
  // Uncapped damage is added back to the foe
1492
1633
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1493
1634
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1494
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1635
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1495
1636
  }
1496
1637
  }
1497
1638
 
1498
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1639
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1499
1640
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1500
1641
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1501
1642
 
1502
- if (showdown and options.ebc and checkEBC(battle)) {
1503
- try log.tie();
1643
+ battle.turn += 1;
1644
+
1645
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1646
+ try options.log.tie(.{});
1504
1647
  return Result.Tie;
1505
1648
  }
1506
1649
 
1507
- battle.turn += 1;
1508
-
1509
- if (showdown and battle.turn >= 1000) {
1510
- try log.tie();
1650
+ if (pkmn.options.mod and battle.turn >= 1000) {
1651
+ try options.log.tie(.{});
1511
1652
  return Result.Tie;
1512
1653
  } else if (battle.turn >= 65535) {
1513
1654
  return Result.Error;
1514
1655
  }
1515
1656
 
1516
- try log.turn(battle.turn);
1657
+ try options.log.turn(.{battle.turn});
1517
1658
 
1518
1659
  return Result.Default;
1519
1660
  }
1520
1661
 
1521
1662
  fn checkEBC(battle: anytype) bool {
1522
1663
  for (battle.sides, 0..) |side, i| {
1523
- const foe = battle.sides[~@intCast(u1, i)];
1664
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1524
1665
 
1525
1666
  var foe_all_ghosts = true;
1526
1667
  var foe_all_transform = true;
@@ -1572,105 +1713,126 @@ fn checkEBC(battle: anytype) bool {
1572
1713
  return false;
1573
1714
  }
1574
1715
 
1575
- inline fn onBegin(
1716
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1717
+ if (side.active.volatiles.disable_move != 0) {
1718
+ // A Pokémon that transforms after being disabled may end up with less move slots
1719
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1720
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1721
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1722
+ m
1723
+ else
1724
+ side.last_selected_move;
1725
+ if (m != .None and m == last) {
1726
+ side.active.volatiles.Charging = false;
1727
+ try options.log.cant(.{ ident, .Disable, last });
1728
+ return true;
1729
+ }
1730
+ }
1731
+ return false;
1732
+ }
1733
+
1734
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1735
+ const side = battle.side(who);
1736
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1737
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1738
+ }
1739
+ }
1740
+
1741
+ fn onBegin(
1576
1742
  battle: anytype,
1577
1743
  player: Player,
1578
1744
  move: Move.Data,
1579
1745
  mslot: u8,
1580
1746
  residual: *bool,
1581
- log: anytype,
1747
+ options: anytype,
1582
1748
  ) !void {
1583
- assert(move.effect.onBegin());
1584
1749
  return switch (move.effect) {
1585
- .Confusion => Effects.confusion(battle, player, move, log),
1586
- .Conversion => Effects.conversion(battle, player, log),
1587
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1588
- .Haze => Effects.haze(battle, player, log),
1589
- .Heal => Effects.heal(battle, player, log),
1590
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1591
- .LightScreen => Effects.lightScreen(battle, player, log),
1592
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1593
- .Mist => Effects.mist(battle, player, log),
1594
- .Paralyze => Effects.paralyze(battle, player, move, log),
1595
- .Poison => Effects.poison(battle, player, move, log),
1596
- .Reflect => Effects.reflect(battle, player, log),
1597
- .Splash => Effects.splash(battle, player, log),
1598
- .Substitute => Effects.substitute(battle, player, residual, log),
1599
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1600
- .Transform => Effects.transform(battle, player, log),
1750
+ .Confusion => Effects.confusion(battle, player, move, options),
1751
+ .Conversion => Effects.conversion(battle, player, options),
1752
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1753
+ .Haze => Effects.haze(battle, player, options),
1754
+ .Heal => Effects.heal(battle, player, options),
1755
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1756
+ .LightScreen => Effects.lightScreen(battle, player, options),
1757
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1758
+ .Mist => Effects.mist(battle, player, options),
1759
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1760
+ .Poison => Effects.poison(battle, player, move, options),
1761
+ .Reflect => Effects.reflect(battle, player, options),
1762
+ .Splash => Effects.splash(battle, player, options),
1763
+ .Substitute => Effects.substitute(battle, player, residual, options),
1764
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1765
+ .Transform => Effects.transform(battle, player, options),
1601
1766
  else => unreachable,
1602
1767
  };
1603
1768
  }
1604
1769
 
1605
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1606
- assert(move.effect.onEnd());
1770
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1607
1771
  return switch (move.effect) {
1608
- .Bide => Effects.bide(battle, player, log),
1772
+ .Bide => Effects.bide(battle, player, options),
1609
1773
  // zig fmt: off
1610
1774
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1611
1775
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1612
- Effects.boost(battle, player, move, log),
1776
+ Effects.boost(battle, player, move, options),
1613
1777
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1614
- Effects.unboost(battle, player, move, log),
1778
+ Effects.unboost(battle, player, move, options),
1615
1779
  // zig fmt: on
1616
- .Sleep => Effects.sleep(battle, player, move, log),
1780
+ .Sleep => Effects.sleep(battle, player, move, options),
1617
1781
  else => unreachable,
1618
1782
  };
1619
1783
  }
1620
1784
 
1621
- inline fn alwaysHappens(
1785
+ fn alwaysHappens(
1622
1786
  battle: anytype,
1623
1787
  player: Player,
1624
1788
  move: Move.Data,
1625
1789
  residual: *bool,
1626
- log: anytype,
1790
+ options: anytype,
1627
1791
  ) !void {
1628
- assert(move.effect.alwaysHappens());
1629
1792
  return switch (move.effect) {
1630
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1793
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1631
1794
  .Explode => Effects.explode(battle, player),
1632
- .PayDay => Effects.payDay(battle, player, log),
1795
+ .PayDay => Effects.payDay(battle, player, options),
1633
1796
  .Rage => Effects.rage(battle, player),
1634
- .Recoil => Effects.recoil(battle, player, residual, log),
1797
+ .Recoil => Effects.recoil(battle, player, residual, options),
1635
1798
  .JumpKick, .Binding => {},
1636
1799
  else => unreachable,
1637
1800
  };
1638
1801
  }
1639
1802
 
1640
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1803
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1641
1804
  return switch (move.effect) {
1642
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1643
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1644
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1645
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1646
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1805
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1806
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1807
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1808
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1809
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1647
1810
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1648
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1649
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1811
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1812
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1650
1813
  // zig fmt: off
1651
1814
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1652
- Effects.unboost(battle, player, move, log),
1815
+ Effects.unboost(battle, player, move, options),
1653
1816
  // zig fmt: on
1654
1817
  else => {},
1655
1818
  };
1656
1819
  }
1657
1820
 
1658
1821
  pub const Effects = struct {
1659
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1822
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1660
1823
  var side = battle.side(player);
1661
1824
 
1662
1825
  side.active.volatiles.Bide = true;
1663
1826
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1827
+
1664
1828
  side.active.volatiles.state = 0;
1665
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1666
- battle.rng.range(u4, 2, 4)
1667
- else
1668
- (battle.rng.next() & 1) + 2);
1829
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1830
+ options.chance.observe(.attacking, player, .started);
1669
1831
 
1670
- try log.start(battle.active(player), .Bide);
1832
+ try options.log.start(.{ battle.active(player), .Bide });
1671
1833
  }
1672
1834
 
1673
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1835
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1674
1836
  var foe = battle.foe(player);
1675
1837
  var foe_stored = foe.stored();
1676
1838
 
@@ -1681,96 +1843,91 @@ pub const Effects = struct {
1681
1843
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1682
1844
  if (Status.is(foe_stored.status, .FRZ)) {
1683
1845
  assert(move.type == .Fire);
1684
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1846
+ try options.log.curestatus(.{
1847
+ battle.active(player.foe()),
1848
+ foe_stored.status,
1849
+ .Message,
1850
+ });
1685
1851
  foe_stored.status = 0;
1686
1852
  }
1687
1853
  return;
1688
1854
  }
1689
1855
 
1690
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1691
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1692
- else
1693
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1694
- Gen12.percent(10)
1695
- else
1696
- Gen12.percent(30));
1697
- if (!chance) return;
1856
+ if (foe.active.types.includes(move.type)) return;
1857
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1858
+ return;
1859
+ }
1698
1860
 
1699
1861
  foe_stored.status = Status.init(.BRN);
1700
1862
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1701
1863
 
1702
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1864
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1703
1865
  }
1704
1866
 
1705
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1867
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1706
1868
  var side = battle.side(player);
1707
1869
  var volatiles = &side.active.volatiles;
1708
1870
 
1709
1871
  volatiles.Charging = true;
1710
1872
  const move = side.last_selected_move;
1711
1873
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1712
- try log.laststill();
1713
- try log.prepare(battle.active(player), move);
1874
+ try options.log.laststill(.{});
1875
+ try options.log.prepare(.{ battle.active(player), move });
1714
1876
  }
1715
1877
 
1716
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1878
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1717
1879
  var foe = battle.foe(player);
1718
1880
  const sub = foe.active.volatiles.Substitute;
1719
1881
 
1720
1882
  if (move.effect == .ConfusionChance) {
1721
- const chance = if (showdown)
1722
- battle.rng.chance(u8, 25, 256)
1723
- else
1724
- battle.rng.next() < Gen12.percent(10);
1725
- if (!chance) return;
1883
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1726
1884
  } else {
1727
1885
  if (showdown) {
1728
- if (!try checkHit(battle, player, move, log)) {
1729
- return;
1730
- } else if (sub) {
1731
- return log.fail(battle.active(player.foe()), .None);
1732
- }
1886
+ if (!try checkHit(battle, player, move, options)) return;
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1733
1888
  } else {
1734
- if (sub) {
1735
- return log.fail(battle.active(player.foe()), .None);
1736
- } else if (!try checkHit(battle, player, move, log)) {
1737
- return;
1738
- }
1889
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1890
+ if (!try checkHit(battle, player, move, options)) return;
1739
1891
  }
1740
1892
  }
1741
1893
 
1742
1894
  if (foe.active.volatiles.Confusion) return;
1743
1895
  foe.active.volatiles.Confusion = true;
1744
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1745
- battle.rng.range(u8, 2, 6)
1746
- else
1747
- (battle.rng.next() & 3) + 2);
1748
1896
 
1749
- try log.start(battle.active(player.foe()), .Confusion);
1897
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1898
+ options.chance.observe(.confusion, player.foe(), .started);
1899
+ options.calc.confusion(player.foe());
1900
+
1901
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1750
1902
  }
1751
1903
 
1752
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1904
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1753
1905
  const foe = battle.foe(player);
1754
1906
 
1755
1907
  if (foe.active.volatiles.Invulnerable) {
1756
- try log.lastmiss();
1757
- return log.miss(battle.active(player));
1908
+ try options.log.lastmiss(.{});
1909
+ return options.log.miss(.{battle.active(player)});
1758
1910
  }
1759
1911
 
1760
1912
  battle.side(player).active.types = foe.active.types;
1761
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1913
+ return options.log.start(.{
1914
+ battle.active(player),
1915
+ .TypeChange,
1916
+ foe.active.types,
1917
+ battle.active(player.foe()),
1918
+ });
1762
1919
  }
1763
1920
 
1764
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1921
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1765
1922
  var foe = battle.foe(player);
1766
1923
  var volatiles = &foe.active.volatiles;
1767
1924
  const foe_ident = battle.active(player.foe());
1768
1925
 
1769
1926
  // Pokémon Showdown handles hit/miss earlier in doMove
1770
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1927
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1771
1928
 
1772
- if (volatiles.disabled_move != 0) {
1773
- try log.fail(foe_ident, .None);
1929
+ if (volatiles.disable_move != 0) {
1930
+ try options.log.fail(.{ foe_ident, .None });
1774
1931
  return null;
1775
1932
  }
1776
1933
 
@@ -1785,32 +1942,31 @@ pub const Effects = struct {
1785
1942
 
1786
1943
  // Technically this is still considered simply a "miss" on the cartridge,
1787
1944
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1788
- if (n == 0) {
1789
- try log.fail(foe_ident, .None);
1945
+ if (n == 0 or (pkmn.options.mod and err)) {
1946
+ try options.log.fail(.{ foe_ident, .None });
1790
1947
  return null;
1791
1948
  } else if (err) {
1792
1949
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1793
- assert(!showdown);
1794
1950
  return Result.Error;
1795
1951
  }
1796
1952
 
1797
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1798
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1799
- battle.rng.range(u8, 1, 9)
1800
- else
1801
- (battle.rng.next() & 7) + 1);
1953
+ volatiles.disable_move =
1954
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1955
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1956
+ options.chance.observe(.disable, player.foe(), .started);
1802
1957
 
1803
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1958
+ const id = foe.active.move(volatiles.disable_move).id;
1959
+ try options.log.start(.{ foe_ident, .Disable, id });
1804
1960
  return null;
1805
1961
  }
1806
1962
 
1807
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1808
- var side = battle.side(player);
1809
- var stored = side.stored();
1963
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1964
+ var stored = battle.side(player).stored();
1965
+ const ident = battle.active(player);
1810
1966
 
1811
1967
  if (battle.last_damage == 0) {
1812
1968
  assert(showdown);
1813
- return;
1969
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1814
1970
  }
1815
1971
 
1816
1972
  const drain = @max(battle.last_damage / 2, 1);
@@ -1819,7 +1975,7 @@ pub const Effects = struct {
1819
1975
  if (stored.hp == stored.stats.hp) return;
1820
1976
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1821
1977
 
1822
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1978
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1823
1979
  }
1824
1980
 
1825
1981
  fn explode(battle: anytype, player: Player) !void {
@@ -1833,34 +1989,28 @@ pub const Effects = struct {
1833
1989
  side.active.volatiles.LeechSeed = false;
1834
1990
  }
1835
1991
 
1836
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1992
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1837
1993
  var volatiles = &battle.foe(player).active.volatiles;
1838
1994
 
1839
1995
  if (volatiles.Substitute) return;
1840
-
1841
- const chance = if (showdown)
1842
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1843
- else
1844
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1845
- Gen12.percent(10)
1846
- else
1847
- Gen12.percent(30));
1848
- if (!chance) return;
1996
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1997
+ return;
1998
+ }
1849
1999
 
1850
2000
  volatiles.Flinch = true;
1851
2001
  volatiles.Recharging = false;
1852
2002
  }
1853
2003
 
1854
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2004
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1855
2005
  var side = battle.side(player);
1856
2006
 
1857
2007
  if (side.active.volatiles.FocusEnergy) return;
1858
2008
  side.active.volatiles.FocusEnergy = true;
1859
2009
 
1860
- try log.start(battle.active(player), .FocusEnergy);
2010
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1861
2011
  }
1862
2012
 
1863
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2013
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1864
2014
  var foe = battle.foe(player);
1865
2015
  var foe_stored = foe.stored();
1866
2016
  const foe_ident = battle.active(player.foe());
@@ -1871,26 +2021,23 @@ pub const Effects = struct {
1871
2021
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1872
2022
  }
1873
2023
 
1874
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1875
- battle.rng.chance(u8, 26, 256)
1876
- else
1877
- battle.rng.next() < 1 + Gen12.percent(10);
1878
- if (!chance) return;
1879
-
2024
+ if (foe.active.types.includes(move.type)) return;
2025
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1880
2026
  // Freeze Clause Mod
1881
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2027
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1882
2028
 
1883
2029
  foe_stored.status = Status.init(.FRZ);
1884
2030
  // GLITCH: Hyper Beam recharging status is not cleared
1885
2031
 
1886
- try log.status(foe_ident, foe_stored.status, .None);
2032
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1887
2033
  }
1888
2034
 
1889
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2035
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2036
+ var log = options.log;
1890
2037
  var side = battle.side(player);
1891
2038
  var foe = battle.foe(player);
1892
2039
 
1893
- var side_stored = side.stored();
2040
+ const side_stored = side.stored();
1894
2041
  var foe_stored = foe.stored();
1895
2042
 
1896
2043
  const player_ident = battle.active(player);
@@ -1902,96 +2049,101 @@ pub const Effects = struct {
1902
2049
  side.active.stats = side_stored.stats;
1903
2050
  foe.active.stats = foe_stored.stats;
1904
2051
 
1905
- try log.activate(player_ident, .Haze);
1906
- try log.clearallboost();
2052
+ try log.activate(.{ player_ident, .Haze });
2053
+ try log.clearallboost(.{});
1907
2054
 
1908
2055
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1909
2056
  if (showdown) {
1910
2057
  for (&battle.sides, 0..) |*s, i| {
1911
- const p = @intToEnum(Player, i);
2058
+ const p: Player = @enumFromInt(i);
1912
2059
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1913
2060
  if (p != player and Status.any(s.stored().status)) {
1914
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2061
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1915
2062
  s.stored().status = 0;
2063
+ options.chance.observe(.sleep, p, .None);
1916
2064
  } else if (showdown and s.stored().status == Status.TOX) {
1917
2065
  s.stored().status = Status.init(.PSN);
1918
- try log.status(battle.active(p), s.stored().status, .None);
2066
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1919
2067
  }
1920
- try clearVolatiles(battle, p, log);
2068
+ try clearVolatiles(battle, p, options);
1921
2069
  }
1922
2070
  } else {
1923
2071
  if (Status.any(foe_stored.status)) {
1924
2072
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1925
2073
  foe.last_selected_move = .SKIP_TURN;
2074
+ options.chance.observe(.sleep, player.foe(), .None);
1926
2075
  }
1927
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2076
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1928
2077
  foe_stored.status = 0;
1929
2078
  }
1930
- try clearVolatiles(battle, player, log);
1931
- try clearVolatiles(battle, player.foe(), log);
2079
+ try clearVolatiles(battle, player, options);
2080
+ try clearVolatiles(battle, player.foe(), options);
1932
2081
  }
1933
2082
  }
1934
2083
 
1935
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1936
2085
  var side = battle.side(player);
1937
2086
  var stored = side.stored();
1938
2087
  const ident = battle.active(player);
1939
2088
 
1940
2089
  // GLITCH: HP recovery move failure glitches
1941
2090
  const delta = stored.stats.hp - stored.hp;
1942
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2091
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2092
+ return options.log.fail(.{ ident, .None });
2093
+ }
1943
2094
 
1944
2095
  const rest = side.last_selected_move == .Rest;
1945
2096
  if (rest) {
1946
2097
  // Adding the sleep status runs the sleep condition handler to roll duration
1947
2098
  if (showdown) battle.rng.advance(1);
1948
2099
  stored.status = Status.slf(2);
1949
- try log.statusFrom(ident, stored.status, Move.Rest);
2100
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1950
2101
  stored.hp = stored.stats.hp;
1951
2102
  } else {
1952
2103
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1953
2104
  }
1954
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2105
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1955
2106
  }
1956
2107
 
1957
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1958
2109
  battle.side(player).active.volatiles.Recharging = true;
1959
- try log.mustrecharge(battle.active(player));
2110
+ try options.log.mustrecharge(.{battle.active(player)});
1960
2111
  }
1961
2112
 
1962
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2113
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1963
2114
  var foe = battle.foe(player);
1964
2115
 
1965
2116
  if (showdown) {
1966
2117
  // Invulnerability trumps type immunity on Pokémon Showdown
1967
2118
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1968
- return log.immune(battle.active(player.foe()), .None);
2119
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1969
2120
  }
1970
- if (!try checkHit(battle, player, move, log)) return;
2121
+ if (!try checkHit(battle, player, move, options)) return;
1971
2122
  if (foe.active.volatiles.LeechSeed) return;
1972
2123
  } else {
1973
- if (!try checkHit(battle, player, move, log)) return;
2124
+ if (!try checkHit(battle, player, move, options)) return;
1974
2125
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1975
- try log.lastmiss();
1976
- return log.miss(battle.active(player));
2126
+ try options.log.lastmiss(.{});
2127
+ return options.log.miss(.{battle.active(player)});
1977
2128
  }
1978
2129
  }
1979
2130
 
1980
2131
  foe.active.volatiles.LeechSeed = true;
1981
2132
 
1982
- try log.start(battle.active(player.foe()), .LeechSeed);
2133
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1983
2134
  }
1984
2135
 
1985
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2136
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1986
2137
  var side = battle.side(player);
2138
+ const ident = battle.active(player);
1987
2139
 
1988
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2140
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1989
2141
  side.active.volatiles.LightScreen = true;
1990
2142
 
1991
- try log.start(battle.active(player), .LightScreen);
2143
+ try options.log.start(.{ ident, .LightScreen });
1992
2144
  }
1993
2145
 
1994
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2146
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1995
2147
  var side = battle.side(player);
1996
2148
  var foe = battle.foe(player);
1997
2149
 
@@ -2007,45 +2159,49 @@ pub const Effects = struct {
2007
2159
  const has_mimic = has_mimic: {
2008
2160
  for (side.active.moves, 0..) |m, i| {
2009
2161
  if (m.id == .Mimic) {
2010
- oslot = @intCast(u8, i + 1);
2162
+ oslot = @intCast(i + 1);
2011
2163
  break :has_mimic true;
2012
2164
  }
2013
2165
  }
2014
2166
  break :has_mimic false;
2015
2167
  };
2016
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
2017
- // trigger |-miss| instead of |-fail|
2018
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
2019
- return try log.fail(battle.active(player.foe()), .None);
2168
+ if (!has_mimic) {
2169
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2170
+ if (!try checkHit(battle, player, move, options)) return;
2171
+ return options.log.fail(.{ battle.active(player.foe()), .None });
2020
2172
  }
2021
2173
  }
2022
- if (!try checkHit(battle, player, move, log)) return;
2174
+ if (!try checkHit(battle, player, move, options)) return;
2023
2175
 
2024
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2176
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2025
2177
  side.active.move(oslot).id = foe.active.move(rslot).id;
2026
2178
 
2027
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2179
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
2028
2180
  }
2029
2181
 
2030
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2182
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
2031
2183
  var side = battle.side(player);
2032
2184
 
2033
2185
  if (side.active.volatiles.Mist) return;
2034
2186
  side.active.volatiles.Mist = true;
2035
2187
 
2036
- try log.start(battle.active(player), .Mist);
2188
+ try options.log.start(.{ battle.active(player), .Mist });
2037
2189
  }
2038
2190
 
2039
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2191
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2040
2192
  var side = battle.side(player);
2041
2193
 
2042
2194
  assert(!side.active.volatiles.MultiHit);
2043
2195
  side.active.volatiles.MultiHit = true;
2044
2196
 
2045
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2197
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2198
+ try Rolls.distribution(battle, .MultiHit, player, options)
2199
+ else
2200
+ 2;
2046
2201
  }
2047
2202
 
2048
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
2049
2205
  var foe = battle.foe(player);
2050
2206
  var foe_stored = foe.stored();
2051
2207
  const foe_ident = battle.active(player.foe());
@@ -2055,27 +2211,28 @@ pub const Effects = struct {
2055
2211
 
2056
2212
  if (showdown) {
2057
2213
  // Invulnerability trumps type immunity on Pokémon Showdown
2058
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2059
- if (!try checkHit(battle, player, move, log)) return;
2214
+ if (immune and !foe.active.volatiles.Invulnerable) {
2215
+ return log.immune(.{ foe_ident, .None });
2216
+ } else if (!try checkHit(battle, player, move, options)) return;
2060
2217
  }
2061
2218
  if (Status.any(foe_stored.status)) {
2062
- return log.fail(
2219
+ return log.fail(.{
2063
2220
  foe_ident,
2064
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2065
- );
2221
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2222
+ });
2066
2223
  }
2067
2224
  if (!showdown) {
2068
- if (immune) return log.immune(foe_ident, .None);
2069
- if (!try checkHit(battle, player, move, log)) return;
2225
+ if (immune) return log.immune(.{ foe_ident, .None });
2226
+ if (!try checkHit(battle, player, move, options)) return;
2070
2227
  }
2071
2228
 
2072
2229
  foe_stored.status = Status.init(.PAR);
2073
2230
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2074
2231
 
2075
- try log.status(foe_ident, foe_stored.status, .None);
2232
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2076
2233
  }
2077
2234
 
2078
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2235
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2079
2236
  var foe = battle.foe(player);
2080
2237
  var foe_stored = foe.stored();
2081
2238
 
@@ -2086,65 +2243,59 @@ pub const Effects = struct {
2086
2243
  }
2087
2244
 
2088
2245
  // Body Slam can't paralyze a Normal type Pokémon
2089
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2090
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2091
- else
2092
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2093
- Gen12.percent(10)
2094
- else
2095
- Gen12.percent(30));
2096
- if (!chance) return;
2246
+ if (foe.active.types.includes(move.type)) return;
2247
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2248
+ return;
2249
+ }
2097
2250
 
2098
2251
  foe_stored.status = Status.init(.PAR);
2099
2252
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2100
2253
 
2101
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2254
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2102
2255
  }
2103
2256
 
2104
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2105
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2257
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2258
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2259
+ try options.log.fieldactivate(.{});
2260
+ }
2106
2261
  }
2107
2262
 
2108
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2263
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2264
+ var log = options.log;
2109
2265
  var foe = battle.foe(player);
2110
2266
  var foe_stored = foe.stored();
2111
2267
  const foe_ident = battle.active(player.foe());
2112
2268
  const toxic = battle.side(player).last_selected_move == .Toxic;
2113
2269
 
2114
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2270
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2115
2271
  return;
2116
2272
  } else if (foe.active.volatiles.Substitute) {
2117
2273
  if (move.effect != .Poison) return;
2118
- return log.fail(foe_ident, .None);
2274
+ return log.fail(.{ foe_ident, .None });
2119
2275
  } else if (Status.any(foe_stored.status)) {
2120
2276
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2121
2277
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2122
2278
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2123
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2279
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2124
2280
  if (!showdown)
2125
- .Poison
2281
+ Fail.Poison
2126
2282
  else if (toxic == (foe_stored.status == Status.TOX))
2127
- if (toxic) .Toxic else .Poison
2283
+ if (toxic) Fail.Toxic else Fail.Poison
2128
2284
  else
2129
- .None
2285
+ Fail.None
2130
2286
  else
2131
- .None);
2287
+ Fail.None });
2132
2288
  } else if (foe.active.types.includes(.Poison)) {
2133
2289
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2134
- return log.immune(foe_ident, .None);
2290
+ return log.immune(.{ foe_ident, .None });
2135
2291
  }
2136
2292
 
2137
2293
  if (move.effect == .Poison) {
2138
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2294
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2139
2295
  } else {
2140
- const chance = if (showdown)
2141
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2142
- else
2143
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2144
- Gen12.percent(20)
2145
- else
2146
- Gen12.percent(40));
2147
- if (!chance) return;
2296
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2297
+ return;
2298
+ }
2148
2299
  }
2149
2300
 
2150
2301
  foe_stored.status = Status.init(.PSN);
@@ -2154,39 +2305,46 @@ pub const Effects = struct {
2154
2305
  foe.active.volatiles.toxic = 0;
2155
2306
  }
2156
2307
 
2157
- try log.status(foe_ident, foe_stored.status, .None);
2308
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2158
2309
  }
2159
2310
 
2160
2311
  fn rage(battle: anytype, player: Player) !void {
2161
2312
  var volatiles = &battle.side(player).active.volatiles;
2162
- if (volatiles.Rage) return;
2163
- volatiles.Rage = true;
2164
2313
  assert(!volatiles.Bide);
2165
- volatiles.state = 0;
2314
+ volatiles.Rage = true;
2166
2315
  }
2167
2316
 
2168
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2317
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2169
2318
  var side = battle.side(player);
2170
2319
  var stored = side.stored();
2171
2320
 
2172
- const damage = @intCast(i16, @max(battle.last_damage /
2321
+ assert(showdown or battle.last_damage > 0);
2322
+ if (showdown and battle.last_damage == 0) return;
2323
+
2324
+ const damage: i16 = @intCast(@max(battle.last_damage /
2173
2325
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2174
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2326
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2175
2327
 
2176
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2328
+ try options.log.damage(.{
2329
+ battle.active(player),
2330
+ stored,
2331
+ .RecoilOf,
2332
+ battle.active(player.foe()),
2333
+ });
2177
2334
  if (showdown and stored.hp == 0) residual.* = false;
2178
2335
  }
2179
2336
 
2180
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2337
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2181
2338
  var side = battle.side(player);
2339
+ const ident = battle.active(player);
2182
2340
 
2183
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2341
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2184
2342
  side.active.volatiles.Reflect = true;
2185
2343
 
2186
- try log.start(battle.active(player), .Reflect);
2344
+ try options.log.start(.{ ident, .Reflect });
2187
2345
  }
2188
2346
 
2189
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2347
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2190
2348
  var foe = battle.foe(player);
2191
2349
  var foe_stored = foe.stored();
2192
2350
  const foe_ident = battle.active(player.foe());
@@ -2197,93 +2355,87 @@ pub const Effects = struct {
2197
2355
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2198
2356
  } else {
2199
2357
  if (Status.any(foe_stored.status)) {
2200
- return log.fail(
2358
+ return options.log.fail(.{
2201
2359
  foe_ident,
2202
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2203
- );
2360
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2361
+ });
2204
2362
  }
2205
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2206
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2363
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2364
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2207
2365
  }
2208
2366
 
2209
2367
  // Sleep Clause Mod
2210
- if (showdown) {
2368
+ if (pkmn.options.mod) {
2211
2369
  for (foe.pokemon) |p| {
2212
2370
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2213
2371
  }
2214
2372
  }
2215
2373
  foe.active.volatiles.Recharging = false;
2216
2374
 
2217
- const duration = @intCast(u3, if (showdown)
2218
- battle.rng.range(u8, 1, 8)
2219
- else loop: {
2220
- while (true) {
2221
- const r = battle.rng.next() & 7;
2222
- if (r != 0) break :loop r;
2223
- }
2224
- });
2375
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2376
+ options.chance.observe(.sleep, player.foe(), .started);
2225
2377
 
2226
- foe_stored.status = Status.slp(duration);
2227
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2378
+ const last = battle.side(player).last_selected_move;
2379
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2228
2380
  }
2229
2381
 
2230
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2231
- try log.activate(battle.active(player), .Splash);
2382
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2383
+ try options.log.activate(.{ battle.active(player), .Splash });
2232
2384
  }
2233
2385
 
2234
- fn substitute(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2386
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2235
2387
  var side = battle.side(player);
2236
2388
  if (side.active.volatiles.Substitute) {
2237
- try log.fail(battle.active(player), .Substitute);
2238
- return;
2389
+ return options.log.fail(.{ battle.active(player), .Substitute });
2239
2390
  }
2240
2391
 
2241
2392
  assert(side.stored().stats.hp <= 1023);
2242
2393
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2243
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2394
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2244
2395
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2245
2396
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2246
2397
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2247
2398
  // avoid having to convert to floating point)
2248
2399
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2249
2400
  if (side.stored().hp < required_hp) {
2250
- try log.fail(battle.active(player), .Weak);
2251
- return;
2401
+ return options.log.fail(.{ battle.active(player), .Weak });
2252
2402
  }
2253
2403
 
2254
2404
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2255
2405
  side.stored().hp -= hp;
2256
2406
  side.active.volatiles.substitute = hp + 1;
2257
2407
  side.active.volatiles.Substitute = true;
2258
- try log.start(battle.active(player), .Substitute);
2408
+ try options.log.start(.{ battle.active(player), .Substitute });
2259
2409
  if (hp > 0) {
2260
- try log.damage(battle.active(player), side.stored(), .None);
2410
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2261
2411
  if (showdown and side.stored().hp == 0) residual.* = false;
2262
2412
  }
2263
2413
  }
2264
2414
 
2265
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2266
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2267
-
2415
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2268
2416
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2269
- _ = try checkHit(battle, player, move, log);
2270
- battle.last_damage = 0;
2417
+ if (showdown) {
2418
+ if (battle.side(player).last_selected_move == .Teleport) return;
2419
+ _ = try checkHit(battle, player, move, options);
2420
+ battle.last_damage = 0;
2421
+ } else {
2422
+ try options.log.fail(.{ battle.active(player), .None });
2423
+ try options.log.laststill(.{});
2424
+ }
2271
2425
  }
2272
2426
 
2273
- fn thrashing(battle: anytype, player: Player) void {
2427
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2274
2428
  var volatiles = &battle.side(player).active.volatiles;
2275
2429
  assert(!volatiles.Thrashing);
2276
2430
  assert(!volatiles.Bide);
2277
2431
 
2278
2432
  volatiles.Thrashing = true;
2279
- volatiles.state = 0;
2280
- volatiles.attacks = @intCast(u3, if (showdown)
2281
- battle.rng.range(u8, 2, 4)
2282
- else
2283
- (battle.rng.next() & 1) + 2);
2433
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2434
+
2435
+ options.chance.observe(.attacking, player, .started);
2284
2436
  }
2285
2437
 
2286
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2438
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2287
2439
  var side = battle.side(player);
2288
2440
  const foe = battle.foe(player);
2289
2441
  const foe_ident = battle.active(player.foe());
@@ -2309,23 +2461,28 @@ pub const Effects = struct {
2309
2461
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2310
2462
  }
2311
2463
 
2312
- try log.transform(battle.active(player), foe_ident);
2464
+ try options.log.transform(.{ battle.active(player), foe_ident });
2313
2465
  }
2314
2466
 
2315
- fn binding(battle: anytype, player: Player) void {
2467
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2316
2468
  var side = battle.side(player);
2317
2469
  var foe = battle.foe(player);
2318
2470
 
2319
2471
  if (side.active.volatiles.Binding) return;
2320
2472
  side.active.volatiles.Binding = true;
2321
2473
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2322
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2323
- if (!showdown) foe.active.volatiles.Recharging = false;
2474
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2475
+ if (!showdown) {
2476
+ foe.active.volatiles.Recharging = false;
2477
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2324
2478
 
2325
- side.active.volatiles.attacks = distribution(battle) - 1;
2479
+ side.active.volatiles.attacks =
2480
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2481
+ options.chance.observe(.binding, player, .started);
2326
2482
  }
2327
2483
 
2328
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2484
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2485
+ var log = options.log;
2329
2486
  var side = battle.side(player);
2330
2487
  const ident = battle.active(player);
2331
2488
 
@@ -2335,87 +2492,87 @@ pub const Effects = struct {
2335
2492
  switch (move.effect) {
2336
2493
  .AttackUp1, .AttackUp2, .Rage => {
2337
2494
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2338
- if (boosts.atk == 6) return try log.fail(ident, .None);
2495
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2339
2496
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2340
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2341
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2497
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2498
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2342
2499
  if (stats.atk == MAX_STAT_VALUE) {
2343
2500
  boosts.atk -= 1;
2344
2501
  if (showdown) {
2345
- try log.boost(ident, reason, n);
2346
- try log.boost(ident, Boost.Attack, -1);
2502
+ try log.boost(.{ ident, reason, n });
2503
+ try log.boost(.{ ident, .Attack, -1 });
2347
2504
  if (move.effect == .Rage) return;
2348
2505
  }
2349
- return try log.fail(ident, .None);
2506
+ return log.fail(.{ ident, .None });
2350
2507
  }
2351
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2352
- const stat = unmodifiedStats(battle, player).atk;
2508
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2509
+ const stat = unmodifiedStats(battle, side).atk;
2353
2510
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2354
- try log.boost(ident, reason, n);
2511
+ try log.boost(.{ ident, reason, n });
2355
2512
  // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2356
2513
  if (showdown and move.effect == .Rage) return;
2357
2514
  },
2358
2515
  .DefenseUp1, .DefenseUp2 => {
2359
2516
  assert(boosts.def >= -6 and boosts.def <= 6);
2360
- if (boosts.def == 6) return try log.fail(ident, .None);
2517
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2361
2518
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2362
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2519
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2363
2520
  if (stats.def == MAX_STAT_VALUE) {
2364
2521
  boosts.def -= 1;
2365
2522
  if (showdown) {
2366
- try log.boost(ident, .Defense, n);
2367
- try log.boost(ident, .Defense, -1);
2523
+ try log.boost(.{ ident, .Defense, n });
2524
+ try log.boost(.{ ident, .Defense, -1 });
2368
2525
  }
2369
- return try log.fail(ident, .None);
2526
+ return log.fail(.{ ident, .None });
2370
2527
  }
2371
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2372
- const stat = unmodifiedStats(battle, player).def;
2528
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2529
+ const stat = unmodifiedStats(battle, side).def;
2373
2530
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2374
- try log.boost(ident, .Defense, n);
2531
+ try log.boost(.{ ident, .Defense, n });
2375
2532
  },
2376
2533
  .SpeedUp2 => {
2377
2534
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2378
- if (boosts.spe == 6) return try log.fail(ident, .None);
2379
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2535
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2536
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2380
2537
  if (stats.spe == MAX_STAT_VALUE) {
2381
2538
  boosts.spe -= 1;
2382
2539
  if (showdown) {
2383
- try log.boost(ident, .Speed, 2);
2384
- try log.boost(ident, .Speed, -1);
2540
+ try log.boost(.{ ident, .Speed, 2 });
2541
+ try log.boost(.{ ident, .Speed, -1 });
2385
2542
  }
2386
- return try log.fail(ident, .None);
2543
+ return log.fail(.{ ident, .None });
2387
2544
  }
2388
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2389
- const stat = unmodifiedStats(battle, player).spe;
2545
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2546
+ const stat = unmodifiedStats(battle, side).spe;
2390
2547
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2391
- try log.boost(ident, .Speed, 2);
2548
+ try log.boost(.{ ident, .Speed, 2 });
2392
2549
  },
2393
2550
  .SpecialUp1, .SpecialUp2 => {
2394
2551
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2395
- if (boosts.spc == 6) return try log.fail(ident, .None);
2552
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2396
2553
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2397
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2554
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2398
2555
  if (stats.spc == MAX_STAT_VALUE) {
2399
2556
  boosts.spc -= 1;
2400
2557
  if (showdown) {
2401
- try log.boost(ident, .SpecialAttack, n);
2402
- try log.boost(ident, .SpecialAttack, -1);
2403
- try log.boost(ident, .SpecialDefense, n);
2404
- try log.boost(ident, .SpecialDefense, -1);
2558
+ try log.boost(.{ ident, .SpecialAttack, n });
2559
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2561
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2405
2562
  }
2406
- return try log.fail(ident, .None);
2563
+ return log.fail(.{ ident, .None });
2407
2564
  }
2408
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2409
- const stat = unmodifiedStats(battle, player).spc;
2565
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2566
+ const stat = unmodifiedStats(battle, side).spc;
2410
2567
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2411
- try log.boost(ident, .SpecialAttack, n);
2412
- try log.boost(ident, .SpecialDefense, n);
2568
+ try log.boost(.{ ident, .SpecialAttack, n });
2569
+ try log.boost(.{ ident, .SpecialDefense, n });
2413
2570
  },
2414
2571
  .EvasionUp1 => {
2415
2572
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2416
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2417
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2418
- try log.boost(ident, .Evasion, 1);
2573
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2574
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2575
+ try log.boost(.{ ident, .Evasion, 1 });
2419
2576
  },
2420
2577
  else => unreachable,
2421
2578
  }
@@ -2424,106 +2581,105 @@ pub const Effects = struct {
2424
2581
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2425
2582
  }
2426
2583
 
2427
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2584
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2585
+ var log = options.log;
2428
2586
  var foe = battle.foe(player);
2429
2587
  const foe_ident = battle.active(player.foe());
2588
+ const secondary = move.effect.isStatDownChance();
2430
2589
 
2431
- if (foe.active.volatiles.Substitute) {
2432
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2433
- }
2590
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2434
2591
 
2435
- if (move.effect.isStatDownChance()) {
2436
- const chance = if (showdown)
2437
- battle.rng.chance(u8, 85, 256)
2438
- else
2439
- battle.rng.next() < Gen12.percent(33) + 1;
2440
- if (!chance or foe.active.volatiles.Invulnerable) return;
2441
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2442
- return; // checkHit already checks for Invulnerable
2592
+ if (secondary) {
2593
+ const proc = try Rolls.unboost(battle, player, options);
2594
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2595
+ } else {
2596
+ // checkHit already checks for Invulnerable
2597
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2443
2598
  }
2444
2599
 
2445
2600
  var stats = &foe.active.stats;
2446
2601
  var boosts = &foe.active.boosts;
2602
+ const fail = showdown or !secondary;
2447
2603
 
2448
2604
  switch (move.effect) {
2449
2605
  .AttackDown1, .AttackDownChance => {
2450
2606
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2451
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2452
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2607
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2453
2609
  if (stats.atk == 1) {
2454
2610
  boosts.atk += 1;
2455
2611
  if (showdown) {
2456
- try log.boost(foe_ident, .Attack, -1);
2457
- try log.boost(foe_ident, .Attack, 1);
2612
+ try log.boost(.{ foe_ident, .Attack, -1 });
2613
+ try log.boost(.{ foe_ident, .Attack, 1 });
2458
2614
  }
2459
- return try log.fail(foe_ident, .None);
2615
+ return log.fail(.{ foe_ident, .None });
2460
2616
  }
2461
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2462
- const stat = unmodifiedStats(battle, player.foe()).atk;
2617
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2618
+ const stat = unmodifiedStats(battle, foe).atk;
2463
2619
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2464
- try log.boost(foe_ident, .Attack, -1);
2620
+ try log.boost(.{ foe_ident, .Attack, -1 });
2465
2621
  },
2466
2622
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2467
2623
  assert(boosts.def >= -6 and boosts.def <= 6);
2468
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2624
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2469
2625
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2470
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2626
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2471
2627
  if (stats.def == 1) {
2472
2628
  boosts.def += 1;
2473
2629
  if (showdown) {
2474
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2475
- try log.boost(foe_ident, .Defense, 1);
2630
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2631
+ try log.boost(.{ foe_ident, .Defense, 1 });
2476
2632
  }
2477
- return try log.fail(foe_ident, .None);
2633
+ return log.fail(.{ foe_ident, .None });
2478
2634
  }
2479
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2480
- const stat = unmodifiedStats(battle, player.foe()).def;
2635
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2636
+ const stat = unmodifiedStats(battle, foe).def;
2481
2637
  stats.def = @max(1, stat * mod[0] / mod[1]);
2482
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2638
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2483
2639
  },
2484
2640
  .SpeedDown1, .SpeedDownChance => {
2485
2641
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2486
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2487
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2642
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2643
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2488
2644
  if (stats.spe == 1) {
2489
2645
  boosts.spe += 1;
2490
2646
  if (showdown) {
2491
- try log.boost(foe_ident, .Speed, -1);
2492
- try log.boost(foe_ident, .Speed, 1);
2647
+ try log.boost(.{ foe_ident, .Speed, -1 });
2648
+ try log.boost(.{ foe_ident, .Speed, 1 });
2493
2649
  }
2494
- return try log.fail(foe_ident, .None);
2650
+ return log.fail(.{ foe_ident, .None });
2495
2651
  }
2496
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2497
- const stat = unmodifiedStats(battle, player.foe()).spe;
2652
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2653
+ const stat = unmodifiedStats(battle, foe).spe;
2498
2654
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2499
- try log.boost(foe_ident, .Speed, -1);
2655
+ try log.boost(.{ foe_ident, .Speed, -1 });
2500
2656
  assert(boosts.spe >= -6);
2501
2657
  },
2502
2658
  .SpecialDownChance => {
2503
2659
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2504
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2505
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2660
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2661
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2506
2662
  if (stats.spc == 1) {
2507
2663
  boosts.spc += 1;
2508
2664
  if (showdown) {
2509
- try log.boost(foe_ident, .SpecialAttack, -1);
2510
- try log.boost(foe_ident, .SpecialAttack, 1);
2511
- try log.boost(foe_ident, .SpecialDefense, -1);
2512
- try log.boost(foe_ident, .SpecialDefense, 1);
2665
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2668
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2513
2669
  }
2514
- return try log.fail(foe_ident, .None);
2670
+ return log.fail(.{ foe_ident, .None });
2515
2671
  }
2516
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2517
- const stat = unmodifiedStats(battle, player.foe()).spc;
2672
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2673
+ const stat = unmodifiedStats(battle, foe).spc;
2518
2674
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2519
- try log.boost(foe_ident, .SpecialAttack, -1);
2520
- try log.boost(foe_ident, .SpecialDefense, -1);
2675
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2676
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2521
2677
  },
2522
2678
  .AccuracyDown1 => {
2523
2679
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2524
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2525
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2526
- try log.boost(foe_ident, .Accuracy, -1);
2680
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2681
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2682
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2527
2683
  },
2528
2684
  else => unreachable,
2529
2685
  }
@@ -2533,8 +2689,7 @@ pub const Effects = struct {
2533
2689
  }
2534
2690
  };
2535
2691
 
2536
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2537
- const side = battle.side(who);
2692
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2538
2693
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2539
2694
  const id = ID.from(side.active.volatiles.transform);
2540
2695
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2548,37 +2703,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2548
2703
  }
2549
2704
  }
2550
2705
 
2551
- inline fn isForced(active: ActivePokemon) bool {
2706
+ fn isForced(active: anytype) bool {
2552
2707
  return active.volatiles.Recharging or active.volatiles.Rage or
2553
2708
  active.volatiles.Thrashing or active.volatiles.Charging;
2554
2709
  }
2555
2710
 
2556
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2711
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2712
+ var log = options.log;
2557
2713
  var side = battle.side(who);
2558
2714
  var volatiles = &side.active.volatiles;
2559
2715
  const ident = battle.active(who);
2560
2716
 
2561
- if (volatiles.disabled_move != 0) {
2562
- volatiles.disabled_move = 0;
2563
- volatiles.disabled_duration = 0;
2564
- try log.end(ident, .DisableSilent);
2717
+ if (volatiles.disable_move != 0) {
2718
+ volatiles.disable_move = 0;
2719
+ volatiles.disable_duration = 0;
2720
+ options.chance.observe(.disable, who, .None);
2721
+ try log.end(.{ ident, .DisableSilent });
2565
2722
  }
2566
2723
  if (volatiles.Confusion) {
2567
2724
  // volatiles.confusion is left unchanged
2568
2725
  volatiles.Confusion = false;
2569
- try log.end(ident, .ConfusionSilent);
2726
+ options.chance.observe(.confusion, who, .None);
2727
+ try log.end(.{ ident, .ConfusionSilent });
2570
2728
  }
2571
2729
  if (volatiles.Mist) {
2572
2730
  volatiles.Mist = false;
2573
- try log.end(ident, .Mist);
2731
+ try log.end(.{ ident, .MistSilent });
2574
2732
  }
2575
2733
  if (volatiles.FocusEnergy) {
2576
2734
  volatiles.FocusEnergy = false;
2577
- try log.end(ident, .FocusEnergy);
2735
+ try log.end(.{ ident, .FocusEnergySilent });
2578
2736
  }
2579
2737
  if (volatiles.LeechSeed) {
2580
2738
  volatiles.LeechSeed = false;
2581
- try log.end(ident, .LeechSeed);
2739
+ try log.end(.{ ident, .LeechSeedSilent });
2582
2740
  }
2583
2741
  if (!showdown and volatiles.Toxic) {
2584
2742
  volatiles.Toxic = false;
@@ -2586,107 +2744,388 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2586
2744
  }
2587
2745
  if (volatiles.LightScreen) {
2588
2746
  volatiles.LightScreen = false;
2589
- try log.end(ident, .LightScreen);
2747
+ try log.end(.{ ident, .LightScreenSilent });
2590
2748
  }
2591
2749
  if (volatiles.Reflect) {
2592
2750
  volatiles.Reflect = false;
2593
- try log.end(ident, .Reflect);
2751
+ try log.end(.{ ident, .ReflectSilent });
2594
2752
  }
2595
2753
  if (showdown and volatiles.Toxic) {
2596
2754
  volatiles.Toxic = false;
2597
2755
  // Pokémon Showdown erroneously clears the toxic counter
2598
2756
  volatiles.toxic = 0;
2599
- try log.end(ident, .Toxic);
2757
+ try log.end(.{ ident, .ToxicSilent });
2600
2758
  }
2601
2759
  }
2602
2760
 
2603
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2604
- if (side.active.volatiles.disabled_move != 0) {
2605
- // A Pokémon that transforms after being disabled may end up with less move slots
2606
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2607
- // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
2608
- const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
2609
- m
2761
+ fn decrement(
2762
+ comptime field: chance.Action.Field,
2763
+ player: Player,
2764
+ options: anytype,
2765
+ n: anytype,
2766
+ ) @TypeOf(n) {
2767
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2768
+ .started, .ended => 0,
2769
+ .continuing => if (n > 1) n - 1 else n,
2770
+ else => unreachable,
2771
+ } else n - 1;
2772
+ }
2773
+
2774
+ pub const Rolls = struct {
2775
+ fn speedTie(battle: anytype, options: anytype) !bool {
2776
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2777
+ player == .P1
2778
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2779
+ battle.rng.speedTie()
2780
+ else if (showdown)
2781
+ battle.rng.range(u8, 0, 2) == 0
2610
2782
  else
2611
- side.last_selected_move;
2612
- if (m != .None and m == last) {
2613
- side.active.volatiles.Charging = false;
2614
- try log.disabled(ident, last);
2615
- return true;
2616
- }
2783
+ battle.rng.next() < Gen12.percent(50) + 1;
2784
+
2785
+ try options.chance.speedTie(p1);
2786
+ return p1;
2787
+ }
2788
+
2789
+ fn criticalHit(
2790
+ battle: anytype,
2791
+ player: Player,
2792
+ rate: u8,
2793
+ spurious: bool,
2794
+ options: anytype,
2795
+ ) !bool {
2796
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2797
+ val == .true
2798
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2799
+ battle.rng.criticalHit(player, rate)
2800
+ else if (showdown)
2801
+ battle.rng.chance(u8, rate, 256)
2802
+ else
2803
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2804
+
2805
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2806
+ return crit;
2617
2807
  }
2618
- return false;
2619
- }
2620
2808
 
2621
- inline fn buildRage(battle: anytype, who: Player, log: anytype) !void {
2622
- const side = battle.side(who);
2623
- if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
2624
- try Effects.boost(battle, who, Move.get(.Rage), log);
2809
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2810
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2811
+ val
2812
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2813
+ battle.rng.damage(player)
2814
+ else roll: {
2815
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2816
+ while (true) {
2817
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2818
+ if (r >= 217) break :roll r;
2819
+ }
2820
+ };
2821
+
2822
+ assert(roll >= 217 and roll <= 255);
2823
+ try options.chance.damage(player, roll);
2824
+ return roll;
2625
2825
  }
2626
- }
2627
2826
 
2628
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2629
- var volatiles = &active.volatiles;
2630
- assert(volatiles.Thrashing);
2631
- if (volatiles.attacks > 0) return false;
2827
+ const uN = if (pkmn.options.miss) u8 else u9;
2828
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2829
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2830
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2831
+ val == .true
2832
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2833
+ battle.rng.hit(player, acc)
2834
+ else if (showdown)
2835
+ battle.rng.chance(uN, acc, 256)
2836
+ else
2837
+ battle.rng.next() < acc;
2632
2838
 
2633
- volatiles.Thrashing = false;
2634
- volatiles.Confusion = true;
2635
- volatiles.confusion = @intCast(u3, if (showdown)
2636
- battle.rng.range(u8, 2, 6)
2637
- else
2638
- (battle.rng.next() & 3) + 2);
2839
+ try options.chance.hit(player, ok, acc);
2840
+ return ok;
2841
+ }
2639
2842
 
2640
- return true;
2641
- }
2843
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2844
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2845
+ val == .true
2846
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2847
+ battle.rng.confused(player)
2848
+ else if (showdown)
2849
+ !battle.rng.chance(u8, 128, 256)
2850
+ else
2851
+ battle.rng.next() >= Gen12.percent(50) + 1;
2642
2852
 
2643
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2853
+ try options.chance.confused(player, cfz);
2854
+ return cfz;
2855
+ }
2644
2856
 
2645
- fn distribution(battle: anytype) u3 {
2646
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2647
- const r = (battle.rng.next() & 3);
2648
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2649
- }
2857
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2858
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2859
+ val == .true
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2861
+ battle.rng.paralyzed(player)
2862
+ else if (showdown)
2863
+ battle.rng.chance(u8, 63, 256)
2864
+ else
2865
+ battle.rng.next() < Gen12.percent(25);
2650
2866
 
2651
- fn randomMoveSlot(rand: 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) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2867
+ try options.chance.paralyzed(player, par);
2868
+ return par;
2869
+ }
2870
+
2871
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2872
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2873
+ val == .true
2874
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2875
+ battle.rng.secondaryChance(player, 25)
2876
+ else if (showdown)
2877
+ battle.rng.chance(u8, 25, 256)
2878
+ else
2879
+ battle.rng.next() < Gen12.percent(10);
2880
+
2881
+ try options.chance.secondaryChance(player, proc, 25);
2882
+ return proc;
2883
+ }
2884
+
2885
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2886
+ const rate: u8 = if (low) 26 else 77;
2887
+
2888
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2889
+ val == .true
2890
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2891
+ battle.rng.secondaryChance(player, rate)
2892
+ else if (showdown)
2893
+ battle.rng.chance(u8, rate, 256)
2894
+ else
2895
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2896
+
2897
+ try options.chance.secondaryChance(player, proc, rate);
2898
+ return proc;
2899
+ }
2900
+
2901
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2902
+ const rate: u8 = if (low) 52 else 103;
2903
+
2904
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2905
+ val == .true
2906
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2907
+ battle.rng.secondaryChance(player, rate)
2908
+ else if (showdown)
2909
+ battle.rng.chance(u8, rate, 256)
2910
+ else
2911
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2912
+
2913
+ try options.chance.secondaryChance(player, proc, rate);
2914
+ return proc;
2915
+ }
2916
+
2917
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2918
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2919
+ val == .true
2920
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2921
+ battle.rng.secondaryChance(player, 85)
2922
+ else if (showdown)
2923
+ battle.rng.chance(u8, 85, 256)
2924
+ else
2925
+ battle.rng.next() < Gen12.percent(33) + 1;
2926
+
2927
+ try options.chance.secondaryChance(player, proc, 85);
2928
+ return proc;
2929
+ }
2930
+
2931
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2932
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2933
+ val
2934
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2935
+ battle.rng.metronome(player)
2936
+ else if (showdown)
2937
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2938
+ else move: {
2939
+ while (true) {
2940
+ const r = battle.rng.next();
2941
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2942
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2943
+ break :move @enumFromInt(r);
2658
2944
  }
2945
+ };
2946
+
2947
+ try options.chance.metronome(player, move);
2948
+ return move;
2949
+ }
2950
+
2951
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2952
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2953
+ val - 1
2954
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2955
+ battle.rng.psywave(player)
2956
+ else if (showdown)
2957
+ battle.rng.range(u8, 0, max)
2958
+ else power: {
2959
+ while (true) {
2960
+ const r = battle.rng.next();
2961
+ if (r < max) break :power r;
2962
+ }
2963
+ };
2964
+
2965
+ assert(power < max);
2966
+ try options.chance.psywave(player, power, max);
2967
+ return power;
2968
+ }
2969
+
2970
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2971
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2972
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2973
+ else
2974
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2975
+ battle.rng.sleepDuration(player)
2976
+ else if (showdown)
2977
+ battle.rng.range(u3, 1, 8)
2978
+ else duration: {
2979
+ while (true) {
2980
+ const r = battle.rng.next() & 7;
2981
+ if (r != 0) break :duration @intCast(r);
2982
+ }
2983
+ };
2984
+
2985
+ assert(duration >= 1 and duration <= 7);
2986
+ options.chance.duration(player, duration);
2987
+ return duration;
2988
+ }
2989
+
2990
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2991
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2992
+ if (val >= 1 and val <= 8) val else null
2993
+ else
2994
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2995
+ battle.rng.disableDuration(player)
2996
+ else if (showdown)
2997
+ battle.rng.range(u4, 1, 9)
2998
+ else
2999
+ @intCast((battle.rng.next() & 7) + 1);
3000
+
3001
+ assert(duration >= 1 and duration <= 8);
3002
+ options.chance.duration(player, duration);
3003
+ return duration;
3004
+ }
3005
+
3006
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3007
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3008
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3009
+ else
3010
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3011
+ battle.rng.confusionDuration(player)
3012
+ else if (showdown)
3013
+ battle.rng.range(u3, 2, 6)
3014
+ else
3015
+ @intCast((battle.rng.next() & 3) + 2);
3016
+
3017
+ assert(duration >= 2 and duration <= 5);
3018
+ options.chance.duration(player, duration);
3019
+ return duration;
3020
+ }
3021
+
3022
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3023
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3024
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3025
+ else
3026
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3027
+ battle.rng.attackingDuration(player)
3028
+ else if (showdown)
3029
+ battle.rng.range(u3, 2, 4)
3030
+ else
3031
+ @intCast((battle.rng.next() & 1) + 2);
3032
+
3033
+ assert(duration >= 2 and duration <= 3);
3034
+ options.chance.duration(player, duration);
3035
+ return duration;
3036
+ }
3037
+
3038
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3039
+
3040
+ fn distribution(
3041
+ battle: anytype,
3042
+ comptime effect: Move.Effect,
3043
+ player: Player,
3044
+ options: anytype,
3045
+ ) !u3 {
3046
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3047
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3048
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3049
+ else
3050
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3051
+ battle.rng.distribution(player)
3052
+ else if (showdown)
3053
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3054
+ else n: {
3055
+ const r = (battle.rng.next() & 3);
3056
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3057
+ };
3058
+
3059
+ assert(n >= 2 and n <= 5);
3060
+ if (effect == .Binding) {
3061
+ options.chance.duration(player, n);
2659
3062
  } else {
2660
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2661
- var i: usize = 0;
2662
- while (i < moves.len and r > 0) : (i += 1) {
2663
- if (moves[i].pp > 0) {
2664
- r -= 1;
2665
- if (r == 0) break;
3063
+ try options.chance.multiHit(player, n);
3064
+ }
3065
+ return n;
3066
+ }
3067
+
3068
+ fn moveSlot(
3069
+ battle: anytype,
3070
+ player: Player,
3071
+ moves: []MoveSlot,
3072
+ check_pp: u4,
3073
+ options: anytype,
3074
+ ) !u4 {
3075
+ // TODO: consider throwing error instead of rerolling?
3076
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3077
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3078
+ val
3079
+ else
3080
+ null
3081
+ else
3082
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3083
+ battle.rng.moveSlot(player, moves, check_pp)
3084
+ else slot: {
3085
+ if (showdown) {
3086
+ if (check_pp == 0) {
3087
+ var i: usize = moves.len;
3088
+ while (i > 0) {
3089
+ i -= 1;
3090
+ if (moves[i].id != .None) {
3091
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3092
+ }
3093
+ }
3094
+ } else {
3095
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3096
+ var i: usize = 0;
3097
+ while (i < moves.len and r > 0) : (i += 1) {
3098
+ if (moves[i].pp > 0) {
3099
+ r -= 1;
3100
+ if (r == 0) break :slot @intCast(i + 1);
3101
+ }
3102
+ }
2666
3103
  }
2667
3104
  }
2668
- return @intCast(u4, i + 1);
2669
- }
2670
- }
2671
3105
 
2672
- while (true) {
2673
- const r = @intCast(u4, rand.next() & 3);
2674
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3106
+ while (true) {
3107
+ const r: u4 = @intCast(battle.rng.next() & 3);
3108
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3109
+ }
3110
+ };
3111
+
3112
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3113
+ return slot;
2675
3114
  }
2676
- }
3115
+ };
2677
3116
 
2678
3117
  test "RNG agreement" {
2679
3118
  if (!showdown) return;
2680
3119
  var expected: [256]u32 = undefined;
2681
3120
  for (0..expected.len) |i| {
2682
- expected[i] = @intCast(u32, i * 0x1000000);
3121
+ expected[i] = @intCast(i * 0x1000000);
2683
3122
  }
2684
3123
 
2685
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2686
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2687
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2688
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2689
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3124
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3127
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3128
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2690
3129
 
2691
3130
  for (0..expected.len) |i| {
2692
3131
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2706,11 +3145,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2706
3145
  },
2707
3146
  .Switch => {
2708
3147
  const side = battle.side(player);
2709
- var slot: u4 = 2;
3148
+ var slot: usize = 2;
2710
3149
  while (slot <= 6) : (slot += 1) {
2711
3150
  const id = side.order[slot - 1];
2712
3151
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2713
- out[n] = .{ .type = .Switch, .data = slot };
3152
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2714
3153
  n += 1;
2715
3154
  }
2716
3155
  if (n == 0) {
@@ -2722,11 +3161,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2722
3161
  const side = battle.side(player);
2723
3162
  const foe = battle.foe(player);
2724
3163
 
2725
- var active = side.active;
3164
+ const active = &side.active;
2726
3165
  const stored = side.stored();
2727
3166
 
2728
3167
  // While players are not given any input options on the cartridge in these cases,
2729
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3168
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2730
3169
  //
2731
3170
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2732
3171
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2734,18 +3173,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2734
3173
  // passing due to being forced into using a move. Instead of introducing another option
2735
3174
  // we simply repurpose Move with no move slot, even though pedantically this is not
2736
3175
  // strictly correct as the player would not have been presented the option to move or
2737
- // switch at all.
3176
+ // switch at all
2738
3177
  if (isForced(active)) {
2739
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3178
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2740
3179
  n += 1;
2741
3180
  return n;
2742
3181
  }
2743
3182
 
2744
- var slot: u4 = 2;
3183
+ var slot: usize = 2;
2745
3184
  while (slot <= 6) : (slot += 1) {
2746
3185
  const id = side.order[slot - 1];
2747
3186
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2748
- out[n] = .{ .type = .Switch, .data = slot };
3187
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2749
3188
  n += 1;
2750
3189
  }
2751
3190
 
@@ -2753,7 +3192,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2753
3192
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2754
3193
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2755
3194
  // either disables all other moves in the case of limited or requires you to select a
2756
- // move normally if sleeping/frozen/bound.
3195
+ // move normally if sleeping/frozen/bound
2757
3196
  if (!showdown and (limited or foe.active.volatiles.Binding or
2758
3197
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2759
3198
  {
@@ -2766,7 +3205,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2766
3205
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2767
3206
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2768
3207
  // Move will not result in forcing the subsequent use unless the user also had the
2769
- // proc-ed move in their moveset) and disabling all other moves.
3208
+ // proc-ed move in their moveset) and disabling all other moves
2770
3209
  if (limited) {
2771
3210
  assert(showdown);
2772
3211
  assert(side.last_selected_move != .None);
@@ -2776,9 +3215,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2776
3215
  if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
2777
3216
  // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
2778
3217
  const struggle =
2779
- m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3218
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
2780
3219
  const s = if (struggle) 0 else slot;
2781
- out[n] = .{ .type = .Move, .data = s };
3220
+ out[n] = .{ .type = .Move, .data = @intCast(s) };
2782
3221
  n += 1;
2783
3222
  return n;
2784
3223
  }
@@ -2791,14 +3230,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2791
3230
  const m = active.moves[slot - 1];
2792
3231
  if (m.id == .None) break;
2793
3232
  if (m.pp == 0) continue;
2794
- if (active.volatiles.disabled_move == slot) continue;
2795
- out[n] = .{ .type = .Move, .data = slot };
3233
+ if (active.volatiles.disable_move == slot) continue;
3234
+ out[n] = .{ .type = .Move, .data = @intCast(slot) };
2796
3235
  n += 1;
2797
3236
  }
2798
3237
  // Struggle (Pokémon Showdown would use 'move 1' here)
2799
3238
  if (n == before) {
2800
3239
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2801
- if (!showdown) {
3240
+ if (!pkmn.options.mod) {
2802
3241
  while (slot <= 4) : (slot += 1) {
2803
3242
  if (active.moves[slot - 1].pp != 0) return n;
2804
3243
  }