@pkmn/engine 0.1.0-dev.6195e056 → 0.1.0-dev.62399ed5

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 (64) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +138 -74
  3. package/build/pkg/addon.d.ts +7 -0
  4. package/build/pkg/addon.js +111 -0
  5. package/build/pkg/addon.js.map +1 -0
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +5 -6
  10. package/build/pkg/data.js +3 -5
  11. package/build/pkg/data.js.map +1 -1
  12. package/build/pkg/gen1.d.ts +5 -4
  13. package/build/pkg/gen1.js +49 -33
  14. package/build/pkg/gen1.js.map +1 -1
  15. package/build/pkg/index.d.ts +18 -14
  16. package/build/pkg/index.js +1 -1
  17. package/build/pkg/index.js.map +1 -1
  18. package/build/pkg/protocol.d.ts +4 -2
  19. package/build/pkg/protocol.js +65 -44
  20. package/build/pkg/protocol.js.map +1 -1
  21. package/build/test/display.js +400 -0
  22. package/build/test/display.js.map +1 -0
  23. package/build/tools/debug.js +134 -0
  24. package/build/tools/debug.js.map +1 -0
  25. package/build.zig +161 -149
  26. package/package.json +87 -46
  27. package/src/bin/install-pkmn-engine +79 -39
  28. package/src/bin/pkmn-debug +62 -0
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +74 -0
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +14 -3
  35. package/src/lib/common/protocol.zig +942 -403
  36. package/src/lib/common/rational.zig +447 -0
  37. package/src/lib/common/rng.zig +35 -26
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/calc.zig +596 -0
  40. package/src/lib/gen1/chance.zig +1059 -0
  41. package/src/lib/gen1/data/moves.zig +202 -190
  42. package/src/lib/gen1/data/species.zig +5 -5
  43. package/src/lib/gen1/data/types.zig +10 -10
  44. package/src/lib/gen1/data.zig +109 -95
  45. package/src/lib/gen1/helpers.zig +660 -38
  46. package/src/lib/gen1/mechanics.zig +1272 -847
  47. package/src/lib/gen2/calc.zig +143 -0
  48. package/src/lib/gen2/chance.zig +1315 -0
  49. package/src/lib/gen2/data/items.zig +14 -20
  50. package/src/lib/gen2/data/moves.zig +664 -570
  51. package/src/lib/gen2/data/species.zig +2 -2
  52. package/src/lib/gen2/data/types.zig +137 -34
  53. package/src/lib/gen2/data.zig +134 -96
  54. package/src/lib/gen2/generated.zig +806 -0
  55. package/src/lib/gen2/helpers.zig +50 -26
  56. package/src/lib/gen2/mechanics.zig +3591 -12
  57. package/src/lib/node.zig +131 -0
  58. package/src/lib/pkmn.zig +86 -12
  59. package/src/lib/wasm.zig +13 -0
  60. package/src/test/display/pkmn.html.tmpl +368 -0
  61. package/src/lib/binding/node.zig +0 -229
  62. package/src/lib/binding/wasm.zig +0 -10
  63. package/src/lib/gen1/README.md +0 -777
  64. package/src/lib/gen2/README.md +0 -309
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,50 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
62
64
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
65
67
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
70
 
75
71
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
72
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
81
  }
83
82
 
84
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
85
87
  }
86
88
 
87
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
88
90
  const p1 = battle.side(.P1);
89
91
  const p2 = battle.side(.P2);
90
92
 
91
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
92
94
  assert(!showdown or p1_slot == 1);
93
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
96
 
95
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
96
98
  assert(!showdown or p2_slot == 1);
97
99
  if (p2_slot == 0) return Result.Win;
98
100
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
101
103
 
102
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
103
105
  }
104
106
 
105
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +114,7 @@ fn selectMove(
112
114
  player: Player,
113
115
  choice: Choice,
114
116
  foe_choice: Choice,
115
- from: *?Move,
117
+ skip_turn: *bool,
116
118
  ) ?Result {
117
119
  if (choice.type == .Pass) return null;
118
120
 
@@ -121,20 +123,27 @@ fn selectMove(
121
123
  const stored = side.stored();
122
124
 
123
125
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
127
 
126
128
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
128
133
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
131
138
  return null;
132
139
  }
133
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
141
  if (!showdown) volatiles.Flinch = false;
135
142
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
138
147
  return null;
139
148
  }
140
149
 
@@ -144,29 +153,26 @@ fn selectMove(
144
153
  // pre-move select
145
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
155
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
148
160
  return null;
149
161
  }
150
162
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
163
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
167
  // set the selected move will not actually be used, it will just be reported as having
158
168
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
169
+ // replicate the incorrect behavior with the correct mechanisms)
160
170
  saveMove(battle, player, choice);
161
171
  } else {
162
172
  assert(choice.data == 0);
163
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
174
  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));
175
+ const last = side.active.move(battle.lastMove(player).index);
170
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
177
  if (last.id == .MirrorMove) return Result.Error;
172
178
  }
@@ -175,6 +181,7 @@ fn selectMove(
175
181
  }
176
182
 
177
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
178
185
  if (showdown) {
179
186
  saveMove(battle, player, choice);
180
187
  } else {
@@ -185,19 +192,17 @@ fn selectMove(
185
192
  }
186
193
 
187
194
  // move select
195
+ volatiles.state = 0;
188
196
  if (choice.data == 0) {
189
197
  const struggle = ok: {
190
198
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
200
  }
193
201
  break :ok true;
194
202
  };
195
-
196
203
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
204
  }
205
+ saveMove(battle, player, choice);
201
206
 
202
207
  return null;
203
208
  }
@@ -210,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
215
  if (c.data == 0) {
211
216
  side.last_selected_move = .Struggle;
212
217
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
219
  const move = side.active.move(c.data);
215
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
221
  // sometimes required...), but a 0 PP move can be used automatically
217
222
  assert(showdown or move.pp != 0);
218
223
 
219
224
  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
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
225
226
  }
226
227
  }
227
228
  }
228
229
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
231
  var side = battle.side(player);
231
232
  var foe = battle.foe(player);
232
233
  var active = &side.active;
@@ -239,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
240
  side.order[0] = side.order[slot - 1];
240
241
  side.order[slot - 1] = out;
241
242
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
243
+ battle.lastMove(player).index = 1;
247
244
 
248
245
  side.last_used_move = .None;
249
246
  foe.last_used_move = .None;
@@ -259,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
256
 
260
257
  foe.active.volatiles.Binding = false;
261
258
 
262
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
263
261
 
264
262
  if (showdown and incoming.status == Status.TOX) {
265
263
  incoming.status = Status.init(.PSN);
266
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
265
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
267
  }
270
268
  }
271
269
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
271
  assert(c1.type != .Pass or c2.type != .Pass);
274
272
 
275
273
  if (c1.type == .Pass) return .P2;
@@ -299,13 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
297
  const spe2 = battle.side(.P2).active.stats.spe;
300
298
  if (spe1 == spe2) {
301
299
  // 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;
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
308
303
 
304
+ const p1 = try Rolls.speedTie(battle, options);
309
305
  if (!showdown) return if (p1) .P1 else .P2;
310
306
 
311
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +311,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
311
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
312
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
313
  // 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
314
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
315
  // won the original coin flip
320
316
  if (t1 and t2) return .P1;
321
317
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +324,55 @@ fn doTurn(
328
324
  battle: anytype,
329
325
  player: Player,
330
326
  player_choice: Choice,
331
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
332
329
  foe_player: Player,
333
330
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
336
334
  ) !?Result {
337
335
  assert(player_choice.type != .Pass);
338
336
 
339
337
  var residual = true;
340
338
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
342
348
  if (!replace) {
343
349
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
351
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
354
  } else if (foe_choice.type == .Pass) return null;
349
355
 
356
+ options.chance.clearPending();
357
+
358
+ residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +422,16 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
- // index 1 and the current Pokémon has the same move in its first slot.
434
+ // index 1 and the current Pokémon has the same move in its first slot
416
435
  if (!auto) {
417
436
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
437
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,14 +458,23 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
446
464
 
447
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
466
  }
449
467
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
469
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
470
+ fn beforeMove(
471
+ battle: anytype,
472
+ player: Player,
473
+ skip: bool,
474
+ residual: *bool,
475
+ options: anytype,
476
+ ) !BeforeMove {
477
+ var log = options.log;
453
478
  var side = battle.side(player);
454
479
  const foe = battle.foe(player);
455
480
  var active = &side.active;
@@ -458,58 +483,69 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
483
  var volatiles = &active.volatiles;
459
484
 
460
485
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
486
+ const before = stored.status;
462
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
463
- stored.status -= 1;
464
- if (Status.duration(stored.status) == 0) {
465
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
466
501
  stored.status = 0; // clears EXT if present
467
502
  } else {
468
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
469
504
  }
470
505
  side.last_used_move = .None;
471
506
  return .done;
472
507
  }
473
508
 
474
509
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
476
511
  side.last_used_move = .None;
477
512
  return .done;
478
513
  }
479
514
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
482
517
  return .done;
483
518
  }
484
519
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
488
525
  return .done;
489
526
  }
490
527
 
491
528
  if (volatiles.Recharging) {
492
529
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
494
531
  return .done;
495
532
  }
496
533
 
497
- if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
499
- if (volatiles.disabled_duration == 0) {
500
- volatiles.disabled_move = 0;
501
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
502
539
  }
503
- }
504
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
506
541
 
507
- // Pokémon Showdown checks for Flinch *after* instead of before
508
- if (showdown and volatiles.Flinch) {
509
- volatiles.Flinch = false;
510
- try log.cant(ident, .Flinch);
511
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
512
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
513
549
 
514
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -521,21 +557,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
521
557
  if (volatiles.Confusion) {
522
558
  assert(volatiles.confusion > 0);
523
559
 
524
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
525
567
  if (volatiles.confusion == 0) {
526
568
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
528
570
  } else {
529
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
530
572
 
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
535
-
536
- if (confused) {
573
+ if (try Rolls.confused(battle, player, options)) {
537
574
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
575
+ if (!volatiles.Rage) volatiles.state = 0;
539
576
  volatiles.Bide = false;
540
577
  volatiles.Thrashing = false;
541
578
  volatiles.MultiHit = false;
@@ -543,6 +580,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
580
  volatiles.Charging = false;
544
581
  volatiles.Binding = false;
545
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
546
584
  {
547
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,87 +597,120 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
597
  player
560
598
  else
561
599
  player.foe();
600
+
601
+ const uncapped = battle.last_damage;
562
602
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
604
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
605
+ if (showdown) battle.last_damage = uncapped;
564
606
 
565
607
  return .done;
566
608
  }
567
609
  }
568
610
  }
569
611
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
613
 
572
- if (Status.is(stored.status, .PAR)) {
573
- const paralyzed = if (showdown)
574
- battle.rng.chance(u8, 63, 256)
575
- else
576
- battle.rng.next() < Gen12.percent(25);
577
-
578
- if (paralyzed) {
579
- volatiles.state = 0;
580
- volatiles.Bide = false;
581
- volatiles.Thrashing = false;
582
- volatiles.Charging = false;
583
- volatiles.Binding = false;
584
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
585
- try log.cant(ident, .Paralysis);
586
- return .done;
587
- }
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
615
+ if (!volatiles.Rage) volatiles.state = 0;
616
+ volatiles.Bide = false;
617
+ volatiles.Thrashing = false;
618
+ volatiles.Charging = false;
619
+ volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
621
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
+ try log.cant(.{ ident, .Paralysis });
623
+ return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
596
644
 
597
- volatiles.attacks -= 1;
598
645
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
600
647
  return .done;
601
648
  }
602
649
 
603
650
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
605
652
 
606
653
  battle.last_damage = volatiles.state *% 2;
607
654
  volatiles.state = 0;
608
655
 
609
656
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
611
658
  return .done;
612
659
  }
613
660
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
661
+ const sub = showdown and foe.active.volatiles.Substitute;
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
664
+
665
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
666
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
667
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
668
+ if (showdown) {
669
+ residual.* = false;
670
+ try handleResidual(battle, player, options);
671
+ }
672
+
615
673
  return .done;
616
674
  }
617
675
 
618
676
  if (volatiles.Thrashing) {
619
- assert(volatiles.attacks > 0);
620
- assert(from != null);
621
- volatiles.attacks -= 1;
622
- if (!showdown and handleThrashing(battle, active)) {
623
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
681
+ }
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
624
686
  }
625
- try log.move(ident, side.last_selected_move, battle.active(player.foe()), from);
626
- if (showdown and handleThrashing(battle, active)) {
627
- try log.start(battle.active(player), .ConfusionSilent);
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
628
695
  }
629
696
  return .skip_can;
630
697
  }
631
698
 
632
699
  if (volatiles.Binding) {
633
- assert(volatiles.attacks > 0);
634
- volatiles.attacks -= 1;
635
- try log.move(
636
- battle.active(player),
637
- side.last_selected_move,
638
- battle.active(player.foe()),
639
- side.last_selected_move,
640
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
708
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
643
714
  }
644
715
  return .done;
645
716
  }
@@ -653,55 +724,57 @@ fn canMove(
653
724
  mslot: u4,
654
725
  auto: bool,
655
726
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
727
+ from: Move,
728
+ residual: *bool,
729
+ options: anytype,
658
730
  ) !bool {
659
731
  var side = battle.side(player);
660
732
  const player_ident = battle.active(player);
661
733
  const move = Move.get(side.last_selected_move);
662
734
 
663
- const foe_last = battle.foe(player).last_used_move;
664
- const special = from != null and (from.? == .Metronome and
665
- (from.? == .MirrorMove and !(foe_last == .None or foe_last == .MirrorMove)));
666
-
667
- var skip = skip_pp;
668
735
  if (side.active.volatiles.Charging) {
669
736
  side.active.volatiles.Charging = false;
670
737
  side.active.volatiles.Invulnerable = false;
671
738
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
674
742
  return false;
675
743
  }
676
744
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
747
 
680
748
  const target = if (move.target == .Self) player else player.foe();
681
- // Pokémon Showdown's protocol for Rage and Binding moves should come with a [from], though we
682
- // don't have space to be able to track it in all circumstances and thus usually try to infer it
683
- // from side.last_used_move. However, this gets reset by the opponent switching or fainting,
684
- // meaning sometimes we lose this information. from is still set because it not being null is
685
- // relevant for control flow, but we don't have anything useful to put in the log. This is
686
- // regrettable, but this information is more "nice to have" than required
687
- const f = if (from != null and from.? == .None) null else from;
688
- try log.move(player_ident, side.last_selected_move, battle.active(target), f);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
689
751
 
690
752
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
692
754
  return false;
693
755
  }
694
756
 
695
757
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
697
759
  } else if (!showdown and move.effect == .Binding) {
698
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
700
762
  }
701
763
 
702
764
  return true;
703
765
  }
704
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
705
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
779
  if (side.last_selected_move == .Struggle) return;
707
780
 
@@ -711,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
785
  if (volatiles.Bide) return;
713
786
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
790
  if (volatiles.Transform) return;
717
791
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
796
  }
722
797
 
@@ -724,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
799
  var active = &side.active;
725
800
  const volatiles = &active.volatiles;
726
801
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
804
  if (showdown and volatiles.Transform) return;
730
805
 
731
806
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
808
  }
734
809
 
735
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +812,12 @@ fn doMove(
737
812
  battle: anytype,
738
813
  player: Player,
739
814
  mslot: u4,
815
+ rewrap: bool,
740
816
  auto: bool,
741
817
  residual: *bool,
742
- log: anytype,
818
+ options: anytype,
743
819
  ) !?Result {
820
+ var log = options.log;
744
821
  var side = battle.side(player);
745
822
  const foe = battle.foe(player);
746
823
 
@@ -755,35 +832,44 @@ fn doMove(
755
832
  var hits: u4 = 1;
756
833
  var effectiveness = Effectiveness.neutral;
757
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
758
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
761
841
  }
762
842
 
763
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
844
  // calling moveHit early covers most of that but we also need to check type immunity first
765
845
  var miss = showdown and miss: {
766
846
  immune = move.target != .Self and !status and !counter and
767
- (@enumToInt(move.type.effectiveness(foe.active.types.type1)) == 0 or
768
- @enumToInt(move.type.effectiveness(foe.active.types.type2)) == 0);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
849
  if (immune and move.effect != .Binding) break :miss true;
770
- if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) break :miss true;
771
- break :miss move.target != .Self and !moveHit(battle, player, move, &immune, &mist);
850
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
851
+ battle.last_damage = 0;
852
+ break :miss true;
853
+ }
854
+ break :miss (move.target != .Self and
855
+ !try moveHit(battle, player, move, &immune, &mist, options));
772
856
  };
773
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
858
 
859
+ var late = showdown and move.effect != .Explode;
775
860
  const skip = status or immune;
776
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
862
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
779
864
  hits = side.active.volatiles.attacks;
865
+ late = false;
780
866
  }
781
867
 
782
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
869
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
871
 
786
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
787
873
 
788
874
  battle.last_damage = 0;
789
875
 
@@ -805,17 +891,15 @@ fn doMove(
805
891
  effectiveness = adjustDamage(battle, player);
806
892
  immune = effectiveness == 0;
807
893
  }
808
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
809
895
  }
810
896
  }
811
897
 
812
- // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
813
- if (showdown and skip and move.effect != .Bide) battle.last_damage = 0;
814
-
898
+ const zero = battle.last_damage == 0;
815
899
  miss = if (showdown or skip)
816
900
  miss
817
901
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!try moveHit(battle, player, move, &immune, &mist, options) or zero);
819
903
 
820
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +907,11 @@ fn doMove(
823
907
 
824
908
  if (!showdown or !miss) {
825
909
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
911
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
913
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
831
915
  return null;
832
916
  }
833
917
  }
@@ -839,62 +923,64 @@ fn doMove(
839
923
  ohko = (!showdown or (!immune and !invulnerable)) and
840
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
925
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
845
929
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
848
932
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
933
+ if (!showdown and !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
851
936
  }
852
937
  if (move.effect == .JumpKick) {
853
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
855
940
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
942
  if (showdown and side.stored().hp == 0) residual.* = false;
858
943
  } else if (move.effect == .Explode) {
859
944
  try Effects.explode(battle, player);
860
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
861
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
862
- }
863
- } else if (showdown) {
864
- if (move.effect == .Disable) {
865
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
866
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
867
- }
868
- }
945
+ try buildRage(battle, player.foe(), options);
946
+ } else if (showdown and move.effect == .Disable) {
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
869
950
  }
870
951
  return null;
952
+ } else if (!showdown) {
953
+ try options.chance.commit(player, .hit);
871
954
  }
872
955
 
873
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
- // it up above before damage calculation).
958
+ // it up above before damage calculation)
876
959
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
878
961
  hits = side.active.volatiles.attacks;
879
962
  }
880
963
 
964
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
965
+ const sub = showdown and foe.active.volatiles.Substitute;
966
+
881
967
  var nullified = false;
882
968
  var hit: u4 = 0;
883
969
  while (hit < hits) {
884
970
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
972
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
888
974
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
890
976
  }
891
977
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
894
980
  hit += 1;
895
981
  if (foe.stored().hp == 0) break;
896
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
897
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
898
984
  }
899
985
  // If the substitute breaks during a multi-hit attack, the attack ends
900
986
  if (nullified) break;
@@ -905,33 +991,42 @@ fn doMove(
905
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
992
  side.active.volatiles.attacks = 0;
907
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
995
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
911
997
  } else if (showdown) {
912
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
999
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
915
1001
  if (immune) {
916
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
917
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
919
1011
  return null;
920
1012
  }
921
1013
  }
922
1014
  }
923
1015
 
924
1016
  // Substitute being broken nullifies the move's effect completely so even
925
- // if an effect was intended to "always happen" it will still get skipped.
1017
+ // if an effect was intended to "always happen" it will still get skipped
926
1018
  if (nullified) return null;
927
1019
 
928
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
931
- if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, log);
1022
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1024
 
933
1025
  if (foe.stored().hp == 0) return null;
934
1026
 
1027
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1029
+
935
1030
  if (!move.effect.isSpecial()) {
936
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1032
  // second time here (after being executed in the "always happens" block above) but that
@@ -939,30 +1034,33 @@ fn doMove(
939
1034
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
940
1035
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
941
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
- // puts the |-status| message before |-hitcount| instead of after.
1037
+ // puts the |-status| message before |-hitcount| instead of after
943
1038
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1040
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
1043
+ return result;
947
1044
  } else {
948
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
949
1046
  }
950
1047
  }
951
1048
 
952
1049
  return null;
953
1050
  }
954
1051
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1053
  const side = battle.side(player);
957
1054
 
958
1055
  // Base speed is used for the critical hit calculation, even when Transform-ed
959
- var chance = @as(u16, Species.chance(side.stored().species));
960
- // GLITCH: Focus Energy reduces critical hit chance instead of increasing it
961
- chance = if (side.active.volatiles.FocusEnergy) chance / 2 else @min(chance * 2, 255);
962
- chance = if (move.effect == .HighCritical) @min(chance * 4, 255) else chance / 2;
963
-
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1060
+
1061
+ const spurious =
1062
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1063
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
966
1064
  }
967
1065
 
968
1066
  fn calcDamage(
@@ -1014,9 +1112,9 @@ fn calcDamage(
1014
1112
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1015
1113
  }
1016
1114
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1115
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1116
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1117
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1118
 
1021
1119
  if (def == 0) return false;
1022
1120
 
@@ -1028,7 +1126,7 @@ fn calcDamage(
1028
1126
  d = @min(997, d);
1029
1127
  d += 2;
1030
1128
 
1031
- battle.last_damage = @intCast(u16, d);
1129
+ battle.last_damage = @intCast(d);
1032
1130
 
1033
1131
  return true;
1034
1132
  }
@@ -1042,9 +1140,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1140
  var d = battle.last_damage;
1043
1141
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1142
 
1045
- const neutral = @enumToInt(Effectiveness.Neutral);
1046
- const eff1: u16 = @enumToInt(move.type.effectiveness(types.type1));
1047
- const eff2: u16 = @enumToInt(move.type.effectiveness(types.type2));
1143
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1144
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1145
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1146
 
1049
1147
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1148
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1162,85 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1162
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1163
  }
1066
1164
 
1067
- fn randomizeDamage(battle: anytype) void {
1165
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1166
  if (battle.last_damage <= 1) return;
1069
-
1070
- const random = if (showdown)
1071
- battle.rng.range(u8, 217, 256)
1072
- else loop: {
1073
- while (true) {
1074
- const r = std.math.rotr(u8, battle.rng.next(), 1);
1075
- if (r >= 217) break :loop r;
1076
- }
1077
- };
1078
-
1079
- battle.last_damage = @intCast(u16, @as(u32, battle.last_damage) *% random / 255);
1167
+ const random = try Rolls.damage(battle, player, options);
1168
+ options.calc.base(player.foe(), battle.last_damage);
1169
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1170
+ options.calc.final(player.foe(), battle.last_damage);
1080
1171
  }
1081
1172
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1173
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1174
  const side = battle.side(player);
1175
+ const foe = battle.foe(player);
1084
1176
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1177
+ if (!try checkHit(battle, player, move, options)) return null;
1086
1178
 
1087
1179
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1180
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1181
  .SeismicToss, .NightShade => side.stored().level,
1090
1182
  .SonicBoom => 20,
1091
1183
  .DragonRage => 40,
1092
1184
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1185
  .Psywave => power: {
1094
- const max = @intCast(u8, @as(u16, side.stored().level) * 3 / 2);
1095
- if (showdown) {
1096
- break :power battle.rng.range(u8, 0, max);
1097
- } else {
1098
- // GLITCH: Psywave infinite glitch loop
1099
- if (max <= 1) return Result.Error;
1100
- while (true) {
1101
- const r = battle.rng.next();
1102
- if (r < max) break :power r;
1103
- }
1104
- }
1186
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1187
+ // GLITCH: Psywave infinite glitch loop
1188
+ if (!showdown and max <= 1) return Result.Error;
1189
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1190
  },
1106
1191
  else => unreachable,
1107
1192
  };
1108
1193
 
1109
1194
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1195
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1196
+ const sub = showdown and foe.active.volatiles.Substitute;
1197
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1198
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1199
+
1112
1200
  return null;
1113
1201
  }
1114
1202
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1203
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1204
  const foe = battle.foe(player);
1117
1205
 
1118
1206
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1207
+ try options.log.fail(.{ battle.active(player), .None });
1120
1208
  return null;
1121
1209
  }
1122
1210
 
1123
- // Pretend Counter was used as a stand-in when no move has been used to fail below with 0 BP
1124
- const foe_last_used_move =
1125
- Move.get(if (foe.last_used_move == .None) .Counter else foe.last_used_move);
1211
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1212
  const foe_last_selected_move =
1127
1213
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1214
+ .Splash
1129
1215
  else
1130
1216
  foe.last_selected_move);
1131
1217
 
1132
- const used = foe_last_used_move.bp > 0 and
1133
- foe.last_used_move != .Counter and
1134
- (foe_last_used_move.type == .Normal or
1135
- foe_last_used_move.type == .Fighting);
1136
-
1218
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1219
  const selected = foe_last_selected_move.bp > 0 and
1138
1220
  foe.last_selected_move != .Counter and
1139
1221
  (foe_last_selected_move.type == .Normal or
1140
1222
  foe_last_selected_move.type == .Fighting);
1141
1223
 
1142
1224
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1225
+ try options.log.fail(.{ battle.active(player), .None });
1144
1226
  return null;
1145
1227
  }
1146
1228
 
1147
1229
  if (!used or !selected) {
1148
1230
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1231
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1232
+ try options.log.fail(.{ battle.active(player), .None });
1151
1233
  return null;
1152
1234
  }
1153
1235
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1236
+ battle.last_damage *|= 2;
1155
1237
 
1156
- // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ // Pokémon Showdown calls moveHit before Counter
1239
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1158
1240
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1244
  return null;
1161
1245
  }
1162
1246
 
@@ -1165,7 +1249,7 @@ fn applyDamage(
1165
1249
  target_player: Player,
1166
1250
  sub_player: Player,
1167
1251
  reason: Damage,
1168
- log: anytype,
1252
+ options: anytype,
1169
1253
  ) !bool {
1170
1254
  assert(showdown or battle.last_damage != 0);
1171
1255
 
@@ -1180,19 +1264,20 @@ fn applyDamage(
1180
1264
  subbed.active.volatiles.substitute = 0;
1181
1265
  subbed.active.volatiles.Substitute = false;
1182
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(sub_player);
1184
1269
  return true;
1185
1270
  } else {
1186
1271
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
1187
- subbed.active.volatiles.substitute -= @intCast(u8, battle.last_damage);
1188
- try log.activate(battle.active(sub_player), .Substitute);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1274
  return false;
1190
1275
  }
1191
1276
  }
1192
1277
 
1193
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1279
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1281
  return false;
1197
1282
  }
1198
1283
 
@@ -1200,73 +1285,81 @@ fn mirrorMove(
1200
1285
  battle: anytype,
1201
1286
  player: Player,
1202
1287
  mslot: u4,
1288
+ rewrap: bool,
1203
1289
  auto: bool,
1204
1290
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1207
1293
  var side = battle.side(player);
1208
1294
  const foe = battle.foe(player);
1209
1295
 
1210
1296
  side.last_selected_move = foe.last_used_move;
1211
1297
 
1212
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1214
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1215
1303
  }
1216
1304
 
1217
- incrementPP(side, mslot);
1218
-
1219
- if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, log)) return null;
1220
- return doMove(battle, player, mslot, auto, residual, log);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1309
  }
1222
1310
 
1223
1311
  fn metronome(
1224
1312
  battle: anytype,
1225
1313
  player: Player,
1226
1314
  mslot: u4,
1315
+ rewrap: bool,
1227
1316
  auto: bool,
1228
1317
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1231
1320
  var side = battle.side(player);
1232
1321
 
1233
- side.last_selected_move = if (showdown) blk: {
1234
- const r = battle.rng.range(u8, 0, @enumToInt(Move.Struggle) - 2);
1235
- const mod = @as(u2, (if (r < @enumToInt(Move.Metronome) - 1) 1 else 2));
1236
- break :blk @intToEnum(Move, r + mod);
1237
- } else loop: {
1238
- while (true) {
1239
- const r = battle.rng.next();
1240
- if (r == 0 or r == @enumToInt(Move.Metronome)) continue;
1241
- if (r >= @enumToInt(Move.Struggle)) continue;
1242
- break :loop @intToEnum(Move, r);
1243
- }
1244
- };
1245
-
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1323
  incrementPP(side, mslot);
1247
1324
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1329
  }
1251
1330
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1332
  var immune = false;
1254
1333
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1336
+ if (!showdown) try options.chance.commit(player, .hit);
1337
+ return true;
1338
+ }
1339
+
1256
1340
  assert(!immune);
1257
1341
  if (mist) {
1258
1342
  assert(!showdown);
1259
1343
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1344
+ try options.log.activate(.{ foe_ident, .Mist });
1345
+ try options.log.fail(.{ foe_ident, .None });
1262
1346
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1347
+ try options.log.lastmiss(.{});
1348
+ try options.log.miss(.{battle.active(player)});
1265
1349
  }
1350
+
1351
+ if (!showdown) try options.chance.commit(player, .miss);
1266
1352
  return false;
1267
1353
  }
1268
1354
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1355
+ fn moveHit(
1356
+ battle: anytype,
1357
+ player: Player,
1358
+ move: Move.Data,
1359
+ immune: *bool,
1360
+ mist: *bool,
1361
+ options: anytype,
1362
+ ) !bool {
1270
1363
  var side = battle.side(player);
1271
1364
  const foe = battle.foe(player);
1272
1365
 
@@ -1278,7 +1371,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1278
1371
  if (move.effect == .Swift) return true;
1279
1372
  if (foe.active.volatiles.Invulnerable) break :miss true;
1280
1373
  }
1281
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
1374
+ if (move.effect == .DreamEater and (!Status.is(foe.stored().status, .SLP) or
1375
+ (showdown and foe.active.volatiles.Substitute)))
1376
+ {
1282
1377
  immune.* = true;
1283
1378
  if (showdown) return false;
1284
1379
  break :miss true;
@@ -1298,23 +1393,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1393
  }
1299
1394
 
1300
1395
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1301
- var state = &side.active.volatiles.state;
1302
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1303
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1304
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1305
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1396
+ const state = side.active.volatiles.state;
1397
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1398
+ const overwritten = overwrite and state > 0;
1399
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1400
+
1401
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1402
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1306
1403
  accuracy = accuracy * boost[0] / boost[1];
1307
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1404
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1308
1405
  accuracy = accuracy * boost[0] / boost[1];
1309
1406
  accuracy = @min(255, @max(1, accuracy));
1310
1407
 
1311
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1408
+ // Pokémon Showdown only overwrites if the volatile is present
1409
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1410
+ if (overwrite) side.active.volatiles.state = accuracy;
1312
1411
 
1313
1412
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1314
- break :miss if (showdown)
1315
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1316
- else
1317
- battle.rng.next() >= accuracy;
1413
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1318
1414
  };
1319
1415
 
1320
1416
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1324,7 +1420,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1324
1420
  }
1325
1421
 
1326
1422
  if (!miss) return true;
1327
- battle.last_damage = 0;
1423
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1328
1424
  side.active.volatiles.Binding = false;
1329
1425
  return false;
1330
1426
  }
@@ -1332,8 +1428,9 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1332
1428
  fn checkFaint(
1333
1429
  battle: anytype,
1334
1430
  player: Player,
1335
- log: anytype,
1336
- ) @TypeOf(log).Error!?Result {
1431
+ cap: bool,
1432
+ options: anytype,
1433
+ ) @TypeOf(options.log).Error!?Result {
1337
1434
  const side = battle.side(player);
1338
1435
  if (side.stored().hp > 0) return null;
1339
1436
 
@@ -1341,33 +1438,32 @@ fn checkFaint(
1341
1438
  const foe_fainted = foe.stored().hp == 0;
1342
1439
 
1343
1440
  const player_out = findFirstAlive(side) == 0;
1344
- const foe_out = findFirstAlive(foe) == 0;
1345
- const tie = player_out and foe_out;
1346
- const more = tie or player_out or foe_out;
1441
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1442
+ const more = player_out or foe_out;
1347
1443
 
1348
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1349
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1444
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1445
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1350
1446
 
1351
1447
  assert(!side.active.volatiles.MultiHit);
1352
1448
  assert(!foe.active.volatiles.MultiHit);
1353
1449
 
1354
- if (tie) {
1355
- try log.tie();
1450
+ if (player_out and foe_out) {
1451
+ try options.log.tie(.{});
1356
1452
  return Result.Tie;
1357
1453
  } else if (player_out) {
1358
- try log.win(player.foe());
1454
+ try options.log.win(.{player.foe()});
1359
1455
  return if (player == .P1) Result.Lose else Result.Win;
1360
1456
  } else if (foe_out) {
1361
- try log.win(player);
1457
+ try options.log.win(.{player});
1362
1458
  return if (player == .P1) Result.Win else Result.Lose;
1363
1459
  }
1364
1460
 
1365
1461
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1366
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1367
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1462
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1463
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1368
1464
  }
1369
1465
 
1370
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1466
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1371
1467
  var side = battle.side(player);
1372
1468
  var foe = battle.foe(player);
1373
1469
  assert(side.stored().hp == 0);
@@ -1400,35 +1496,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1400
1496
  side.stored().stats.spe;
1401
1497
  }
1402
1498
 
1403
- try log.faint(battle.active(player), done);
1499
+ try options.log.faint(.{ battle.active(player), done });
1500
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1501
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1502
+ if (cap) options.calc.capped(player);
1404
1503
  return null;
1405
1504
  }
1406
1505
 
1407
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1408
1507
  var side = battle.side(player);
1409
1508
  var stored = side.stored();
1410
1509
  const ident = battle.active(player);
1411
1510
  var volatiles = &side.active.volatiles;
1412
1511
 
1413
1512
  const brn = Status.is(stored.status, .BRN);
1414
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1415
1514
  var damage = @max(stored.stats.hp / 16, 1);
1416
-
1417
1515
  if (volatiles.Toxic) {
1418
1516
  volatiles.toxic += 1;
1419
1517
  damage *= volatiles.toxic;
1420
1518
  }
1519
+ damage = @min(damage, stored.hp);
1421
1520
 
1422
- const amount = @min(damage, stored.hp);
1423
- if (showdown and amount == 0) break :blk;
1424
-
1425
- stored.hp -= amount;
1426
-
1427
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1428
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1524
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1525
+ }
1429
1526
  }
1430
1527
 
1431
1528
  if (volatiles.LeechSeed) {
1529
+ var foe = battle.foe(player);
1530
+ var foe_stored = foe.stored();
1531
+ const foe_ident = battle.active(player.foe());
1532
+
1533
+ if (foe_stored.hp == 0) {
1534
+ assert(showdown);
1535
+ return;
1536
+ }
1537
+
1432
1538
  var damage = @max(stored.stats.hp / 16, 1);
1433
1539
 
1434
1540
  // GLITCH: Leech Seed + Toxic glitch
@@ -1440,56 +1546,56 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1440
1546
  const amount = @min(damage, stored.hp);
1441
1547
  stored.hp -= amount;
1442
1548
 
1443
- var foe = battle.foe(player);
1444
- var foe_stored = foe.stored();
1445
- const foe_ident = battle.active(player.foe());
1446
-
1447
- // As above, Pokémon Showdown uses damageOf but its not relevant
1448
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1549
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1550
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1449
1551
 
1450
1552
  const before = foe_stored.hp;
1451
1553
  // Uncapped damage is added back to the foe
1452
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1453
1555
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1454
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1556
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1455
1557
  }
1456
1558
  }
1457
1559
 
1458
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1459
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1460
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1461
1563
 
1462
- if (showdown and options.ebc and checkEBC(battle)) {
1463
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie(.{});
1464
1568
  return Result.Tie;
1465
1569
  }
1466
1570
 
1467
- battle.turn += 1;
1468
-
1469
1571
  if (showdown and battle.turn >= 1000) {
1470
- try log.tie();
1572
+ try options.log.tie(.{});
1471
1573
  return Result.Tie;
1472
1574
  } else if (battle.turn >= 65535) {
1473
1575
  return Result.Error;
1474
1576
  }
1475
1577
 
1476
- try log.turn(battle.turn);
1578
+ try options.log.turn(.{battle.turn});
1477
1579
 
1478
1580
  return Result.Default;
1479
1581
  }
1480
1582
 
1481
1583
  fn checkEBC(battle: anytype) bool {
1482
1584
  for (battle.sides, 0..) |side, i| {
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1586
+
1483
1587
  var foe_all_ghosts = true;
1484
1588
  var foe_all_transform = true;
1589
+ for (foe.order, 0..) |id, j| {
1590
+ if (id == 0) break;
1591
+ const active = j == 0;
1592
+ const pokemon = foe.pokemon[id - 1];
1485
1593
 
1486
- for (battle.sides[~@intCast(u1, i)].pokemon) |pokemon| {
1487
- if (pokemon.species == .None) continue;
1488
-
1489
- const ghost = pokemon.hp == 0 or pokemon.types.includes(.Ghost);
1594
+ const ghost = pokemon.hp == 0 or
1595
+ (if (active) foe.active.types else pokemon.types).includes(.Ghost);
1490
1596
  foe_all_ghosts = foe_all_ghosts and ghost;
1491
1597
  foe_all_transform = foe_all_transform and pokemon.hp == 0 or transform: {
1492
- for (pokemon.moves) |m| {
1598
+ for (if (active) foe.active.moves else pokemon.moves) |m| {
1493
1599
  if (m.id == .None) break :transform true;
1494
1600
  if (m.id != .Transform) break :transform false;
1495
1601
  }
@@ -1497,10 +1603,14 @@ fn checkEBC(battle: anytype) bool {
1497
1603
  };
1498
1604
  }
1499
1605
 
1500
- for (side.pokemon) |pokemon| {
1606
+ for (side.order, 0..) |id, j| {
1607
+ if (id == 0) break;
1608
+ const active = j == 0;
1609
+ const pokemon = side.pokemon[id - 1];
1610
+
1501
1611
  if (pokemon.hp == 0 or Status.is(pokemon.status, .FRZ)) continue;
1502
1612
  const transform = foe_all_transform and transform: {
1503
- for (pokemon.moves) |m| {
1613
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1504
1614
  if (m.id == .None) break :transform true;
1505
1615
  if (m.id != .Transform) break :transform false;
1506
1616
  }
@@ -1508,7 +1618,7 @@ fn checkEBC(battle: anytype) bool {
1508
1618
  };
1509
1619
  if (transform) continue;
1510
1620
  const no_pp = foe_all_ghosts and no_pp: {
1511
- for (pokemon.moves) |m| {
1621
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1512
1622
  if (m.pp != 0) break :no_pp false;
1513
1623
  }
1514
1624
  break :no_pp true;
@@ -1524,98 +1634,135 @@ fn checkEBC(battle: anytype) bool {
1524
1634
  return false;
1525
1635
  }
1526
1636
 
1527
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1528
- assert(move.effect.onBegin());
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1639
+ // A Pokémon that transforms after being disabled may end up with less move slots
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1641
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1642
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1643
+ m
1644
+ else
1645
+ side.last_selected_move;
1646
+ if (m != .None and m == last) {
1647
+ side.active.volatiles.Charging = false;
1648
+ try options.log.cant(.{ ident, .Disable, last });
1649
+ return true;
1650
+ }
1651
+ }
1652
+ return false;
1653
+ }
1654
+
1655
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1656
+ const side = battle.side(who);
1657
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1659
+ }
1660
+ }
1661
+
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1663
+ var volatiles = &active.volatiles;
1664
+ assert(volatiles.Thrashing);
1665
+ if (volatiles.attacks > 0) return false;
1666
+
1667
+ volatiles.Thrashing = false;
1668
+ volatiles.Confusion = true;
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1670
+ return true;
1671
+ }
1672
+
1673
+ fn onBegin(
1674
+ battle: anytype,
1675
+ player: Player,
1676
+ move: Move.Data,
1677
+ mslot: u8,
1678
+ residual: *bool,
1679
+ options: anytype,
1680
+ ) !void {
1529
1681
  return switch (move.effect) {
1530
- .Confusion => Effects.confusion(battle, player, move, log),
1531
- .Conversion => Effects.conversion(battle, player, log),
1532
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1533
- .Haze => Effects.haze(battle, player, log),
1534
- .Heal => Effects.heal(battle, player, log),
1535
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1536
- .LightScreen => Effects.lightScreen(battle, player, log),
1537
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1538
- .Mist => Effects.mist(battle, player, log),
1539
- .Paralyze => Effects.paralyze(battle, player, move, log),
1540
- .Poison => Effects.poison(battle, player, move, log),
1541
- .Reflect => Effects.reflect(battle, player, log),
1542
- .Splash => Effects.splash(battle, player, log),
1543
- .Substitute => Effects.substitute(battle, player, log),
1544
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1545
- .Transform => Effects.transform(battle, player, log),
1682
+ .Confusion => Effects.confusion(battle, player, move, options),
1683
+ .Conversion => Effects.conversion(battle, player, options),
1684
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1685
+ .Haze => Effects.haze(battle, player, options),
1686
+ .Heal => Effects.heal(battle, player, options),
1687
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1688
+ .LightScreen => Effects.lightScreen(battle, player, options),
1689
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1690
+ .Mist => Effects.mist(battle, player, options),
1691
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1692
+ .Poison => Effects.poison(battle, player, move, options),
1693
+ .Reflect => Effects.reflect(battle, player, options),
1694
+ .Splash => Effects.splash(battle, player, options),
1695
+ .Substitute => Effects.substitute(battle, player, residual, options),
1696
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1697
+ .Transform => Effects.transform(battle, player, options),
1546
1698
  else => unreachable,
1547
1699
  };
1548
1700
  }
1549
1701
 
1550
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1551
- assert(move.effect.onEnd());
1702
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1552
1703
  return switch (move.effect) {
1553
- .Bide => Effects.bide(battle, player, log),
1704
+ .Bide => Effects.bide(battle, player, options),
1554
1705
  // zig fmt: off
1555
1706
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1556
1707
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1557
- Effects.boost(battle, player, move, log),
1708
+ Effects.boost(battle, player, move, options),
1558
1709
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1559
- Effects.unboost(battle, player, move, log),
1710
+ Effects.unboost(battle, player, move, options),
1560
1711
  // zig fmt: on
1561
- .Sleep => Effects.sleep(battle, player, move, log),
1712
+ .Sleep => Effects.sleep(battle, player, move, options),
1562
1713
  else => unreachable,
1563
1714
  };
1564
1715
  }
1565
1716
 
1566
- inline fn alwaysHappens(
1717
+ fn alwaysHappens(
1567
1718
  battle: anytype,
1568
1719
  player: Player,
1569
1720
  move: Move.Data,
1570
1721
  residual: *bool,
1571
- log: anytype,
1722
+ options: anytype,
1572
1723
  ) !void {
1573
- assert(move.effect.alwaysHappens());
1574
1724
  return switch (move.effect) {
1575
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1725
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1576
1726
  .Explode => Effects.explode(battle, player),
1577
- .PayDay => Effects.payDay(battle, player, log),
1727
+ .PayDay => Effects.payDay(battle, player, options),
1578
1728
  .Rage => Effects.rage(battle, player),
1579
- .Recoil => Effects.recoil(battle, player, residual, log),
1729
+ .Recoil => Effects.recoil(battle, player, residual, options),
1580
1730
  .JumpKick, .Binding => {},
1581
1731
  else => unreachable,
1582
1732
  };
1583
1733
  }
1584
1734
 
1585
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1735
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1586
1736
  return switch (move.effect) {
1587
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1588
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1589
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1590
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1591
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1737
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1738
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1739
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1740
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1741
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1592
1742
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1593
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1594
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1743
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1744
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1595
1745
  // zig fmt: off
1596
1746
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1597
- Effects.unboost(battle, player, move, log),
1747
+ Effects.unboost(battle, player, move, options),
1598
1748
  // zig fmt: on
1599
1749
  else => {},
1600
1750
  };
1601
1751
  }
1602
1752
 
1603
1753
  pub const Effects = struct {
1604
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1754
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1605
1755
  var side = battle.side(player);
1606
1756
 
1607
1757
  side.active.volatiles.Bide = true;
1608
1758
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1609
1759
  side.active.volatiles.state = 0;
1610
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1611
- battle.rng.range(u4, 2, 4)
1612
- else
1613
- (battle.rng.next() & 1) + 2);
1760
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1614
1761
 
1615
- try log.start(battle.active(player), .Bide);
1762
+ try options.log.start(.{ battle.active(player), .Bide });
1616
1763
  }
1617
1764
 
1618
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1765
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1619
1766
  var foe = battle.foe(player);
1620
1767
  var foe_stored = foe.stored();
1621
1768
 
@@ -1626,96 +1773,88 @@ pub const Effects = struct {
1626
1773
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1627
1774
  if (Status.is(foe_stored.status, .FRZ)) {
1628
1775
  assert(move.type == .Fire);
1629
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1776
+ try options.log.curestatus(.{
1777
+ battle.active(player.foe()),
1778
+ foe_stored.status,
1779
+ .Message,
1780
+ });
1630
1781
  foe_stored.status = 0;
1631
1782
  }
1632
1783
  return;
1633
1784
  }
1634
1785
 
1635
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1636
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1637
- else
1638
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1639
- Gen12.percent(10)
1640
- else
1641
- Gen12.percent(30));
1642
- if (!chance) return;
1786
+ if (foe.active.types.includes(move.type)) return;
1787
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1788
+ return;
1789
+ }
1643
1790
 
1644
1791
  foe_stored.status = Status.init(.BRN);
1645
1792
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1646
1793
 
1647
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1794
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1648
1795
  }
1649
1796
 
1650
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1797
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1651
1798
  var side = battle.side(player);
1652
1799
  var volatiles = &side.active.volatiles;
1653
1800
 
1654
1801
  volatiles.Charging = true;
1655
1802
  const move = side.last_selected_move;
1656
1803
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1657
- try log.laststill();
1658
- try log.prepare(battle.active(player), move);
1804
+ try options.log.laststill(.{});
1805
+ try options.log.prepare(.{ battle.active(player), move });
1659
1806
  }
1660
1807
 
1661
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1808
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1662
1809
  var foe = battle.foe(player);
1663
1810
  const sub = foe.active.volatiles.Substitute;
1664
1811
 
1665
1812
  if (move.effect == .ConfusionChance) {
1666
- const chance = if (showdown)
1667
- battle.rng.chance(u8, 25, 256)
1668
- else
1669
- battle.rng.next() < Gen12.percent(10);
1670
- if (!chance) return;
1813
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1671
1814
  } else {
1672
1815
  if (showdown) {
1673
- if (!try checkHit(battle, player, move, log)) {
1674
- return;
1675
- } else if (sub) {
1676
- return log.fail(battle.active(player.foe()), .None);
1677
- }
1816
+ if (!try checkHit(battle, player, move, options)) return;
1817
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1678
1818
  } else {
1679
- if (sub) {
1680
- return log.fail(battle.active(player.foe()), .None);
1681
- } else if (!try checkHit(battle, player, move, log)) {
1682
- return;
1683
- }
1819
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1820
+ if (!try checkHit(battle, player, move, options)) return;
1684
1821
  }
1685
1822
  }
1686
1823
 
1687
1824
  if (foe.active.volatiles.Confusion) return;
1688
1825
  foe.active.volatiles.Confusion = true;
1689
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1690
- battle.rng.range(u8, 2, 6)
1691
- else
1692
- (battle.rng.next() & 3) + 2);
1826
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1693
1827
 
1694
- try log.start(battle.active(player.foe()), .Confusion);
1828
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1695
1829
  }
1696
1830
 
1697
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1831
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1698
1832
  const foe = battle.foe(player);
1699
1833
 
1700
1834
  if (foe.active.volatiles.Invulnerable) {
1701
- try log.lastmiss();
1702
- return log.miss(battle.active(player));
1835
+ try options.log.lastmiss(.{});
1836
+ return options.log.miss(.{battle.active(player)});
1703
1837
  }
1704
1838
 
1705
1839
  battle.side(player).active.types = foe.active.types;
1706
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1840
+ return options.log.start(.{
1841
+ battle.active(player),
1842
+ .TypeChange,
1843
+ foe.active.types,
1844
+ battle.active(player.foe()),
1845
+ });
1707
1846
  }
1708
1847
 
1709
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1848
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1710
1849
  var foe = battle.foe(player);
1711
1850
  var volatiles = &foe.active.volatiles;
1712
1851
  const foe_ident = battle.active(player.foe());
1713
1852
 
1714
1853
  // Pokémon Showdown handles hit/miss earlier in doMove
1715
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1854
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1716
1855
 
1717
- if (volatiles.disabled_move != 0) {
1718
- try log.fail(foe_ident, .None);
1856
+ if (volatiles.disable_move != 0) {
1857
+ try options.log.fail(.{ foe_ident, .None });
1719
1858
  return null;
1720
1859
  }
1721
1860
 
@@ -1731,7 +1870,7 @@ pub const Effects = struct {
1731
1870
  // Technically this is still considered simply a "miss" on the cartridge,
1732
1871
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1733
1872
  if (n == 0) {
1734
- try log.fail(foe_ident, .None);
1873
+ try options.log.fail(.{ foe_ident, .None });
1735
1874
  return null;
1736
1875
  } else if (err) {
1737
1876
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1739,19 +1878,23 @@ pub const Effects = struct {
1739
1878
  return Result.Error;
1740
1879
  }
1741
1880
 
1742
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1743
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1744
- battle.rng.range(u8, 1, 9)
1745
- else
1746
- (battle.rng.next() & 7) + 1);
1881
+ volatiles.disable_move =
1882
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1883
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1747
1884
 
1748
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1885
+ const id = foe.active.move(volatiles.disable_move).id;
1886
+ try options.log.start(.{ foe_ident, .Disable, id });
1749
1887
  return null;
1750
1888
  }
1751
1889
 
1752
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1753
- var side = battle.side(player);
1754
- var stored = side.stored();
1890
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1891
+ var stored = battle.side(player).stored();
1892
+ const ident = battle.active(player);
1893
+
1894
+ if (battle.last_damage == 0) {
1895
+ assert(showdown);
1896
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1897
+ }
1755
1898
 
1756
1899
  const drain = @max(battle.last_damage / 2, 1);
1757
1900
  battle.last_damage = drain;
@@ -1759,7 +1902,7 @@ pub const Effects = struct {
1759
1902
  if (stored.hp == stored.stats.hp) return;
1760
1903
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1761
1904
 
1762
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1905
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1763
1906
  }
1764
1907
 
1765
1908
  fn explode(battle: anytype, player: Player) !void {
@@ -1773,34 +1916,28 @@ pub const Effects = struct {
1773
1916
  side.active.volatiles.LeechSeed = false;
1774
1917
  }
1775
1918
 
1776
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1919
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1777
1920
  var volatiles = &battle.foe(player).active.volatiles;
1778
1921
 
1779
1922
  if (volatiles.Substitute) return;
1780
-
1781
- const chance = if (showdown)
1782
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1783
- else
1784
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1785
- Gen12.percent(10)
1786
- else
1787
- Gen12.percent(30));
1788
- if (!chance) return;
1923
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1924
+ return;
1925
+ }
1789
1926
 
1790
1927
  volatiles.Flinch = true;
1791
1928
  volatiles.Recharging = false;
1792
1929
  }
1793
1930
 
1794
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1931
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1795
1932
  var side = battle.side(player);
1796
1933
 
1797
1934
  if (side.active.volatiles.FocusEnergy) return;
1798
1935
  side.active.volatiles.FocusEnergy = true;
1799
1936
 
1800
- try log.start(battle.active(player), .FocusEnergy);
1937
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1801
1938
  }
1802
1939
 
1803
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1940
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1804
1941
  var foe = battle.foe(player);
1805
1942
  var foe_stored = foe.stored();
1806
1943
  const foe_ident = battle.active(player.foe());
@@ -1811,26 +1948,23 @@ pub const Effects = struct {
1811
1948
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1812
1949
  }
1813
1950
 
1814
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1815
- battle.rng.chance(u8, 26, 256)
1816
- else
1817
- battle.rng.next() < 1 + Gen12.percent(10);
1818
- if (!chance) return;
1819
-
1951
+ if (foe.active.types.includes(move.type)) return;
1952
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1820
1953
  // Freeze Clause Mod
1821
1954
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1822
1955
 
1823
1956
  foe_stored.status = Status.init(.FRZ);
1824
1957
  // GLITCH: Hyper Beam recharging status is not cleared
1825
1958
 
1826
- try log.status(foe_ident, foe_stored.status, .None);
1959
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1827
1960
  }
1828
1961
 
1829
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1962
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1963
+ var log = options.log;
1830
1964
  var side = battle.side(player);
1831
1965
  var foe = battle.foe(player);
1832
1966
 
1833
- var side_stored = side.stored();
1967
+ const side_stored = side.stored();
1834
1968
  var foe_stored = foe.stored();
1835
1969
 
1836
1970
  const player_ident = battle.active(player);
@@ -1842,96 +1976,99 @@ pub const Effects = struct {
1842
1976
  side.active.stats = side_stored.stats;
1843
1977
  foe.active.stats = foe_stored.stats;
1844
1978
 
1845
- try log.activate(player_ident, .Haze);
1846
- try log.clearallboost();
1979
+ try log.activate(.{ player_ident, .Haze });
1980
+ try log.clearallboost(.{});
1847
1981
 
1848
1982
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1849
1983
  if (showdown) {
1850
1984
  for (&battle.sides, 0..) |*s, i| {
1851
- const p = @intToEnum(Player, i);
1985
+ const p: Player = @enumFromInt(i);
1852
1986
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1853
1987
  if (p != player and Status.any(s.stored().status)) {
1854
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1988
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1855
1989
  s.stored().status = 0;
1856
1990
  } else if (showdown and s.stored().status == Status.TOX) {
1857
1991
  s.stored().status = Status.init(.PSN);
1858
- try log.status(battle.active(p), s.stored().status, .None);
1992
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1859
1993
  }
1860
- try clearVolatiles(battle, p, log);
1994
+ try clearVolatiles(battle, p, p != player, options);
1861
1995
  }
1862
1996
  } else {
1863
1997
  if (Status.any(foe_stored.status)) {
1864
1998
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1865
1999
  foe.last_selected_move = .SKIP_TURN;
1866
2000
  }
1867
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2001
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1868
2002
  foe_stored.status = 0;
1869
2003
  }
1870
- try clearVolatiles(battle, player, log);
1871
- try clearVolatiles(battle, player.foe(), log);
2004
+ try clearVolatiles(battle, player, false, options);
2005
+ try clearVolatiles(battle, player.foe(), true, options);
1872
2006
  }
1873
2007
  }
1874
2008
 
1875
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2009
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1876
2010
  var side = battle.side(player);
1877
2011
  var stored = side.stored();
1878
2012
  const ident = battle.active(player);
1879
2013
 
1880
2014
  // GLITCH: HP recovery move failure glitches
1881
2015
  const delta = stored.stats.hp - stored.hp;
1882
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2016
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2017
+ return options.log.fail(.{ ident, .None });
2018
+ }
1883
2019
 
1884
2020
  const rest = side.last_selected_move == .Rest;
1885
2021
  if (rest) {
1886
2022
  // Adding the sleep status runs the sleep condition handler to roll duration
1887
2023
  if (showdown) battle.rng.advance(1);
1888
2024
  stored.status = Status.slf(2);
1889
- try log.statusFrom(ident, stored.status, Move.Rest);
2025
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1890
2026
  stored.hp = stored.stats.hp;
1891
2027
  } else {
1892
2028
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1893
2029
  }
1894
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2030
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1895
2031
  }
1896
2032
 
1897
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2033
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1898
2034
  battle.side(player).active.volatiles.Recharging = true;
1899
- try log.mustrecharge(battle.active(player));
2035
+ try options.log.mustrecharge(.{battle.active(player)});
1900
2036
  }
1901
2037
 
1902
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2038
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1903
2039
  var foe = battle.foe(player);
1904
2040
 
1905
2041
  if (showdown) {
1906
2042
  // Invulnerability trumps type immunity on Pokémon Showdown
1907
2043
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1908
- return log.immune(battle.active(player.foe()), .None);
2044
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1909
2045
  }
1910
- if (!try checkHit(battle, player, move, log)) return;
2046
+ if (!try checkHit(battle, player, move, options)) return;
1911
2047
  if (foe.active.volatiles.LeechSeed) return;
1912
2048
  } else {
1913
- if (!try checkHit(battle, player, move, log)) return;
2049
+ if (!try checkHit(battle, player, move, options)) return;
1914
2050
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1915
- try log.lastmiss();
1916
- return log.miss(battle.active(player));
2051
+ try options.log.lastmiss(.{});
2052
+ return options.log.miss(.{battle.active(player)});
1917
2053
  }
1918
2054
  }
1919
2055
 
1920
2056
  foe.active.volatiles.LeechSeed = true;
1921
2057
 
1922
- try log.start(battle.active(player.foe()), .LeechSeed);
2058
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1923
2059
  }
1924
2060
 
1925
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2061
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1926
2062
  var side = battle.side(player);
2063
+ const ident = battle.active(player);
1927
2064
 
1928
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2065
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1929
2066
  side.active.volatiles.LightScreen = true;
1930
2067
 
1931
- try log.start(battle.active(player), .LightScreen);
2068
+ try options.log.start(.{ ident, .LightScreen });
1932
2069
  }
1933
2070
 
1934
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2071
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1935
2072
  var side = battle.side(player);
1936
2073
  var foe = battle.foe(player);
1937
2074
 
@@ -1947,45 +2084,49 @@ pub const Effects = struct {
1947
2084
  const has_mimic = has_mimic: {
1948
2085
  for (side.active.moves, 0..) |m, i| {
1949
2086
  if (m.id == .Mimic) {
1950
- oslot = @intCast(u8, i + 1);
2087
+ oslot = @intCast(i + 1);
1951
2088
  break :has_mimic true;
1952
2089
  }
1953
2090
  }
1954
2091
  break :has_mimic false;
1955
2092
  };
1956
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1957
- // trigger |-miss| instead of |-fail|
1958
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1959
- return try log.fail(battle.active(player.foe()), .None);
2093
+ if (!has_mimic) {
2094
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2095
+ if (!try checkHit(battle, player, move, options)) return;
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1960
2097
  }
1961
2098
  }
1962
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
1963
2100
 
1964
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2101
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1965
2102
  side.active.move(oslot).id = foe.active.move(rslot).id;
1966
2103
 
1967
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2104
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1968
2105
  }
1969
2106
 
1970
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2107
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1971
2108
  var side = battle.side(player);
1972
2109
 
1973
2110
  if (side.active.volatiles.Mist) return;
1974
2111
  side.active.volatiles.Mist = true;
1975
2112
 
1976
- try log.start(battle.active(player), .Mist);
2113
+ try options.log.start(.{ battle.active(player), .Mist });
1977
2114
  }
1978
2115
 
1979
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2116
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1980
2117
  var side = battle.side(player);
1981
2118
 
1982
2119
  assert(!side.active.volatiles.MultiHit);
1983
2120
  side.active.volatiles.MultiHit = true;
1984
2121
 
1985
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2122
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2123
+ try Rolls.distribution(battle, .MultiHit, player, options)
2124
+ else
2125
+ 2;
1986
2126
  }
1987
2127
 
1988
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2128
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2129
+ var log = options.log;
1989
2130
  var foe = battle.foe(player);
1990
2131
  var foe_stored = foe.stored();
1991
2132
  const foe_ident = battle.active(player.foe());
@@ -1995,27 +2136,28 @@ pub const Effects = struct {
1995
2136
 
1996
2137
  if (showdown) {
1997
2138
  // Invulnerability trumps type immunity on Pokémon Showdown
1998
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
1999
- if (!try checkHit(battle, player, move, log)) return;
2139
+ if (immune and !foe.active.volatiles.Invulnerable) {
2140
+ return log.immune(.{ foe_ident, .None });
2141
+ } else if (!try checkHit(battle, player, move, options)) return;
2000
2142
  }
2001
2143
  if (Status.any(foe_stored.status)) {
2002
- return log.fail(
2144
+ return log.fail(.{
2003
2145
  foe_ident,
2004
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2005
- );
2146
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2147
+ });
2006
2148
  }
2007
2149
  if (!showdown) {
2008
- if (immune) return log.immune(foe_ident, .None);
2009
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (immune) return log.immune(.{ foe_ident, .None });
2151
+ if (!try checkHit(battle, player, move, options)) return;
2010
2152
  }
2011
2153
 
2012
2154
  foe_stored.status = Status.init(.PAR);
2013
2155
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2014
2156
 
2015
- try log.status(foe_ident, foe_stored.status, .None);
2157
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2016
2158
  }
2017
2159
 
2018
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2160
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2019
2161
  var foe = battle.foe(player);
2020
2162
  var foe_stored = foe.stored();
2021
2163
 
@@ -2026,65 +2168,59 @@ pub const Effects = struct {
2026
2168
  }
2027
2169
 
2028
2170
  // Body Slam can't paralyze a Normal type Pokémon
2029
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2030
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2031
- else
2032
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2033
- Gen12.percent(10)
2034
- else
2035
- Gen12.percent(30));
2036
- if (!chance) return;
2171
+ if (foe.active.types.includes(move.type)) return;
2172
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2173
+ return;
2174
+ }
2037
2175
 
2038
2176
  foe_stored.status = Status.init(.PAR);
2039
2177
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
2178
 
2041
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2179
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2042
2180
  }
2043
2181
 
2044
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2045
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2182
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2183
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2184
+ try options.log.fieldactivate(.{});
2185
+ }
2046
2186
  }
2047
2187
 
2048
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2188
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2189
+ var log = options.log;
2049
2190
  var foe = battle.foe(player);
2050
2191
  var foe_stored = foe.stored();
2051
2192
  const foe_ident = battle.active(player.foe());
2052
2193
  const toxic = battle.side(player).last_selected_move == .Toxic;
2053
2194
 
2054
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2195
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2055
2196
  return;
2056
2197
  } else if (foe.active.volatiles.Substitute) {
2057
2198
  if (move.effect != .Poison) return;
2058
- return log.fail(foe_ident, .None);
2199
+ return log.fail(.{ foe_ident, .None });
2059
2200
  } else if (Status.any(foe_stored.status)) {
2060
2201
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2061
2202
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2062
2203
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2063
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2204
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2064
2205
  if (!showdown)
2065
- .Poison
2066
- else if (toxic == foe.active.volatiles.Toxic)
2067
- if (toxic) .Toxic else .Poison
2206
+ Fail.Poison
2207
+ else if (toxic == (foe_stored.status == Status.TOX))
2208
+ if (toxic) Fail.Toxic else Fail.Poison
2068
2209
  else
2069
- .None
2210
+ Fail.None
2070
2211
  else
2071
- .None);
2212
+ Fail.None });
2072
2213
  } else if (foe.active.types.includes(.Poison)) {
2073
2214
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2074
- return log.immune(foe_ident, .None);
2215
+ return log.immune(.{ foe_ident, .None });
2075
2216
  }
2076
2217
 
2077
2218
  if (move.effect == .Poison) {
2078
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2219
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2079
2220
  } else {
2080
- const chance = if (showdown)
2081
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2082
- else
2083
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2084
- Gen12.percent(20)
2085
- else
2086
- Gen12.percent(40));
2087
- if (!chance) return;
2221
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2222
+ return;
2223
+ }
2088
2224
  }
2089
2225
 
2090
2226
  foe_stored.status = Status.init(.PSN);
@@ -2094,39 +2230,46 @@ pub const Effects = struct {
2094
2230
  foe.active.volatiles.toxic = 0;
2095
2231
  }
2096
2232
 
2097
- try log.status(foe_ident, foe_stored.status, .None);
2233
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2098
2234
  }
2099
2235
 
2100
2236
  fn rage(battle: anytype, player: Player) !void {
2101
2237
  var volatiles = &battle.side(player).active.volatiles;
2102
- if (volatiles.Rage) return;
2103
- volatiles.Rage = true;
2104
2238
  assert(!volatiles.Bide);
2105
- volatiles.state = 0;
2239
+ volatiles.Rage = true;
2106
2240
  }
2107
2241
 
2108
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2242
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2109
2243
  var side = battle.side(player);
2110
2244
  var stored = side.stored();
2111
2245
 
2112
- const damage = @intCast(i16, @max(battle.last_damage /
2246
+ assert(showdown or battle.last_damage > 0);
2247
+ if (showdown and battle.last_damage == 0) return;
2248
+
2249
+ const damage: i16 = @intCast(@max(battle.last_damage /
2113
2250
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2114
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2251
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2115
2252
 
2116
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2253
+ try options.log.damage(.{
2254
+ battle.active(player),
2255
+ stored,
2256
+ .RecoilOf,
2257
+ battle.active(player.foe()),
2258
+ });
2117
2259
  if (showdown and stored.hp == 0) residual.* = false;
2118
2260
  }
2119
2261
 
2120
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2262
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2121
2263
  var side = battle.side(player);
2264
+ const ident = battle.active(player);
2122
2265
 
2123
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2266
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2124
2267
  side.active.volatiles.Reflect = true;
2125
2268
 
2126
- try log.start(battle.active(player), .Reflect);
2269
+ try options.log.start(.{ ident, .Reflect });
2127
2270
  }
2128
2271
 
2129
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2272
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
2273
  var foe = battle.foe(player);
2131
2274
  var foe_stored = foe.stored();
2132
2275
  const foe_ident = battle.active(player.foe());
@@ -2137,13 +2280,13 @@ pub const Effects = struct {
2137
2280
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2138
2281
  } else {
2139
2282
  if (Status.any(foe_stored.status)) {
2140
- return log.fail(
2283
+ return options.log.fail(.{
2141
2284
  foe_ident,
2142
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2143
- );
2285
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2286
+ });
2144
2287
  }
2145
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2146
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2288
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2289
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2147
2290
  }
2148
2291
 
2149
2292
  // Sleep Clause Mod
@@ -2154,72 +2297,66 @@ pub const Effects = struct {
2154
2297
  }
2155
2298
  foe.active.volatiles.Recharging = false;
2156
2299
 
2157
- const duration = @intCast(u3, if (showdown)
2158
- battle.rng.range(u8, 1, 8)
2159
- else loop: {
2160
- while (true) {
2161
- const r = battle.rng.next() & 7;
2162
- if (r != 0) break :loop r;
2163
- }
2164
- });
2165
-
2166
- foe_stored.status = Status.slp(duration);
2167
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2300
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2301
+ const last = battle.side(player).last_selected_move;
2302
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2168
2303
  }
2169
2304
 
2170
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2171
- try log.activate(battle.active(player), .Splash);
2305
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2306
+ try options.log.activate(.{ battle.active(player), .Splash });
2172
2307
  }
2173
2308
 
2174
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2309
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2310
  var side = battle.side(player);
2176
2311
  if (side.active.volatiles.Substitute) {
2177
- try log.fail(battle.active(player), .Substitute);
2178
- return;
2312
+ return options.log.fail(.{ battle.active(player), .Substitute });
2179
2313
  }
2180
2314
 
2181
2315
  assert(side.stored().stats.hp <= 1023);
2182
2316
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2183
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2317
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2184
2318
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2185
2319
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2186
2320
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2187
2321
  // avoid having to convert to floating point)
2188
2322
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2189
2323
  if (side.stored().hp < required_hp) {
2190
- try log.fail(battle.active(player), .Weak);
2191
- return;
2324
+ return options.log.fail(.{ battle.active(player), .Weak });
2192
2325
  }
2193
2326
 
2194
2327
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2195
2328
  side.stored().hp -= hp;
2196
2329
  side.active.volatiles.substitute = hp + 1;
2197
2330
  side.active.volatiles.Substitute = true;
2198
- try log.start(battle.active(player), .Substitute);
2199
- if (hp > 0) try log.damage(battle.active(player), side.stored(), .None);
2331
+ try options.log.start(.{ battle.active(player), .Substitute });
2332
+ if (hp > 0) {
2333
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2334
+ if (showdown and side.stored().hp == 0) residual.* = false;
2335
+ }
2200
2336
  }
2201
2337
 
2202
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2204
-
2205
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2206
- _ = try checkHit(battle, player, move, log);
2338
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2339
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2340
+ if (showdown) {
2341
+ if (battle.side(player).last_selected_move == .Teleport) return;
2342
+ _ = try checkHit(battle, player, move, options);
2343
+ battle.last_damage = 0;
2344
+ } else {
2345
+ try options.log.fail(.{ battle.active(player), .None });
2346
+ try options.log.laststill(.{});
2347
+ }
2207
2348
  }
2208
2349
 
2209
- fn thrashing(battle: anytype, player: Player) void {
2350
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2210
2351
  var volatiles = &battle.side(player).active.volatiles;
2211
2352
  assert(!volatiles.Thrashing);
2212
2353
  assert(!volatiles.Bide);
2213
2354
 
2214
2355
  volatiles.Thrashing = true;
2215
- volatiles.state = 0;
2216
- volatiles.attacks = @intCast(u3, if (showdown)
2217
- battle.rng.range(u8, 2, 4)
2218
- else
2219
- (battle.rng.next() & 1) + 2);
2356
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2220
2357
  }
2221
2358
 
2222
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2359
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2223
2360
  var side = battle.side(player);
2224
2361
  const foe = battle.foe(player);
2225
2362
  const foe_ident = battle.active(player.foe());
@@ -2245,10 +2382,10 @@ pub const Effects = struct {
2245
2382
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2246
2383
  }
2247
2384
 
2248
- try log.transform(battle.active(player), foe_ident);
2385
+ try options.log.transform(.{ battle.active(player), foe_ident });
2249
2386
  }
2250
2387
 
2251
- fn binding(battle: anytype, player: Player) void {
2388
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2252
2389
  var side = battle.side(player);
2253
2390
  var foe = battle.foe(player);
2254
2391
 
@@ -2256,12 +2393,16 @@ pub const Effects = struct {
2256
2393
  side.active.volatiles.Binding = true;
2257
2394
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2258
2395
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2259
- if (!showdown) foe.active.volatiles.Recharging = false;
2396
+ if (!showdown) {
2397
+ foe.active.volatiles.Recharging = false;
2398
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2260
2399
 
2261
- side.active.volatiles.attacks = distribution(battle) - 1;
2400
+ side.active.volatiles.attacks =
2401
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2262
2402
  }
2263
2403
 
2264
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2404
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2405
+ var log = options.log;
2265
2406
  var side = battle.side(player);
2266
2407
  const ident = battle.active(player);
2267
2408
 
@@ -2271,85 +2412,87 @@ pub const Effects = struct {
2271
2412
  switch (move.effect) {
2272
2413
  .AttackUp1, .AttackUp2, .Rage => {
2273
2414
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2274
- if (boosts.atk == 6) return try log.fail(ident, .None);
2415
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2275
2416
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2276
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2277
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2417
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2418
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2278
2419
  if (stats.atk == MAX_STAT_VALUE) {
2279
2420
  boosts.atk -= 1;
2280
2421
  if (showdown) {
2281
- try log.boost(ident, reason, n);
2282
- try log.boost(ident, Boost.Attack, -1);
2422
+ try log.boost(.{ ident, reason, n });
2423
+ try log.boost(.{ ident, .Attack, -1 });
2283
2424
  if (move.effect == .Rage) return;
2284
2425
  }
2285
- return try log.fail(ident, .None);
2426
+ return log.fail(.{ ident, .None });
2286
2427
  }
2287
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2288
- const stat = unmodifiedStats(battle, player).atk;
2428
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2429
+ const stat = unmodifiedStats(battle, side).atk;
2289
2430
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2290
- try log.boost(ident, reason, n);
2431
+ try log.boost(.{ ident, reason, n });
2432
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2433
+ if (showdown and move.effect == .Rage) return;
2291
2434
  },
2292
2435
  .DefenseUp1, .DefenseUp2 => {
2293
2436
  assert(boosts.def >= -6 and boosts.def <= 6);
2294
- if (boosts.def == 6) return try log.fail(ident, .None);
2437
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2295
2438
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2296
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2439
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2297
2440
  if (stats.def == MAX_STAT_VALUE) {
2298
2441
  boosts.def -= 1;
2299
2442
  if (showdown) {
2300
- try log.boost(ident, .Defense, n);
2301
- try log.boost(ident, .Defense, -1);
2443
+ try log.boost(.{ ident, .Defense, n });
2444
+ try log.boost(.{ ident, .Defense, -1 });
2302
2445
  }
2303
- return try log.fail(ident, .None);
2446
+ return log.fail(.{ ident, .None });
2304
2447
  }
2305
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2306
- const stat = unmodifiedStats(battle, player).def;
2448
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2449
+ const stat = unmodifiedStats(battle, side).def;
2307
2450
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2308
- try log.boost(ident, .Defense, n);
2451
+ try log.boost(.{ ident, .Defense, n });
2309
2452
  },
2310
2453
  .SpeedUp2 => {
2311
2454
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2312
- if (boosts.spe == 6) return try log.fail(ident, .None);
2313
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2455
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2456
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2314
2457
  if (stats.spe == MAX_STAT_VALUE) {
2315
2458
  boosts.spe -= 1;
2316
2459
  if (showdown) {
2317
- try log.boost(ident, .Speed, 2);
2318
- try log.boost(ident, .Speed, -1);
2460
+ try log.boost(.{ ident, .Speed, 2 });
2461
+ try log.boost(.{ ident, .Speed, -1 });
2319
2462
  }
2320
- return try log.fail(ident, .None);
2463
+ return log.fail(.{ ident, .None });
2321
2464
  }
2322
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2323
- const stat = unmodifiedStats(battle, player).spe;
2465
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2466
+ const stat = unmodifiedStats(battle, side).spe;
2324
2467
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2325
- try log.boost(ident, .Speed, 2);
2468
+ try log.boost(.{ ident, .Speed, 2 });
2326
2469
  },
2327
2470
  .SpecialUp1, .SpecialUp2 => {
2328
2471
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2329
- if (boosts.spc == 6) return try log.fail(ident, .None);
2472
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2330
2473
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2331
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2474
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2332
2475
  if (stats.spc == MAX_STAT_VALUE) {
2333
2476
  boosts.spc -= 1;
2334
2477
  if (showdown) {
2335
- try log.boost(ident, .SpecialAttack, n);
2336
- try log.boost(ident, .SpecialAttack, -1);
2337
- try log.boost(ident, .SpecialDefense, n);
2338
- try log.boost(ident, .SpecialDefense, -1);
2478
+ try log.boost(.{ ident, .SpecialAttack, n });
2479
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2480
+ try log.boost(.{ ident, .SpecialDefense, n });
2481
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2339
2482
  }
2340
- return try log.fail(ident, .None);
2483
+ return log.fail(.{ ident, .None });
2341
2484
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2343
- const stat = unmodifiedStats(battle, player).spc;
2485
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2486
+ const stat = unmodifiedStats(battle, side).spc;
2344
2487
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2345
- try log.boost(ident, .SpecialAttack, n);
2346
- try log.boost(ident, .SpecialDefense, n);
2488
+ try log.boost(.{ ident, .SpecialAttack, n });
2489
+ try log.boost(.{ ident, .SpecialDefense, n });
2347
2490
  },
2348
2491
  .EvasionUp1 => {
2349
2492
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2350
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2351
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2352
- try log.boost(ident, .Evasion, 1);
2493
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2494
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2495
+ try log.boost(.{ ident, .Evasion, 1 });
2353
2496
  },
2354
2497
  else => unreachable,
2355
2498
  }
@@ -2358,106 +2501,105 @@ pub const Effects = struct {
2358
2501
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2359
2502
  }
2360
2503
 
2361
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2504
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2505
+ var log = options.log;
2362
2506
  var foe = battle.foe(player);
2363
2507
  const foe_ident = battle.active(player.foe());
2508
+ const secondary = move.effect.isStatDownChance();
2364
2509
 
2365
- if (foe.active.volatiles.Substitute) {
2366
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2367
- }
2510
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2368
2511
 
2369
- if (move.effect.isStatDownChance()) {
2370
- const chance = if (showdown)
2371
- battle.rng.chance(u8, 85, 256)
2372
- else
2373
- battle.rng.next() < Gen12.percent(33) + 1;
2374
- if (!chance or foe.active.volatiles.Invulnerable) return;
2375
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2376
- return; // checkHit already checks for Invulnerable
2512
+ if (secondary) {
2513
+ const proc = try Rolls.unboost(battle, player, options);
2514
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2515
+ } else {
2516
+ // checkHit already checks for Invulnerable
2517
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2377
2518
  }
2378
2519
 
2379
2520
  var stats = &foe.active.stats;
2380
2521
  var boosts = &foe.active.boosts;
2522
+ const fail = showdown or !secondary;
2381
2523
 
2382
2524
  switch (move.effect) {
2383
2525
  .AttackDown1, .AttackDownChance => {
2384
2526
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2385
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2386
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2527
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2528
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2387
2529
  if (stats.atk == 1) {
2388
2530
  boosts.atk += 1;
2389
2531
  if (showdown) {
2390
- try log.boost(foe_ident, .Attack, -1);
2391
- try log.boost(foe_ident, .Attack, 1);
2532
+ try log.boost(.{ foe_ident, .Attack, -1 });
2533
+ try log.boost(.{ foe_ident, .Attack, 1 });
2392
2534
  }
2393
- return try log.fail(foe_ident, .None);
2535
+ return log.fail(.{ foe_ident, .None });
2394
2536
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2396
- const stat = unmodifiedStats(battle, player.foe()).atk;
2537
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2538
+ const stat = unmodifiedStats(battle, foe).atk;
2397
2539
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2398
- try log.boost(foe_ident, .Attack, -1);
2540
+ try log.boost(.{ foe_ident, .Attack, -1 });
2399
2541
  },
2400
2542
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2401
2543
  assert(boosts.def >= -6 and boosts.def <= 6);
2402
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2544
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2403
2545
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2404
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2546
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2405
2547
  if (stats.def == 1) {
2406
2548
  boosts.def += 1;
2407
2549
  if (showdown) {
2408
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2409
- try log.boost(foe_ident, .Defense, 1);
2550
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2551
+ try log.boost(.{ foe_ident, .Defense, 1 });
2410
2552
  }
2411
- return try log.fail(foe_ident, .None);
2553
+ return log.fail(.{ foe_ident, .None });
2412
2554
  }
2413
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2414
- const stat = unmodifiedStats(battle, player.foe()).def;
2555
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2556
+ const stat = unmodifiedStats(battle, foe).def;
2415
2557
  stats.def = @max(1, stat * mod[0] / mod[1]);
2416
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2558
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2417
2559
  },
2418
2560
  .SpeedDown1, .SpeedDownChance => {
2419
2561
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2420
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2421
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2562
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2563
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2422
2564
  if (stats.spe == 1) {
2423
2565
  boosts.spe += 1;
2424
2566
  if (showdown) {
2425
- try log.boost(foe_ident, .Speed, -1);
2426
- try log.boost(foe_ident, .Speed, 1);
2567
+ try log.boost(.{ foe_ident, .Speed, -1 });
2568
+ try log.boost(.{ foe_ident, .Speed, 1 });
2427
2569
  }
2428
- return try log.fail(foe_ident, .None);
2570
+ return log.fail(.{ foe_ident, .None });
2429
2571
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2431
- const stat = unmodifiedStats(battle, player.foe()).spe;
2572
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2573
+ const stat = unmodifiedStats(battle, foe).spe;
2432
2574
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2433
- try log.boost(foe_ident, .Speed, -1);
2575
+ try log.boost(.{ foe_ident, .Speed, -1 });
2434
2576
  assert(boosts.spe >= -6);
2435
2577
  },
2436
2578
  .SpecialDownChance => {
2437
2579
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2438
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2439
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2580
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2581
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2440
2582
  if (stats.spc == 1) {
2441
2583
  boosts.spc += 1;
2442
2584
  if (showdown) {
2443
- try log.boost(foe_ident, .SpecialAttack, -1);
2444
- try log.boost(foe_ident, .SpecialAttack, 1);
2445
- try log.boost(foe_ident, .SpecialDefense, -1);
2446
- try log.boost(foe_ident, .SpecialDefense, 1);
2585
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2586
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2587
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2588
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2447
2589
  }
2448
- return try log.fail(foe_ident, .None);
2590
+ return log.fail(.{ foe_ident, .None });
2449
2591
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).spc;
2592
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2593
+ const stat = unmodifiedStats(battle, foe).spc;
2452
2594
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2453
- try log.boost(foe_ident, .SpecialAttack, -1);
2454
- try log.boost(foe_ident, .SpecialDefense, -1);
2595
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2596
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2455
2597
  },
2456
2598
  .AccuracyDown1 => {
2457
2599
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2458
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2459
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2460
- try log.boost(foe_ident, .Accuracy, -1);
2600
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2601
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2602
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2461
2603
  },
2462
2604
  else => unreachable,
2463
2605
  }
@@ -2467,8 +2609,7 @@ pub const Effects = struct {
2467
2609
  }
2468
2610
  };
2469
2611
 
2470
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2471
- const side = battle.side(who);
2612
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2472
2613
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2473
2614
  const id = ID.from(side.active.volatiles.transform);
2474
2615
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2482,131 +2623,413 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2482
2623
  }
2483
2624
  }
2484
2625
 
2485
- fn isForced(active: ActivePokemon) bool {
2626
+ fn isForced(active: anytype) bool {
2486
2627
  return active.volatiles.Recharging or active.volatiles.Rage or
2487
2628
  active.volatiles.Thrashing or active.volatiles.Charging;
2488
2629
  }
2489
2630
 
2490
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2631
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2632
+ var log = options.log;
2491
2633
  var side = battle.side(who);
2492
2634
  var volatiles = &side.active.volatiles;
2493
2635
  const ident = battle.active(who);
2494
2636
 
2495
- if (volatiles.disabled_move != 0) {
2496
- volatiles.disabled_move = 0;
2497
- volatiles.disabled_duration = 0;
2498
- try log.end(ident, .DisableSilent);
2637
+ options.chance.clearDurations(who, clear);
2638
+
2639
+ if (volatiles.disable_move != 0) {
2640
+ volatiles.disable_move = 0;
2641
+ volatiles.disable_duration = 0;
2642
+ try log.end(.{ ident, .DisableSilent });
2499
2643
  }
2500
2644
  if (volatiles.Confusion) {
2501
2645
  // volatiles.confusion is left unchanged
2502
2646
  volatiles.Confusion = false;
2503
- try log.end(ident, .ConfusionSilent);
2647
+ try log.end(.{ ident, .ConfusionSilent });
2504
2648
  }
2505
2649
  if (volatiles.Mist) {
2506
2650
  volatiles.Mist = false;
2507
- try log.end(ident, .Mist);
2651
+ try log.end(.{ ident, .MistSilent });
2508
2652
  }
2509
2653
  if (volatiles.FocusEnergy) {
2510
2654
  volatiles.FocusEnergy = false;
2511
- try log.end(ident, .FocusEnergy);
2655
+ try log.end(.{ ident, .FocusEnergySilent });
2512
2656
  }
2513
2657
  if (volatiles.LeechSeed) {
2514
2658
  volatiles.LeechSeed = false;
2515
- try log.end(ident, .LeechSeed);
2659
+ try log.end(.{ ident, .LeechSeedSilent });
2516
2660
  }
2517
- if (volatiles.Toxic) {
2661
+ if (!showdown and volatiles.Toxic) {
2518
2662
  volatiles.Toxic = false;
2519
- // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it
2520
- if (showdown) {
2521
- volatiles.toxic = 0;
2522
- try log.end(ident, .Toxic);
2523
- }
2663
+ // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it (below)
2524
2664
  }
2525
2665
  if (volatiles.LightScreen) {
2526
2666
  volatiles.LightScreen = false;
2527
- try log.end(ident, .LightScreen);
2667
+ try log.end(.{ ident, .LightScreenSilent });
2528
2668
  }
2529
2669
  if (volatiles.Reflect) {
2530
2670
  volatiles.Reflect = false;
2531
- try log.end(ident, .Reflect);
2671
+ try log.end(.{ ident, .ReflectSilent });
2672
+ }
2673
+ if (showdown and volatiles.Toxic) {
2674
+ volatiles.Toxic = false;
2675
+ // Pokémon Showdown erroneously clears the toxic counter
2676
+ volatiles.toxic = 0;
2677
+ try log.end(.{ ident, .ToxicSilent });
2532
2678
  }
2533
2679
  }
2534
2680
 
2535
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2536
- if (side.active.volatiles.disabled_move != 0) {
2537
- // A Pokémon that transforms after being disabled may end up with less move slots
2538
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2539
- if (m != .None and m == side.last_selected_move) {
2540
- side.active.volatiles.Charging = false;
2541
- try log.disabled(ident, side.last_selected_move);
2542
- return true;
2543
- }
2681
+ pub const Rolls = struct {
2682
+ fn speedTie(battle: anytype, options: anytype) !bool {
2683
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2684
+ player == .P1
2685
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2686
+ battle.rng.speedTie()
2687
+ else if (showdown)
2688
+ battle.rng.range(u8, 0, 2) == 0
2689
+ else
2690
+ battle.rng.next() < Gen12.percent(50) + 1;
2691
+
2692
+ try options.chance.speedTie(p1);
2693
+ return p1;
2694
+ }
2695
+
2696
+ fn criticalHit(
2697
+ battle: anytype,
2698
+ player: Player,
2699
+ rate: u8,
2700
+ spurious: bool,
2701
+ options: anytype,
2702
+ ) !bool {
2703
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2704
+ val == .true
2705
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2706
+ battle.rng.criticalHit(player, rate)
2707
+ else if (showdown)
2708
+ battle.rng.chance(u8, rate, 256)
2709
+ else
2710
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2711
+
2712
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2713
+ return crit;
2544
2714
  }
2545
- return false;
2546
- }
2547
2715
 
2548
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2549
- var volatiles = &active.volatiles;
2550
- assert(volatiles.Thrashing);
2551
- if (volatiles.attacks > 0) return false;
2716
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2717
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2718
+ val
2719
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2720
+ battle.rng.damage(player)
2721
+ else roll: {
2722
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2723
+ while (true) {
2724
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2725
+ if (r >= 217) break :roll r;
2726
+ }
2727
+ };
2552
2728
 
2553
- volatiles.Thrashing = false;
2554
- volatiles.Confusion = true;
2555
- volatiles.confusion = @intCast(u3, if (showdown)
2556
- battle.rng.range(u8, 2, 6)
2557
- else
2558
- (battle.rng.next() & 3) + 2);
2729
+ assert(roll >= 217 and roll <= 255);
2730
+ try options.chance.damage(player, roll);
2731
+ return roll;
2732
+ }
2559
2733
 
2560
- return true;
2561
- }
2734
+ const uN = if (pkmn.options.miss) u8 else u9;
2735
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2736
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2737
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2738
+ val == .true
2739
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2740
+ battle.rng.hit(player, acc)
2741
+ else if (showdown)
2742
+ battle.rng.chance(uN, acc, 256)
2743
+ else
2744
+ battle.rng.next() < acc;
2562
2745
 
2563
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2746
+ try options.chance.hit(player, ok, acc);
2747
+ return ok;
2748
+ }
2564
2749
 
2565
- fn distribution(battle: anytype) u3 {
2566
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2567
- const r = (battle.rng.next() & 3);
2568
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2569
- }
2750
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2751
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2752
+ val == .true
2753
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2754
+ battle.rng.confused(player)
2755
+ else if (showdown)
2756
+ !battle.rng.chance(u8, 128, 256)
2757
+ else
2758
+ battle.rng.next() >= Gen12.percent(50) + 1;
2570
2759
 
2571
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2572
- if (showdown) {
2573
- if (check_pp == 0) {
2574
- var i: usize = moves.len;
2575
- while (i > 0) {
2576
- i -= 1;
2577
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2760
+ try options.chance.confused(player, cfz);
2761
+ return cfz;
2762
+ }
2763
+
2764
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2765
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2766
+ val == .true
2767
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2768
+ battle.rng.paralyzed(player)
2769
+ else if (showdown)
2770
+ battle.rng.chance(u8, 63, 256)
2771
+ else
2772
+ battle.rng.next() < Gen12.percent(25);
2773
+
2774
+ try options.chance.paralyzed(player, par);
2775
+ return par;
2776
+ }
2777
+
2778
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2779
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2780
+ val == .true
2781
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2782
+ battle.rng.secondaryChance(player, 25)
2783
+ else if (showdown)
2784
+ battle.rng.chance(u8, 25, 256)
2785
+ else
2786
+ battle.rng.next() < Gen12.percent(10);
2787
+
2788
+ try options.chance.secondaryChance(player, proc, 25);
2789
+ return proc;
2790
+ }
2791
+
2792
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2793
+ const rate: u8 = if (low) 26 else 77;
2794
+
2795
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2796
+ val == .true
2797
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2798
+ battle.rng.secondaryChance(player, rate)
2799
+ else if (showdown)
2800
+ battle.rng.chance(u8, rate, 256)
2801
+ else
2802
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2803
+
2804
+ try options.chance.secondaryChance(player, proc, rate);
2805
+ return proc;
2806
+ }
2807
+
2808
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2809
+ const rate: u8 = if (low) 52 else 103;
2810
+
2811
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2812
+ val == .true
2813
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2814
+ battle.rng.secondaryChance(player, rate)
2815
+ else if (showdown)
2816
+ battle.rng.chance(u8, rate, 256)
2817
+ else
2818
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2819
+
2820
+ try options.chance.secondaryChance(player, proc, rate);
2821
+ return proc;
2822
+ }
2823
+
2824
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2825
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2826
+ val == .true
2827
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2828
+ battle.rng.secondaryChance(player, 85)
2829
+ else if (showdown)
2830
+ battle.rng.chance(u8, 85, 256)
2831
+ else
2832
+ battle.rng.next() < Gen12.percent(33) + 1;
2833
+
2834
+ try options.chance.secondaryChance(player, proc, 85);
2835
+ return proc;
2836
+ }
2837
+
2838
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2839
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2840
+ val
2841
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2842
+ battle.rng.metronome(player)
2843
+ else if (showdown)
2844
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2845
+ else move: {
2846
+ while (true) {
2847
+ const r = battle.rng.next();
2848
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2849
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2850
+ break :move @enumFromInt(r);
2851
+ }
2852
+ };
2853
+
2854
+ try options.chance.metronome(player, move);
2855
+ return move;
2856
+ }
2857
+
2858
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2859
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2860
+ val - 1
2861
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2862
+ battle.rng.psywave(player)
2863
+ else if (showdown)
2864
+ battle.rng.range(u8, 0, max)
2865
+ else power: {
2866
+ while (true) {
2867
+ const r = battle.rng.next();
2868
+ if (r < max) break :power r;
2869
+ }
2870
+ };
2871
+
2872
+ assert(power < max);
2873
+ try options.chance.psywave(player, power, max);
2874
+ return power;
2875
+ }
2876
+
2877
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2878
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2879
+ @intCast(val)
2880
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2881
+ battle.rng.sleepDuration(player)
2882
+ else if (showdown)
2883
+ battle.rng.range(u3, 1, 8)
2884
+ else duration: {
2885
+ while (true) {
2886
+ const r = battle.rng.next() & 7;
2887
+ if (r != 0) break :duration @intCast(r);
2578
2888
  }
2889
+ };
2890
+
2891
+ assert(duration >= 1 and duration <= 7);
2892
+ options.chance.duration(.sleep, player, player.foe(), duration);
2893
+ return duration;
2894
+ }
2895
+
2896
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2897
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2898
+ val
2899
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2900
+ battle.rng.disableDuration(player)
2901
+ else if (showdown)
2902
+ battle.rng.range(u4, 1, 9)
2903
+ else
2904
+ @intCast((battle.rng.next() & 7) + 1);
2905
+
2906
+ assert(duration >= 1 and duration <= 8);
2907
+ options.chance.duration(.disable, player, player.foe(), duration);
2908
+ return duration;
2909
+ }
2910
+
2911
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2912
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2913
+ @intCast(val)
2914
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2915
+ battle.rng.confusionDuration(player, self)
2916
+ else if (showdown)
2917
+ battle.rng.range(u3, 2, 6)
2918
+ else
2919
+ @intCast((battle.rng.next() & 3) + 2);
2920
+
2921
+ assert(duration >= 2 and duration <= 5);
2922
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2923
+ return duration;
2924
+ }
2925
+
2926
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2927
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2928
+ @intCast(val)
2929
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2930
+ battle.rng.attackingDuration(player)
2931
+ else if (showdown)
2932
+ battle.rng.range(u3, 2, 4)
2933
+ else
2934
+ @intCast((battle.rng.next() & 1) + 2);
2935
+
2936
+ assert(duration >= 2 and duration <= 3);
2937
+ options.chance.duration(.attacking, player, player, duration);
2938
+ return duration;
2939
+ }
2940
+
2941
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2942
+
2943
+ fn distribution(
2944
+ battle: anytype,
2945
+ comptime effect: Move.Effect,
2946
+ player: Player,
2947
+ options: anytype,
2948
+ ) !u3 {
2949
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2950
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2951
+ @intCast(val)
2952
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2953
+ battle.rng.distribution(player)
2954
+ else if (showdown)
2955
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2956
+ else n: {
2957
+ const r = (battle.rng.next() & 3);
2958
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2959
+ };
2960
+
2961
+ assert(n >= 2 and n <= 5);
2962
+ if (effect == .Binding) {
2963
+ options.chance.duration(.binding, player, player, n);
2579
2964
  } else {
2580
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2581
- var i: usize = 0;
2582
- while (i < moves.len and r > 0) : (i += 1) {
2583
- if (moves[i].pp > 0) {
2584
- r -= 1;
2585
- if (r == 0) break;
2965
+ try options.chance.multiHit(player, n);
2966
+ }
2967
+ return n;
2968
+ }
2969
+
2970
+ fn moveSlot(
2971
+ battle: anytype,
2972
+ player: Player,
2973
+ moves: []MoveSlot,
2974
+ check_pp: u4,
2975
+ options: anytype,
2976
+ ) !u4 {
2977
+ // TODO: consider throwing error instead of rerolling?
2978
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2979
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2980
+ val
2981
+ else
2982
+ null
2983
+ else
2984
+ null;
2985
+
2986
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
2987
+ battle.rng.moveSlot(player, moves, check_pp)
2988
+ else slot: {
2989
+ if (showdown) {
2990
+ if (check_pp == 0) {
2991
+ var i: usize = moves.len;
2992
+ while (i > 0) {
2993
+ i -= 1;
2994
+ if (moves[i].id != .None) {
2995
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2996
+ }
2997
+ }
2998
+ } else {
2999
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3000
+ var i: usize = 0;
3001
+ while (i < moves.len and r > 0) : (i += 1) {
3002
+ if (moves[i].pp > 0) {
3003
+ r -= 1;
3004
+ if (r == 0) break :slot @intCast(i + 1);
3005
+ }
3006
+ }
2586
3007
  }
2587
3008
  }
2588
- return @intCast(u4, i + 1);
2589
- }
2590
- }
2591
3009
 
2592
- while (true) {
2593
- const r = @intCast(u4, rand.next() & 3);
2594
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3010
+ while (true) {
3011
+ const r: u4 = @intCast(battle.rng.next() & 3);
3012
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3013
+ }
3014
+ };
3015
+
3016
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3017
+ return slot;
2595
3018
  }
2596
- }
3019
+ };
2597
3020
 
2598
3021
  test "RNG agreement" {
2599
3022
  if (!showdown) return;
2600
3023
  var expected: [256]u32 = undefined;
2601
3024
  for (0..expected.len) |i| {
2602
- expected[i] = @intCast(u32, i * 0x1000000);
3025
+ expected[i] = @intCast(i * 0x1000000);
2603
3026
  }
2604
3027
 
2605
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2606
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2607
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2608
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2609
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3028
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3029
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3030
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3031
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3032
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2610
3033
 
2611
3034
  for (0..expected.len) |i| {
2612
3035
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2642,11 +3065,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2642
3065
  const side = battle.side(player);
2643
3066
  const foe = battle.foe(player);
2644
3067
 
2645
- var active = side.active;
3068
+ const active = &side.active;
2646
3069
  const stored = side.stored();
2647
3070
 
2648
3071
  // While players are not given any input options on the cartridge in these cases,
2649
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3072
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2650
3073
  //
2651
3074
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2652
3075
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2654,9 +3077,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2654
3077
  // passing due to being forced into using a move. Instead of introducing another option
2655
3078
  // we simply repurpose Move with no move slot, even though pedantically this is not
2656
3079
  // strictly correct as the player would not have been presented the option to move or
2657
- // switch at all.
3080
+ // switch at all
2658
3081
  if (isForced(active)) {
2659
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3082
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2660
3083
  n += 1;
2661
3084
  return n;
2662
3085
  }
@@ -2673,7 +3096,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3096
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2674
3097
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2675
3098
  // either disables all other moves in the case of limited or requires you to select a
2676
- // move normally if sleeping/frozen/bound.
3099
+ // move normally if sleeping/frozen/bound
2677
3100
  if (!showdown and (limited or foe.active.volatiles.Binding or
2678
3101
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2679
3102
  {
@@ -2686,16 +3109,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3109
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2687
3110
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2688
3111
  // Move will not result in forcing the subsequent use unless the user also had the
2689
- // proc-ed move in their moveset) and disabling all other moves.
3112
+ // proc-ed move in their moveset) and disabling all other moves
2690
3113
  if (limited) {
2691
3114
  assert(showdown);
2692
3115
  assert(side.last_selected_move != .None);
2693
3116
  while (slot <= 4) : (slot += 1) {
2694
3117
  const m = active.moves[slot - 1];
2695
3118
  if (m.id == .None) break;
2696
- if (m.id == side.last_selected_move) {
2697
- // Pokémon Showdown displays Struggle if limited to Bide when out of PP
2698
- const s = if (m.pp == 0 and m.id == .Bide) 0 else slot;
3119
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3120
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3121
+ const struggle =
3122
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3123
+ const s = if (struggle) 0 else slot;
2699
3124
  out[n] = .{ .type = .Move, .data = s };
2700
3125
  n += 1;
2701
3126
  return n;
@@ -2709,7 +3134,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2709
3134
  const m = active.moves[slot - 1];
2710
3135
  if (m.id == .None) break;
2711
3136
  if (m.pp == 0) continue;
2712
- if (active.volatiles.disabled_move == slot) continue;
3137
+ if (active.volatiles.disable_move == slot) continue;
2713
3138
  out[n] = .{ .type = .Move, .data = slot };
2714
3139
  n += 1;
2715
3140
  }