@pkmn/engine 0.1.0-dev.6195e056 → 0.1.0-dev.62eefbc0

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 (85) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +155 -81
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +47 -0
  5. package/build/pkg/addon/browser.js.map +1 -0
  6. package/build/pkg/addon/node.d.ts +3 -0
  7. package/build/pkg/addon/node.js +110 -0
  8. package/build/pkg/addon/node.js.map +1 -0
  9. package/build/pkg/addon/wasm.d.ts +2 -0
  10. package/build/pkg/addon/wasm.js +53 -0
  11. package/build/pkg/addon/wasm.js.map +1 -0
  12. package/build/pkg/addon.d.ts +29 -0
  13. package/build/pkg/addon.js +80 -0
  14. package/build/pkg/addon.js.map +1 -0
  15. package/build/pkg/data/ids.json +12 -12
  16. package/build/pkg/data/layout.json +40 -5
  17. package/build/pkg/data/protocol.json +84 -13
  18. package/build/pkg/data.d.ts +28 -7
  19. package/build/pkg/data.js +3 -5
  20. package/build/pkg/data.js.map +1 -1
  21. package/build/pkg/gen1.d.ts +18 -20
  22. package/build/pkg/gen1.js +76 -51
  23. package/build/pkg/gen1.js.map +1 -1
  24. package/build/pkg/index.d.ts +57 -103
  25. package/build/pkg/index.js +23 -70
  26. package/build/pkg/index.js.map +1 -1
  27. package/build/pkg/protocol.d.ts +33 -3
  28. package/build/pkg/protocol.js +127 -104
  29. package/build/pkg/protocol.js.map +1 -1
  30. package/build/tools/debug.js +144 -0
  31. package/build/tools/debug.js.map +1 -0
  32. package/build/tools/display/debug.jsx +66 -0
  33. package/build/tools/display/debug.jsx.map +1 -0
  34. package/build/tools/display/index.js +152 -0
  35. package/build/tools/display/index.js.map +1 -0
  36. package/build/tools/display/ui.jsx +360 -0
  37. package/build/tools/display/ui.jsx.map +1 -0
  38. package/build/tools/display/util.js +157 -0
  39. package/build/tools/display/util.js.map +1 -0
  40. package/build.zig +349 -174
  41. package/package.json +95 -133
  42. package/src/bin/install-pkmn-engine +100 -42
  43. package/src/bin/pkmn-debug +62 -0
  44. package/src/lib/bindings/c.zig +200 -0
  45. package/src/lib/bindings/node.zig +117 -0
  46. package/src/lib/bindings/wasm.zig +50 -0
  47. package/src/lib/common/array.zig +70 -0
  48. package/src/lib/common/battle.zig +17 -0
  49. package/src/lib/common/data.zig +19 -31
  50. package/src/lib/common/debug.zig +79 -0
  51. package/src/lib/common/js.zig +114 -0
  52. package/src/lib/common/optional.zig +61 -0
  53. package/src/lib/common/options.zig +18 -3
  54. package/src/lib/common/protocol.zig +1072 -497
  55. package/src/lib/common/rational.zig +440 -0
  56. package/src/lib/common/rng.zig +31 -24
  57. package/src/lib/common/util.zig +44 -0
  58. package/src/lib/gen1/calc.zig +975 -0
  59. package/src/lib/gen1/chance.zig +1222 -0
  60. package/src/lib/gen1/data/moves.zig +203 -193
  61. package/src/lib/gen1/data/species.zig +6 -8
  62. package/src/lib/gen1/data/types.zig +12 -13
  63. package/src/lib/gen1/data.zig +105 -94
  64. package/src/lib/gen1/helpers.zig +138 -55
  65. package/src/lib/gen1/mechanics.zig +1469 -948
  66. package/src/lib/gen2/calc.zig +150 -0
  67. package/src/lib/gen2/chance.zig +896 -0
  68. package/src/lib/gen2/data/items.zig +15 -23
  69. package/src/lib/gen2/data/moves.zig +665 -573
  70. package/src/lib/gen2/data/species.zig +3 -5
  71. package/src/lib/gen2/data/types.zig +141 -36
  72. package/src/lib/gen2/data.zig +140 -104
  73. package/src/lib/gen2/generated.zig +801 -0
  74. package/src/lib/gen2/helpers.zig +58 -45
  75. package/src/lib/gen2/mechanics.zig +3582 -30
  76. package/src/lib/napi.h +2 -0
  77. package/src/lib/node.zig +14 -0
  78. package/src/lib/pkmn.zig +177 -22
  79. package/src/lib/wasm.zig +13 -0
  80. package/src/tools/display/dom.ts +108 -0
  81. package/src/tools/display/ui.css +354 -0
  82. package/src/lib/binding/node.zig +0 -229
  83. package/src/lib/binding/wasm.zig +0 -10
  84. package/src/lib/gen1/README.md +0 -777
  85. package/src/lib/gen2/README.md +0 -309
@@ -1,35 +1,29 @@
1
- const std = @import("std");
1
+ const DEBUG = @import("../common/debug.zig").print;
2
2
 
3
+ const builtin = @import("builtin");
4
+ const chance = @import("chance.zig");
3
5
  const common = @import("../common/data.zig");
4
- const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
+ const data = @import("data.zig");
7
+ const pkmn = @import("../pkmn.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
-
9
- const data = @import("data.zig");
10
+ const std = @import("std");
10
11
 
11
12
  const assert = std.debug.assert;
12
-
13
- const expectEqual = std.testing.expectEqual;
14
-
15
- const Choice = common.Choice;
16
- const ID = common.ID;
17
- const Player = common.Player;
18
- const Result = common.Result;
19
-
20
- const showdown = options.showdown;
21
-
22
13
  const Boost = protocol.Boost;
14
+ const Choice = common.Choice;
23
15
  const Damage = protocol.Damage;
24
- const Heal = protocol.Heal;
25
-
26
- const Gen12 = rng.Gen12;
27
-
28
- const ActivePokemon = data.ActivePokemon;
29
16
  const Effectiveness = data.Effectiveness;
17
+ const expectEqual = std.testing.expectEqual;
18
+ const Fail = protocol.Fail;
19
+ const Gen12 = rng.Gen12;
20
+ const Heal = protocol.Heal;
21
+ const ID = common.ID;
30
22
  const Move = data.Move;
31
23
  const MoveSlot = data.MoveSlot;
32
- const Pokemon = data.Pokemon;
24
+ const Player = common.Player;
25
+ const Result = common.Result;
26
+ const showdown = pkmn.options.showdown;
33
27
  const Side = data.Side;
34
28
  const Species = data.Species;
35
29
  const Stats = data.Stats;
@@ -56,50 +50,50 @@ const BOOSTS = &[_][2]u8{
56
50
 
57
51
  const MAX_STAT_VALUE = 999;
58
52
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
53
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
54
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
55
+ if (battle.turn == 0) return start(battle, options);
62
56
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
57
+ var s1 = false;
58
+ var s2 = false;
65
59
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
- if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
87
+ if (p1_slot == 0) return if (findFirstAlive(p2) == 0) .Tie else .Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
- if (p2_slot == 0) return Result.Win;
91
+ if (p2_slot == 0) return .Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return .Error;
171
+ side.last_selected_move = last.id;
172
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +319,55 @@ fn doTurn(
328
319
  battle: anytype,
329
320
  player: Player,
330
321
  player_choice: Choice,
331
- player_from: ?Move,
322
+ player_rewrap: bool,
323
+ player_skip: bool,
332
324
  foe_player: Player,
333
325
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
326
+ foe_rewrap: bool,
327
+ foe_skip: bool,
328
+ options: anytype,
336
329
  ) !?Result {
337
330
  assert(player_choice.type != .Pass);
338
331
 
339
332
  var residual = true;
340
333
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
334
+ if (try executeMove(
335
+ battle,
336
+ player,
337
+ player_choice,
338
+ player_rewrap,
339
+ player_skip,
340
+ &residual,
341
+ options,
342
+ )) |r| return r;
342
343
  if (!replace) {
343
344
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
345
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
346
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
347
+ if (residual) try handleResidual(battle, player, options);
348
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
349
  } else if (foe_choice.type == .Pass) return null;
349
350
 
351
+ if (!showdown) options.chance.clearPending();
352
+
353
+ residual = true;
350
354
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
355
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
356
+ if (if (calc) null else try executeMove(
357
+ battle,
358
+ foe_player,
359
+ foe_choice,
360
+ foe_rewrap,
361
+ foe_skip,
362
+ &residual,
363
+ options,
364
+ )) |r| return r;
352
365
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
366
+ if (!calc and foe_choice.type != .Switch) {
367
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
368
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
369
+ if (residual) try handleResidual(battle, foe_player, options);
370
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
371
  }
359
372
 
360
373
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +384,31 @@ fn executeMove(
371
384
  battle: anytype,
372
385
  player: Player,
373
386
  choice: Choice,
374
- from: ?Move,
387
+ rewrap: bool,
388
+ skip: bool,
375
389
  residual: *bool,
376
- log: anytype,
390
+ options: anytype,
377
391
  ) !?Result {
378
392
  var side = battle.side(player);
379
393
 
380
394
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
395
+ try switchIn(battle, player, choice.data, false, options);
382
396
  return null;
383
397
  }
384
398
 
399
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
400
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
401
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
402
  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
403
  assert(!showdown);
389
404
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
405
+ try options.log.cant(.{ battle.active(player), .Bound });
391
406
  }
392
407
  return null;
393
408
  }
394
409
 
395
410
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
411
+ var mslot: u4 = @intCast(choice.data);
397
412
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
413
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
414
  var auto = showdown and side.last_selected_move != .None;
@@ -402,23 +417,22 @@ fn executeMove(
402
417
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
418
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
419
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
420
+ mslot = @intCast(battle.lastMove(player).index);
409
421
  const stored = side.stored();
410
422
  // 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);
423
+ auto = pkmn.options.mod or isForced(&side.active) or
424
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
425
+ side.last_selected_move == .HyperBeam or
426
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
427
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
428
  // 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.
429
+ // index 1 and the current Pokémon has the same move in its first slot
416
430
  if (!auto) {
417
431
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
432
  // technically be from this Pokémon because it must be exactly 1 to not desync and
419
433
  // every Pokémon must have at least one move
420
434
  if (mslot != 1 or side.active.move(mslot).id != side.last_selected_move) {
421
- return Result.Error;
435
+ return .Error;
422
436
  } else {
423
437
  auto = true;
424
438
  }
@@ -426,30 +440,55 @@ fn executeMove(
426
440
  } else if (showdown and side.active.volatiles.Charging) {
427
441
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
442
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
443
+ mslot = @intCast(battle.lastMove(player).index);
433
444
  }
434
445
 
435
446
  var skip_can = false;
436
447
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
448
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
449
  .done => return null,
439
450
  .skip_can => skip_can = true,
440
451
  .skip_pp => skip_pp = true,
441
452
  .ok => {},
442
- .err => return @as(?Result, Result.Error),
453
+ .err => return .Error,
454
+ }
455
+
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
443
473
  }
444
474
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
475
+ const can = skip_can or
476
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
477
+ if (!can) return null;
446
478
 
447
- return doMove(battle, player, mslot, auto, residual, log);
479
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
480
  }
449
481
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
482
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
483
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
484
+ fn beforeMove(
485
+ battle: anytype,
486
+ player: Player,
487
+ skip: bool,
488
+ residual: *bool,
489
+ options: anytype,
490
+ ) !BeforeMove {
491
+ var log = options.log;
453
492
  var side = battle.side(player);
454
493
  const foe = battle.foe(player);
455
494
  var active = &side.active;
@@ -458,84 +497,106 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
497
  var volatiles = &active.volatiles;
459
498
 
460
499
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
500
+ const before = stored.status;
501
+ const slf = Status.is(stored.status, .EXT);
462
502
  // 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);
503
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
504
+ .started, .ended => stored.status = 0,
505
+ .continuing => if (Status.duration(stored.status) > 1) {
506
+ stored.status -= 1;
507
+ },
508
+ else => unreachable,
509
+ } else {
510
+ stored.status -= 1;
511
+ }
512
+
513
+ const duration = Status.duration(stored.status);
514
+ try options.chance.sleep(player, if (slf)
515
+ .None
516
+ else if (duration == 0) .ended else .continuing);
517
+
518
+ if (duration == 0) {
519
+ try log.curestatus(.{ ident, before, .Message });
466
520
  stored.status = 0; // clears EXT if present
467
521
  } else {
468
- try log.cant(ident, .Sleep);
522
+ try log.cant(.{ ident, .Sleep });
469
523
  }
470
524
  side.last_used_move = .None;
471
525
  return .done;
472
526
  }
473
527
 
474
528
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
529
+ try log.cant(.{ ident, .Freeze });
476
530
  side.last_used_move = .None;
477
531
  return .done;
478
532
  }
479
533
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
534
+ if (skip or foe.active.volatiles.Binding) {
535
+ try log.cant(.{ ident, .Bound });
482
536
  return .done;
483
537
  }
484
538
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
539
+ if (volatiles.Flinch) {
540
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
541
+ // Pokémon can sometimes flinch multiple times from the same original hit
542
+ if (!showdown) volatiles.Flinch = false;
543
+ try log.cant(.{ ident, .Flinch });
488
544
  return .done;
489
545
  }
490
546
 
491
547
  if (volatiles.Recharging) {
492
548
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
549
+ try log.cant(.{ ident, .Recharge });
494
550
  return .done;
495
551
  }
496
552
 
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);
553
+ if (volatiles.disable_duration > 0) {
554
+ volatiles.disable_duration =
555
+ decrement(.disable, player, options, volatiles.disable_duration);
556
+ try options.chance.disable(
557
+ player,
558
+ if (volatiles.disable_duration == 0) .ended else .continuing,
559
+ );
560
+
561
+ if (volatiles.disable_duration == 0) {
562
+ volatiles.disable_move = 0;
563
+ try log.end(.{ ident, .Disable });
502
564
  }
503
565
  }
504
566
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
506
-
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;
512
- }
567
+ if (showdown and try disabled(side, ident, options)) return .done;
513
568
 
514
569
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
570
  // before the side had a selected a move - we simply need to assume this leads to a desync
516
571
  if (side.last_selected_move == .None) {
517
- assert(!showdown);
572
+ assert(!pkmn.options.mod);
518
573
  return .err;
519
574
  }
520
575
 
521
576
  if (volatiles.Confusion) {
522
577
  assert(volatiles.confusion > 0);
578
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
579
+ .started, .ended => volatiles.confusion = 0,
580
+ .continuing => if (volatiles.confusion > 1) {
581
+ volatiles.confusion -= 1;
582
+ },
583
+ .overwritten => {},
584
+ else => unreachable,
585
+ } else {
586
+ volatiles.confusion -= 1;
587
+ }
588
+
589
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
523
590
 
524
- volatiles.confusion -= 1;
525
591
  if (volatiles.confusion == 0) {
526
592
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
593
+ try log.end(.{ ident, .Confusion });
528
594
  } else {
529
- try log.activate(ident, .Confusion);
530
-
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
595
+ try log.activate(.{ ident, .Confusion });
535
596
 
536
- if (confused) {
597
+ if (try Rolls.confused(battle, player, options)) {
537
598
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
599
+ if (!volatiles.Rage) volatiles.state = 0;
539
600
  volatiles.Bide = false;
540
601
  volatiles.Thrashing = false;
541
602
  volatiles.MultiHit = false;
@@ -543,6 +604,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
604
  volatiles.Charging = false;
544
605
  volatiles.Binding = false;
545
606
  volatiles.Invulnerable = false;
607
+
608
+ options.chance.observe(.attacking, player, .None);
609
+ options.chance.observe(.binding, player, .None);
546
610
  {
547
611
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
612
  // the opponent's defense with the user's defense and resets it after. As a
@@ -550,96 +614,128 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
550
614
  const def = foe.active.stats.def;
551
615
  foe.active.stats.def = active.stats.def;
552
616
  defer foe.active.stats.def = def;
553
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
617
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
618
+ return .err;
619
+ }
554
620
  }
555
- // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
556
- // on the targeting behavior of the confused Pokémon's selected move which results
557
- // in the wrong behavior with respect to the Substitute + Confusion glitch
558
- const target = if (showdown and Move.get(side.last_selected_move).target == .Self)
559
- player
560
- else
561
- player.foe();
621
+
622
+ const uncapped = battle.last_damage;
562
623
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, player.foe(), .Confusion, options);
625
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
626
+ if (showdown) battle.last_damage = uncapped;
564
627
 
565
628
  return .done;
566
629
  }
567
630
  }
568
631
  }
569
632
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
634
 
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);
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
636
+ if (!volatiles.Rage) volatiles.state = 0;
637
+ volatiles.Bide = false;
638
+ volatiles.Thrashing = false;
639
+ volatiles.Charging = false;
640
+ volatiles.Binding = false;
577
641
 
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
- }
642
+ options.chance.observe(.attacking, player, .None);
643
+ options.chance.observe(.binding, player, .None);
644
+
645
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
646
+ try log.cant(.{ ident, .Paralysis });
647
+ return .done;
588
648
  }
589
649
 
590
650
  if (volatiles.Bide) {
591
651
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
652
 
593
- volatiles.state +%= battle.last_damage;
653
+ if (showdown) {
654
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
655
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
656
+ // addition because 65535 is sufficient to faint any Pokémon anyway
657
+ volatiles.state +|= battle.last_damage;
658
+ } else {
659
+ volatiles.state +%= battle.last_damage;
660
+ }
594
661
 
595
- assert(volatiles.attacks > 0);
662
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
663
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
596
664
 
597
- volatiles.attacks -= 1;
598
665
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
666
+ try log.activate(.{ ident, .Bide });
600
667
  return .done;
601
668
  }
602
669
 
603
670
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
671
+ try log.end(.{ ident, .Bide });
605
672
 
606
673
  battle.last_damage = volatiles.state *% 2;
607
674
  volatiles.state = 0;
608
675
 
609
676
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
677
+ try log.fail(.{ ident, .None });
611
678
  return .done;
612
679
  }
613
680
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
681
+ const sub = showdown and foe.active.volatiles.Substitute;
682
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
683
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
684
+
685
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
686
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
687
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
688
+ if (showdown) {
689
+ residual.* = false;
690
+ try handleResidual(battle, player, options);
691
+ }
692
+
615
693
  return .done;
616
694
  }
617
695
 
618
696
  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);
624
- }
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);
697
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
698
+
699
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
700
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
701
+
702
+ if (volatiles.attacks == 0) {
703
+ const overwritten = volatiles.Confusion;
704
+
705
+ volatiles.Thrashing = false;
706
+ volatiles.Confusion = true;
707
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
708
+
709
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
710
+ // ended (the engine's protocol is always from the omniscient perspective and clients
711
+ // can be expected to recognize this pattern and pass the information only to the
712
+ // correct player)
713
+ try log.start(.{ battle.active(player), .ConfusionSilent });
714
+ options.chance.observe(.confusion, player, if (overwritten)
715
+ if (pkmn.options.overwrite) .overwritten else .continuing
716
+ else
717
+ .started);
718
+ if (!overwritten) options.calc.confusion(player);
628
719
  }
720
+
721
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
722
+ // used in useMove and doesn't have the notion of skipping canMove semantics
723
+ if (showdown) side.last_used_move = side.last_selected_move;
724
+
629
725
  return .skip_can;
630
726
  }
631
727
 
632
728
  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
- );
729
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
730
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
731
+
732
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
733
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
734
+ const sub = showdown and foe.active.volatiles.Substitute;
735
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
736
+ if (battle.foe(player).stored().hp > 0 and !sub) {
737
+ try buildRage(battle, player.foe(), options);
738
+ }
643
739
  }
644
740
  return .done;
645
741
  }
@@ -653,55 +749,62 @@ fn canMove(
653
749
  mslot: u4,
654
750
  auto: bool,
655
751
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
752
+ from: Move,
753
+ residual: *bool,
754
+ options: anytype,
658
755
  ) !bool {
659
756
  var side = battle.side(player);
660
757
  const player_ident = battle.active(player);
661
758
  const move = Move.get(side.last_selected_move);
662
759
 
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
760
  if (side.active.volatiles.Charging) {
669
761
  side.active.volatiles.Charging = false;
670
762
  side.active.volatiles.Invulnerable = false;
671
763
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
764
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
765
+ setCounterable(battle, player, side, move);
766
+ try Effects.charge(battle, player, options);
674
767
  return false;
675
768
  }
676
769
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
770
+ side.last_used_move = side.last_selected_move;
771
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
772
 
680
773
  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);
774
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
775
+ setCounterable(battle, player, side, move);
689
776
 
690
777
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
778
+ try onBegin(battle, player, move, mslot, residual, options);
692
779
  return false;
693
780
  }
694
781
 
695
782
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
697
- } else if (!showdown and move.effect == .Binding) {
698
- // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
783
+ Effects.thrashing(battle, player, options);
784
+ } else if (move.effect == .Binding) {
785
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
786
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
787
+ if (showdown) {
788
+ battle.foe(player).active.volatiles.Recharging = false;
789
+ } else {
790
+ try Effects.binding(battle, player, false, options);
791
+ }
700
792
  }
701
793
 
702
794
  return true;
703
795
  }
704
796
 
797
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
798
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
799
+ // in cases where an early return happens the data for a players last selected move does not get
800
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
801
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
802
+ // as the desync results from actually having two separate battle states that subtly disagree
803
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
804
+ (move.type == .Normal or move.type == .Fighting);
805
+ battle.lastMove(player).counterable = @intFromBool(counterable);
806
+ }
807
+
705
808
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
809
  if (side.last_selected_move == .Struggle) return;
707
810
 
@@ -711,25 +814,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
814
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
815
  if (volatiles.Bide) return;
713
816
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
817
+ var move_slot = active.move(mslot);
818
+ assert(move_slot.pp > 0 or auto);
819
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
820
  if (volatiles.Transform) return;
717
821
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
822
+ move_slot = side.stored().move(mslot);
823
+ assert(move_slot.pp > 0 or auto);
824
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
825
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
826
  }
722
827
 
723
- fn incrementPP(side: *Side, mslot: u4) void {
828
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
724
829
  var active = &side.active;
725
830
  const volatiles = &active.volatiles;
726
831
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
832
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
833
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
834
  if (showdown and volatiles.Transform) return;
730
835
 
836
+ const n = options.calc.overridden(player, .pp) orelse 1;
837
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
838
+
731
839
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
840
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
733
841
  }
734
842
 
735
843
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +845,12 @@ fn doMove(
737
845
  battle: anytype,
738
846
  player: Player,
739
847
  mslot: u4,
848
+ rewrap: bool,
740
849
  auto: bool,
741
850
  residual: *bool,
742
- log: anytype,
851
+ options: anytype,
743
852
  ) !?Result {
853
+ var log = options.log;
744
854
  var side = battle.side(player);
745
855
  const foe = battle.foe(player);
746
856
 
@@ -755,35 +865,44 @@ fn doMove(
755
865
  var hits: u4 = 1;
756
866
  var effectiveness = Effectiveness.neutral;
757
867
 
868
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
869
+ if (showdown and !counter) battle.last_damage = 0;
870
+
758
871
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
872
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
873
+ return specialDamage(battle, player, move, options);
761
874
  }
762
875
 
763
876
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
877
  // calling moveHit early covers most of that but we also need to check type immunity first
765
878
  var miss = showdown and miss: {
766
879
  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);
880
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
881
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
882
  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);
883
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
884
+ battle.last_damage = 0;
885
+ break :miss true;
886
+ }
887
+ break :miss (move.target != .Self and
888
+ !try moveHit(battle, player, move, &immune, &mist, options));
772
889
  };
773
890
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
891
 
892
+ var late = showdown and move.effect != .Explode;
775
893
  const skip = status or immune;
776
- if ((!showdown or (!skip or counter)) and !miss) blk: {
894
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
777
895
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
896
+ try Effects.multiHit(battle, player, move, options);
779
897
  hits = side.active.volatiles.attacks;
898
+ late = false;
780
899
  }
781
900
 
782
901
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
902
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
903
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
904
 
786
- if (counter) return counterDamage(battle, player, move, log);
905
+ if (counter) return counterDamage(battle, player, move, options);
787
906
 
788
907
  battle.last_damage = 0;
789
908
 
@@ -794,9 +913,10 @@ fn doMove(
794
913
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
795
914
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
796
915
  battle.last_damage = if (ohko) 65535 else 0;
797
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
798
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
799
- return @as(?Result, Result.Error);
916
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
917
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
918
+ if (!showdown) try options.chance.commit(player, .err);
919
+ return .Error;
800
920
  }
801
921
  if (battle.last_damage == 0) {
802
922
  immune = true;
@@ -805,17 +925,16 @@ fn doMove(
805
925
  effectiveness = adjustDamage(battle, player);
806
926
  immune = effectiveness == 0;
807
927
  }
808
- randomizeDamage(battle);
928
+ try randomizeDamage(battle, player, options);
809
929
  }
810
930
  }
811
931
 
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
-
815
- miss = if (showdown or skip)
816
- miss
817
- else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
932
+ var missed: bool = undefined;
933
+ const zero = battle.last_damage == 0;
934
+ if (!showdown and !skip) {
935
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
936
+ miss = missed or zero;
937
+ }
819
938
 
820
939
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
940
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +942,11 @@ fn doMove(
823
942
 
824
943
  if (!showdown or !miss) {
825
944
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
945
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
946
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
947
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
948
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
949
+ try onEnd(battle, player, move, options);
831
950
  return null;
832
951
  }
833
952
  }
@@ -839,62 +958,83 @@ fn doMove(
839
958
  ohko = (!showdown or (!immune and !invulnerable)) and
840
959
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
960
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
961
+ try log.immune(.{ foe_ident, .OHKO });
962
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
963
+ try log.immune(.{ foe_ident, .None });
964
+ if (!showdown) {
965
+ if (move.effect == .Binding) {
966
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
967
+ // then simply clears it later on if the move happens to miss in moveHit.
968
+ // However, moveHit can return true and we'll still end up in the outer miss
969
+ // handling block because attacking into an immune Pokemon does zero damage
970
+ // (considered missing)
971
+ assert(zero);
972
+ // Thus we still need to actually save the hit result (but not the crit roll).
973
+ // Using .miss for this commit would accomplish what we want, but is somewhat
974
+ // misleading as its entirely possible the move actually did hit (and the target
975
+ // is now trapped) so we use the .binding value instead which is effectively
976
+ // identical, just doesn't claim to know about the actual results of the hit
977
+ // roll)
978
+ try options.chance.commit(player, .binding);
979
+ } else {
980
+ // The .glitch option allows for conditionally committing if we are in a
981
+ // division-by-zero freeze alternative timeline scenario
982
+ try options.chance.commit(player, .glitch);
983
+ }
984
+ }
845
985
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
986
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
987
+ try log.fail(.{ foe_ident, .None });
848
988
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
989
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
990
+ try log.lastmiss(.{});
991
+ try log.miss(.{battle.active(player)});
851
992
  }
852
993
  if (move.effect == .JumpKick) {
853
994
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
995
+ assert(showdown or battle.last_damage == 0);
855
996
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
997
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
998
  if (showdown and side.stored().hp == 0) residual.* = false;
858
999
  } else if (move.effect == .Explode) {
859
1000
  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
- }
1001
+ try buildRage(battle, player.foe(), options);
1002
+ } else if (showdown and move.effect == .Disable) {
1003
+ try buildRage(battle, player.foe(), options);
869
1004
  }
870
1005
  return null;
1006
+ } else if (!showdown) {
1007
+ try options.chance.commit(player, .hit);
871
1008
  }
872
1009
 
873
1010
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
1011
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
- // it up above before damage calculation).
1012
+ // it up above before damage calculation)
876
1013
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
1014
+ try Effects.multiHit(battle, player, move, options);
878
1015
  hits = side.active.volatiles.attacks;
879
1016
  }
880
1017
 
1018
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1019
+ const sub = showdown and foe.active.volatiles.Substitute;
1020
+
881
1021
  var nullified = false;
882
- var hit: u4 = 0;
1022
+ var hit: usize = 0;
883
1023
  while (hit < hits) {
884
1024
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
1025
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
1026
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
1027
+ try log.supereffective(.{battle.active(player.foe())});
888
1028
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
1029
+ try log.resisted(.{battle.active(player.foe())});
890
1030
  }
891
1031
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
1032
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1033
+ if (hit == 0 and ohko) try log.ohko(.{});
894
1034
  hit += 1;
895
1035
  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);
1036
+ if (!late and (!sub or move.effect == .Explode)) {
1037
+ try buildRage(battle, player.foe(), options);
898
1038
  }
899
1039
  // If the substitute breaks during a multi-hit attack, the attack ends
900
1040
  if (nullified) break;
@@ -905,33 +1045,40 @@ fn doMove(
905
1045
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
1046
  side.active.volatiles.attacks = 0;
907
1047
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1048
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1049
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
911
- } else if (showdown) {
1050
+ try log.hitcount(.{ battle.active(player.foe()), @as(u4, @intCast(hit)) });
1051
+ } else if (showdown and move.effect == .Binding) {
912
1052
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
- if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
915
- if (immune) {
916
- battle.last_damage = 0;
917
- // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
919
- return null;
1053
+ try Effects.binding(battle, player, rewrap, options);
1054
+ if (immune) {
1055
+ battle.last_damage = 0;
1056
+ assert(foe.stored().hp > 0);
1057
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1058
+ if (sub) {
1059
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1060
+ } else {
1061
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1062
+ try buildRage(battle, player.foe(), options);
920
1063
  }
1064
+ return null;
921
1065
  }
922
1066
  }
923
1067
 
924
1068
  // 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.
1069
+ // if an effect was intended to "always happen" it will still get skipped
926
1070
  if (nullified) return null;
927
1071
 
928
1072
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1073
  // 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);
1074
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1075
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1076
 
933
1077
  if (foe.stored().hp == 0) return null;
934
1078
 
1079
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1080
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1081
+
935
1082
  if (!move.effect.isSpecial()) {
936
1083
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1084
  // second time here (after being executed in the "always happens" block above) but that
@@ -939,30 +1086,33 @@ fn doMove(
939
1086
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
940
1087
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
941
1088
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
- // puts the |-status| message before |-hitcount| instead of after.
1089
+ // puts the |-status| message before |-hitcount| instead of after
943
1090
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1091
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1092
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1093
+ const result = try Effects.disable(battle, player, move, options);
1094
+ if (showdown) try buildRage(battle, player.foe(), options);
1095
+ return result;
947
1096
  } else {
948
- try moveEffect(battle, player, move, log);
1097
+ try moveEffect(battle, player, move, options);
949
1098
  }
950
1099
  }
951
1100
 
952
1101
  return null;
953
1102
  }
954
1103
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1104
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1105
  const side = battle.side(player);
957
1106
 
958
1107
  // 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;
1108
+ var rate: u16 = Species.chance(side.stored().species);
1109
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1110
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1111
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1112
+
1113
+ const spurious =
1114
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1115
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
966
1116
  }
967
1117
 
968
1118
  fn calcDamage(
@@ -971,6 +1121,7 @@ fn calcDamage(
971
1121
  target_player: Player,
972
1122
  m: ?Move.Data,
973
1123
  crit: bool,
1124
+ options: anytype,
974
1125
  ) bool {
975
1126
  // Confusion (indicated when m == null) just needs a 40 BP physical move
976
1127
  const cfz = m == null;
@@ -982,28 +1133,8 @@ fn calcDamage(
982
1133
 
983
1134
  const special = move.type.special();
984
1135
 
985
- // zig fmt: off
986
- var atk: u32 =
987
- if (crit)
988
- if (special) side.stored().stats.spc
989
- else side.stored().stats.atk
990
- else
991
- if (special) side.active.stats.spc
992
- else side.active.stats.atk;
993
- var def: u32 =
994
- if (crit)
995
- if (special) target.stored().stats.spc
996
- else target.stored().stats.def
997
- else
998
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
999
- if (special)
1000
- target.active.stats.spc *
1001
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1002
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1003
- else
1004
- target.active.stats.def *
1005
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1006
- // zig fmt: on
1136
+ var atk = attack(side, crit, special);
1137
+ var def = defense(target, crit, special, cfz);
1007
1138
 
1008
1139
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1009
1140
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1011,12 +1142,12 @@ fn calcDamage(
1011
1142
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1012
1143
  atk = @max((atk / 4) & 255, 1);
1013
1144
  // GLITCH: not adjusted to be a min of 1 on cartridge (can lead to division-by-zero freeze)
1014
- def = @max((def / 4) & 255, if (showdown) 1 else 0);
1145
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1015
1146
  }
1016
1147
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1148
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1149
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1150
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1151
 
1021
1152
  if (def == 0) return false;
1022
1153
 
@@ -1028,11 +1159,41 @@ fn calcDamage(
1028
1159
  d = @min(997, d);
1029
1160
  d += 2;
1030
1161
 
1031
- battle.last_damage = @intCast(u16, d);
1162
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1163
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1164
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1165
+ // that results in counter intuitive probabilities in the common case
1166
+ if (pkmn.options.chance and !pkmn.options.mod and move.effect != .Explode) {
1167
+ atk = attack(side, !crit, special);
1168
+ def = defense(target, !crit, special, false);
1169
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1170
+ }
1171
+
1172
+ battle.last_damage = @intCast(d);
1032
1173
 
1033
1174
  return true;
1034
1175
  }
1035
1176
 
1177
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1178
+ return if (crit)
1179
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1180
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1181
+ }
1182
+
1183
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1184
+ return if (crit)
1185
+ if (special) target.stored().stats.spc else target.stored().stats.def
1186
+ else
1187
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1188
+ if (special)
1189
+ target.active.stats.spc *
1190
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1191
+ else
1192
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1193
+ target.active.stats.def *
1194
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1195
+ }
1196
+
1036
1197
  fn adjustDamage(battle: anytype, player: Player) u16 {
1037
1198
  const side = battle.side(player);
1038
1199
  const foe = battle.foe(player);
@@ -1042,9 +1203,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1203
  var d = battle.last_damage;
1043
1204
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1205
 
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));
1206
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1207
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1208
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1209
 
1049
1210
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1211
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1225,89 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1225
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1226
  }
1066
1227
 
1067
- fn randomizeDamage(battle: anytype) void {
1228
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1229
  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);
1230
+ const random = try Rolls.damage(battle, player, options);
1231
+ options.calc.base(player.foe(), battle.last_damage);
1232
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1233
+ options.calc.final(player.foe(), battle.last_damage);
1080
1234
  }
1081
1235
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1236
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1237
  const side = battle.side(player);
1238
+ const foe = battle.foe(player);
1084
1239
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1240
+ if (!try checkHit(battle, player, move, options)) return null;
1086
1241
 
1087
1242
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1243
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1244
  .SeismicToss, .NightShade => side.stored().level,
1090
1245
  .SonicBoom => 20,
1091
1246
  .DragonRage => 40,
1092
1247
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1248
  .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
- }
1249
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1250
+ // GLITCH: Psywave infinite glitch loop
1251
+ if (!pkmn.options.mod and max <= 1) return .Error;
1252
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1253
  },
1106
1254
  else => unreachable,
1107
1255
  };
1108
1256
 
1109
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1257
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else .Error;
1258
+
1259
+ const sub = showdown and foe.active.volatiles.Substitute;
1260
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1261
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1110
1262
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1112
1263
  return null;
1113
1264
  }
1114
1265
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1266
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1267
  const foe = battle.foe(player);
1117
1268
 
1118
1269
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1270
+ try options.log.fail(.{ battle.active(player), .None });
1120
1271
  return null;
1121
1272
  }
1122
1273
 
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);
1274
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1275
  const foe_last_selected_move =
1127
1276
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1129
- else
1130
- foe.last_selected_move);
1131
-
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);
1277
+ .Splash
1278
+ else
1279
+ foe.last_selected_move);
1136
1280
 
1281
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1282
  const selected = foe_last_selected_move.bp > 0 and
1138
1283
  foe.last_selected_move != .Counter and
1139
1284
  (foe_last_selected_move.type == .Normal or
1140
- foe_last_selected_move.type == .Fighting);
1285
+ foe_last_selected_move.type == .Fighting);
1141
1286
 
1142
1287
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1288
+ try options.log.fail(.{ battle.active(player), .None });
1144
1289
  return null;
1145
1290
  }
1146
1291
 
1147
1292
  if (!used or !selected) {
1148
1293
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
- if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1294
+ if (!pkmn.options.mod) return .Error;
1295
+ try options.log.fail(.{ battle.active(player), .None });
1151
1296
  return null;
1152
1297
  }
1153
1298
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1299
+ // NOTE: llvm/llvm-project#58557
1300
+ battle.last_damage = if (comptime builtin.target.cpu.arch.isWasm())
1301
+ @max(battle.last_damage *% 2, std.math.maxInt(u16))
1302
+ else
1303
+ battle.last_damage *| 2;
1155
1304
 
1156
- // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1305
+ // Pokémon Showdown calls moveHit before Counter
1306
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1158
1307
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1308
+ const sub = showdown and foe.active.volatiles.Substitute;
1309
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1310
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1311
  return null;
1161
1312
  }
1162
1313
 
@@ -1165,7 +1316,7 @@ fn applyDamage(
1165
1316
  target_player: Player,
1166
1317
  sub_player: Player,
1167
1318
  reason: Damage,
1168
- log: anytype,
1319
+ options: anytype,
1169
1320
  ) !bool {
1170
1321
  assert(showdown or battle.last_damage != 0);
1171
1322
 
@@ -1180,19 +1331,20 @@ fn applyDamage(
1180
1331
  subbed.active.volatiles.substitute = 0;
1181
1332
  subbed.active.volatiles.Substitute = false;
1182
1333
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1334
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1335
+ if (reason != .Confusion) options.calc.capped(sub_player);
1184
1336
  return true;
1185
1337
  } else {
1186
1338
  // 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);
1339
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1340
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1341
  return false;
1190
1342
  }
1191
1343
  }
1192
1344
 
1193
1345
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1346
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1347
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1348
  return false;
1197
1349
  }
1198
1350
 
@@ -1200,73 +1352,81 @@ fn mirrorMove(
1200
1352
  battle: anytype,
1201
1353
  player: Player,
1202
1354
  mslot: u4,
1355
+ rewrap: bool,
1203
1356
  auto: bool,
1204
1357
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1358
+ options: anytype,
1359
+ ) anyerror!?Result {
1207
1360
  var side = battle.side(player);
1208
1361
  const foe = battle.foe(player);
1209
1362
 
1210
1363
  side.last_selected_move = foe.last_used_move;
1211
1364
 
1212
1365
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1366
+ try options.log.fail(.{ battle.active(player), .None });
1214
1367
  return null;
1368
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1369
+ incrementPP(side, player, mslot, options);
1215
1370
  }
1216
1371
 
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);
1372
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1373
+ return null;
1374
+ }
1375
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1376
  }
1222
1377
 
1223
1378
  fn metronome(
1224
1379
  battle: anytype,
1225
1380
  player: Player,
1226
1381
  mslot: u4,
1382
+ rewrap: bool,
1227
1383
  auto: bool,
1228
1384
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1385
+ options: anytype,
1386
+ ) anyerror!?Result {
1231
1387
  var side = battle.side(player);
1232
1388
 
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
-
1246
- incrementPP(side, mslot);
1389
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1390
+ incrementPP(side, player, mslot, options);
1247
1391
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1392
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1393
+ return null;
1394
+ }
1395
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1396
  }
1251
1397
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1398
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1399
  var immune = false;
1254
1400
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1401
+
1402
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1403
+ if (!showdown) try options.chance.commit(player, .hit);
1404
+ return true;
1405
+ }
1406
+
1256
1407
  assert(!immune);
1257
1408
  if (mist) {
1258
1409
  assert(!showdown);
1259
1410
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1411
+ try options.log.activate(.{ foe_ident, .Mist });
1412
+ try options.log.fail(.{ foe_ident, .None });
1262
1413
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1414
+ try options.log.lastmiss(.{});
1415
+ try options.log.miss(.{battle.active(player)});
1265
1416
  }
1417
+
1418
+ if (!showdown) try options.chance.commit(player, .miss);
1266
1419
  return false;
1267
1420
  }
1268
1421
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1422
+ fn moveHit(
1423
+ battle: anytype,
1424
+ player: Player,
1425
+ move: Move.Data,
1426
+ immune: *bool,
1427
+ mist: *bool,
1428
+ options: anytype,
1429
+ ) !bool {
1270
1430
  var side = battle.side(player);
1271
1431
  const foe = battle.foe(player);
1272
1432
 
@@ -1278,13 +1438,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1278
1438
  if (move.effect == .Swift) return true;
1279
1439
  if (foe.active.volatiles.Invulnerable) break :miss true;
1280
1440
  }
1281
- if (move.effect == .DreamEater and !Status.is(foe.stored().status, .SLP)) {
1441
+ if (move.effect == .DreamEater and (!Status.is(foe.stored().status, .SLP) or
1442
+ (showdown and foe.active.volatiles.Substitute)))
1443
+ {
1282
1444
  immune.* = true;
1283
1445
  if (showdown) return false;
1284
1446
  break :miss true;
1285
1447
  }
1286
1448
  if (!showdown) {
1287
- if (move.effect == .Swift) return true;
1449
+ if (move.effect == .Swift) {
1450
+ // If Swift could cause a division-by-zero freeze (which doesn't exist on Pokémon
1451
+ // Showdown, hence why the block above doesn't include this code), we need the
1452
+ // damage roll to be committed. However, the commit code will not save this roll if
1453
+ // the glitch occurs and the move was not marked as having hit. To work around this
1454
+ // we flag that the move hit (as Swift trivially does), but pass the probability of
1455
+ // the hit as zero to ensure it doesn't actually get saved.
1456
+ try options.chance.hit(player, true, 0);
1457
+ return true;
1458
+ }
1288
1459
  if (foe.active.volatiles.Invulnerable) break :miss true;
1289
1460
  }
1290
1461
 
@@ -1298,23 +1469,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1298
1469
  }
1299
1470
 
1300
1471
  // 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)];
1472
+ const state = side.active.volatiles.state;
1473
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1474
+ const overwritten = overwrite and state > 0;
1475
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1476
+
1477
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1478
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1306
1479
  accuracy = accuracy * boost[0] / boost[1];
1307
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1480
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1308
1481
  accuracy = accuracy * boost[0] / boost[1];
1309
1482
  accuracy = @min(255, @max(1, accuracy));
1310
1483
 
1311
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1484
+ // Pokémon Showdown only overwrites if the volatile is present
1485
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1486
+ if (overwrite) side.active.volatiles.state = accuracy;
1312
1487
 
1313
1488
  // 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;
1489
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1318
1490
  };
1319
1491
 
1320
1492
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1324,16 +1496,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1324
1496
  }
1325
1497
 
1326
1498
  if (!miss) return true;
1327
- battle.last_damage = 0;
1499
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1500
+
1328
1501
  side.active.volatiles.Binding = false;
1502
+ options.chance.observe(.binding, player, .None);
1503
+
1329
1504
  return false;
1330
1505
  }
1331
1506
 
1332
1507
  fn checkFaint(
1333
1508
  battle: anytype,
1334
1509
  player: Player,
1335
- log: anytype,
1336
- ) @TypeOf(log).Error!?Result {
1510
+ cap: bool,
1511
+ options: anytype,
1512
+ ) @TypeOf(options.log).Error!?Result {
1337
1513
  const side = battle.side(player);
1338
1514
  if (side.stored().hp > 0) return null;
1339
1515
 
@@ -1341,33 +1517,32 @@ fn checkFaint(
1341
1517
  const foe_fainted = foe.stored().hp == 0;
1342
1518
 
1343
1519
  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;
1520
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1521
+ const more = player_out or foe_out;
1347
1522
 
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;
1523
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1524
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1350
1525
 
1351
1526
  assert(!side.active.volatiles.MultiHit);
1352
1527
  assert(!foe.active.volatiles.MultiHit);
1353
1528
 
1354
- if (tie) {
1355
- try log.tie();
1356
- return Result.Tie;
1529
+ if (player_out and foe_out) {
1530
+ try options.log.tie(.{});
1531
+ return .Tie;
1357
1532
  } else if (player_out) {
1358
- try log.win(player.foe());
1359
- return if (player == .P1) Result.Lose else Result.Win;
1533
+ try options.log.win(.{player.foe()});
1534
+ return if (player == .P1) .Lose else .Win;
1360
1535
  } else if (foe_out) {
1361
- try log.win(player);
1362
- return if (player == .P1) Result.Win else Result.Lose;
1536
+ try options.log.win(.{player});
1537
+ return if (player == .P1) .Win else .Lose;
1363
1538
  }
1364
1539
 
1365
1540
  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 };
1541
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1542
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1368
1543
  }
1369
1544
 
1370
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1545
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1371
1546
  var side = battle.side(player);
1372
1547
  var foe = battle.foe(player);
1373
1548
  assert(side.stored().hp == 0);
@@ -1376,8 +1551,8 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1376
1551
  assert(!foe_volatiles.MultiHit);
1377
1552
  if (foe_volatiles.Bide) {
1378
1553
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1379
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1380
- if (foe_volatiles.state != 0) return Result.Error;
1554
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1555
+ if (foe_volatiles.state != 0) return .Error;
1381
1556
  }
1382
1557
 
1383
1558
  // Clearing these is not strictly necessary as provided the battle hasn't ended the side that
@@ -1400,35 +1575,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1400
1575
  side.stored().stats.spe;
1401
1576
  }
1402
1577
 
1403
- try log.faint(battle.active(player), done);
1578
+ try options.log.faint(.{ battle.active(player), done });
1579
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1580
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1581
+ if (cap) options.calc.capped(player);
1404
1582
  return null;
1405
1583
  }
1406
1584
 
1407
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1585
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1408
1586
  var side = battle.side(player);
1409
1587
  var stored = side.stored();
1410
1588
  const ident = battle.active(player);
1411
1589
  var volatiles = &side.active.volatiles;
1412
1590
 
1413
1591
  const brn = Status.is(stored.status, .BRN);
1414
- if (brn or Status.is(stored.status, .PSN)) blk: {
1592
+ if (brn or Status.is(stored.status, .PSN)) {
1415
1593
  var damage = @max(stored.stats.hp / 16, 1);
1416
-
1417
1594
  if (volatiles.Toxic) {
1418
1595
  volatiles.toxic += 1;
1419
1596
  damage *= volatiles.toxic;
1420
1597
  }
1598
+ damage = @min(damage, stored.hp);
1421
1599
 
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);
1600
+ if (!showdown or damage > 0) {
1601
+ stored.hp -= damage;
1602
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1603
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1604
+ }
1429
1605
  }
1430
1606
 
1431
1607
  if (volatiles.LeechSeed) {
1608
+ var foe = battle.foe(player);
1609
+ var foe_stored = foe.stored();
1610
+ const foe_ident = battle.active(player.foe());
1611
+
1612
+ if (foe_stored.hp == 0) {
1613
+ assert(showdown);
1614
+ return;
1615
+ }
1616
+
1432
1617
  var damage = @max(stored.stats.hp / 16, 1);
1433
1618
 
1434
1619
  // GLITCH: Leech Seed + Toxic glitch
@@ -1440,56 +1625,56 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1440
1625
  const amount = @min(damage, stored.hp);
1441
1626
  stored.hp -= amount;
1442
1627
 
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);
1628
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1629
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1449
1630
 
1450
1631
  const before = foe_stored.hp;
1451
1632
  // Uncapped damage is added back to the foe
1452
1633
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1453
1634
  // 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);
1635
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1455
1636
  }
1456
1637
  }
1457
1638
 
1458
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1639
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1459
1640
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1460
1641
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1461
1642
 
1462
- if (showdown and options.ebc and checkEBC(battle)) {
1463
- try log.tie();
1464
- return Result.Tie;
1465
- }
1466
-
1467
1643
  battle.turn += 1;
1468
1644
 
1469
- if (showdown and battle.turn >= 1000) {
1470
- try log.tie();
1471
- return Result.Tie;
1645
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1646
+ try options.log.tie(.{});
1647
+ return .Tie;
1648
+ }
1649
+
1650
+ if (pkmn.options.mod and battle.turn >= 1000) {
1651
+ try options.log.tie(.{});
1652
+ return .Tie;
1472
1653
  } else if (battle.turn >= 65535) {
1473
- return Result.Error;
1654
+ return .Error;
1474
1655
  }
1475
1656
 
1476
- try log.turn(battle.turn);
1657
+ try options.log.turn(.{battle.turn});
1477
1658
 
1478
- return Result.Default;
1659
+ return .Default;
1479
1660
  }
1480
1661
 
1481
1662
  fn checkEBC(battle: anytype) bool {
1482
1663
  for (battle.sides, 0..) |side, i| {
1664
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1665
+
1483
1666
  var foe_all_ghosts = true;
1484
1667
  var foe_all_transform = true;
1668
+ for (foe.order, 0..) |id, j| {
1669
+ if (id == 0) break;
1670
+ const active = j == 0;
1671
+ const pokemon = foe.pokemon[id - 1];
1485
1672
 
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);
1673
+ const ghost = pokemon.hp == 0 or
1674
+ (if (active) foe.active.types else pokemon.types).includes(.Ghost);
1490
1675
  foe_all_ghosts = foe_all_ghosts and ghost;
1491
1676
  foe_all_transform = foe_all_transform and pokemon.hp == 0 or transform: {
1492
- for (pokemon.moves) |m| {
1677
+ for (if (active) foe.active.moves else pokemon.moves) |m| {
1493
1678
  if (m.id == .None) break :transform true;
1494
1679
  if (m.id != .Transform) break :transform false;
1495
1680
  }
@@ -1497,10 +1682,14 @@ fn checkEBC(battle: anytype) bool {
1497
1682
  };
1498
1683
  }
1499
1684
 
1500
- for (side.pokemon) |pokemon| {
1685
+ for (side.order, 0..) |id, j| {
1686
+ if (id == 0) break;
1687
+ const active = j == 0;
1688
+ const pokemon = side.pokemon[id - 1];
1689
+
1501
1690
  if (pokemon.hp == 0 or Status.is(pokemon.status, .FRZ)) continue;
1502
1691
  const transform = foe_all_transform and transform: {
1503
- for (pokemon.moves) |m| {
1692
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1504
1693
  if (m.id == .None) break :transform true;
1505
1694
  if (m.id != .Transform) break :transform false;
1506
1695
  }
@@ -1508,7 +1697,7 @@ fn checkEBC(battle: anytype) bool {
1508
1697
  };
1509
1698
  if (transform) continue;
1510
1699
  const no_pp = foe_all_ghosts and no_pp: {
1511
- for (pokemon.moves) |m| {
1700
+ for (if (active) side.active.moves else pokemon.moves) |m| {
1512
1701
  if (m.pp != 0) break :no_pp false;
1513
1702
  }
1514
1703
  break :no_pp true;
@@ -1524,98 +1713,126 @@ fn checkEBC(battle: anytype) bool {
1524
1713
  return false;
1525
1714
  }
1526
1715
 
1527
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1528
- assert(move.effect.onBegin());
1716
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1717
+ if (side.active.volatiles.disable_move != 0) {
1718
+ // A Pokémon that transforms after being disabled may end up with less move slots
1719
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1720
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1721
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1722
+ m
1723
+ else
1724
+ side.last_selected_move;
1725
+ if (m != .None and m == last) {
1726
+ side.active.volatiles.Charging = false;
1727
+ try options.log.cant(.{ ident, .Disable, last });
1728
+ return true;
1729
+ }
1730
+ }
1731
+ return false;
1732
+ }
1733
+
1734
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1735
+ const side = battle.side(who);
1736
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1737
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1738
+ }
1739
+ }
1740
+
1741
+ fn onBegin(
1742
+ battle: anytype,
1743
+ player: Player,
1744
+ move: Move.Data,
1745
+ mslot: u8,
1746
+ residual: *bool,
1747
+ options: anytype,
1748
+ ) !void {
1529
1749
  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),
1750
+ .Confusion => Effects.confusion(battle, player, move, options),
1751
+ .Conversion => Effects.conversion(battle, player, options),
1752
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1753
+ .Haze => Effects.haze(battle, player, options),
1754
+ .Heal => Effects.heal(battle, player, options),
1755
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1756
+ .LightScreen => Effects.lightScreen(battle, player, options),
1757
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1758
+ .Mist => Effects.mist(battle, player, options),
1759
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1760
+ .Poison => Effects.poison(battle, player, move, options),
1761
+ .Reflect => Effects.reflect(battle, player, options),
1762
+ .Splash => Effects.splash(battle, player, options),
1763
+ .Substitute => Effects.substitute(battle, player, residual, options),
1764
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1765
+ .Transform => Effects.transform(battle, player, options),
1546
1766
  else => unreachable,
1547
1767
  };
1548
1768
  }
1549
1769
 
1550
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1551
- assert(move.effect.onEnd());
1770
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1552
1771
  return switch (move.effect) {
1553
- .Bide => Effects.bide(battle, player, log),
1772
+ .Bide => Effects.bide(battle, player, options),
1554
1773
  // zig fmt: off
1555
1774
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1556
1775
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1557
- Effects.boost(battle, player, move, log),
1776
+ Effects.boost(battle, player, move, options),
1558
1777
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1559
- Effects.unboost(battle, player, move, log),
1778
+ Effects.unboost(battle, player, move, options),
1560
1779
  // zig fmt: on
1561
- .Sleep => Effects.sleep(battle, player, move, log),
1780
+ .Sleep => Effects.sleep(battle, player, move, options),
1562
1781
  else => unreachable,
1563
1782
  };
1564
1783
  }
1565
1784
 
1566
- inline fn alwaysHappens(
1785
+ fn alwaysHappens(
1567
1786
  battle: anytype,
1568
1787
  player: Player,
1569
1788
  move: Move.Data,
1570
1789
  residual: *bool,
1571
- log: anytype,
1790
+ options: anytype,
1572
1791
  ) !void {
1573
- assert(move.effect.alwaysHappens());
1574
1792
  return switch (move.effect) {
1575
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1793
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1576
1794
  .Explode => Effects.explode(battle, player),
1577
- .PayDay => Effects.payDay(battle, player, log),
1795
+ .PayDay => Effects.payDay(battle, player, options),
1578
1796
  .Rage => Effects.rage(battle, player),
1579
- .Recoil => Effects.recoil(battle, player, residual, log),
1797
+ .Recoil => Effects.recoil(battle, player, residual, options),
1580
1798
  .JumpKick, .Binding => {},
1581
1799
  else => unreachable,
1582
1800
  };
1583
1801
  }
1584
1802
 
1585
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1803
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1586
1804
  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),
1805
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1806
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1807
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1808
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1809
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1592
1810
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1593
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1594
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1811
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1812
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1595
1813
  // zig fmt: off
1596
1814
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1597
- Effects.unboost(battle, player, move, log),
1815
+ Effects.unboost(battle, player, move, options),
1598
1816
  // zig fmt: on
1599
1817
  else => {},
1600
1818
  };
1601
1819
  }
1602
1820
 
1603
1821
  pub const Effects = struct {
1604
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1822
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1605
1823
  var side = battle.side(player);
1606
1824
 
1607
1825
  side.active.volatiles.Bide = true;
1608
1826
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1827
+
1609
1828
  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);
1829
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1830
+ options.chance.observe(.attacking, player, .started);
1614
1831
 
1615
- try log.start(battle.active(player), .Bide);
1832
+ try options.log.start(.{ battle.active(player), .Bide });
1616
1833
  }
1617
1834
 
1618
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1835
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1619
1836
  var foe = battle.foe(player);
1620
1837
  var foe_stored = foe.stored();
1621
1838
 
@@ -1626,96 +1843,91 @@ pub const Effects = struct {
1626
1843
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1627
1844
  if (Status.is(foe_stored.status, .FRZ)) {
1628
1845
  assert(move.type == .Fire);
1629
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1846
+ try options.log.curestatus(.{
1847
+ battle.active(player.foe()),
1848
+ foe_stored.status,
1849
+ .Message,
1850
+ });
1630
1851
  foe_stored.status = 0;
1631
1852
  }
1632
1853
  return;
1633
1854
  }
1634
1855
 
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;
1856
+ if (foe.active.types.includes(move.type)) return;
1857
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1858
+ return;
1859
+ }
1643
1860
 
1644
1861
  foe_stored.status = Status.init(.BRN);
1645
1862
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1646
1863
 
1647
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1864
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1648
1865
  }
1649
1866
 
1650
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1867
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1651
1868
  var side = battle.side(player);
1652
1869
  var volatiles = &side.active.volatiles;
1653
1870
 
1654
1871
  volatiles.Charging = true;
1655
1872
  const move = side.last_selected_move;
1656
1873
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1657
- try log.laststill();
1658
- try log.prepare(battle.active(player), move);
1874
+ try options.log.laststill(.{});
1875
+ try options.log.prepare(.{ battle.active(player), move });
1659
1876
  }
1660
1877
 
1661
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1878
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1662
1879
  var foe = battle.foe(player);
1663
1880
  const sub = foe.active.volatiles.Substitute;
1664
1881
 
1665
1882
  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;
1883
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1671
1884
  } else {
1672
1885
  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
- }
1886
+ if (!try checkHit(battle, player, move, options)) return;
1887
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1678
1888
  } 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
- }
1889
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1890
+ if (!try checkHit(battle, player, move, options)) return;
1684
1891
  }
1685
1892
  }
1686
1893
 
1687
1894
  if (foe.active.volatiles.Confusion) return;
1688
1895
  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);
1693
1896
 
1694
- try log.start(battle.active(player.foe()), .Confusion);
1897
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1898
+ options.chance.observe(.confusion, player.foe(), .started);
1899
+ options.calc.confusion(player.foe());
1900
+
1901
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1695
1902
  }
1696
1903
 
1697
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1904
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1698
1905
  const foe = battle.foe(player);
1699
1906
 
1700
1907
  if (foe.active.volatiles.Invulnerable) {
1701
- try log.lastmiss();
1702
- return log.miss(battle.active(player));
1908
+ try options.log.lastmiss(.{});
1909
+ return options.log.miss(.{battle.active(player)});
1703
1910
  }
1704
1911
 
1705
1912
  battle.side(player).active.types = foe.active.types;
1706
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1913
+ return options.log.start(.{
1914
+ battle.active(player),
1915
+ .TypeChange,
1916
+ foe.active.types,
1917
+ battle.active(player.foe()),
1918
+ });
1707
1919
  }
1708
1920
 
1709
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1921
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1710
1922
  var foe = battle.foe(player);
1711
1923
  var volatiles = &foe.active.volatiles;
1712
1924
  const foe_ident = battle.active(player.foe());
1713
1925
 
1714
1926
  // Pokémon Showdown handles hit/miss earlier in doMove
1715
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1927
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1716
1928
 
1717
- if (volatiles.disabled_move != 0) {
1718
- try log.fail(foe_ident, .None);
1929
+ if (volatiles.disable_move != 0) {
1930
+ try options.log.fail(.{ foe_ident, .None });
1719
1931
  return null;
1720
1932
  }
1721
1933
 
@@ -1730,28 +1942,32 @@ pub const Effects = struct {
1730
1942
 
1731
1943
  // Technically this is still considered simply a "miss" on the cartridge,
1732
1944
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1733
- if (n == 0) {
1734
- try log.fail(foe_ident, .None);
1945
+ if (n == 0 or (pkmn.options.mod and err)) {
1946
+ try options.log.fail(.{ foe_ident, .None });
1735
1947
  return null;
1736
1948
  } else if (err) {
1737
1949
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1738
- assert(!showdown);
1739
- return Result.Error;
1950
+ return .Error;
1740
1951
  }
1741
1952
 
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);
1953
+ volatiles.disable_move =
1954
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1955
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1956
+ options.chance.observe(.disable, player.foe(), .started);
1747
1957
 
1748
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1958
+ const id = foe.active.move(volatiles.disable_move).id;
1959
+ try options.log.start(.{ foe_ident, .Disable, id });
1749
1960
  return null;
1750
1961
  }
1751
1962
 
1752
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1753
- var side = battle.side(player);
1754
- var stored = side.stored();
1963
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1964
+ var stored = battle.side(player).stored();
1965
+ const ident = battle.active(player);
1966
+
1967
+ if (battle.last_damage == 0) {
1968
+ assert(showdown);
1969
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1970
+ }
1755
1971
 
1756
1972
  const drain = @max(battle.last_damage / 2, 1);
1757
1973
  battle.last_damage = drain;
@@ -1759,7 +1975,7 @@ pub const Effects = struct {
1759
1975
  if (stored.hp == stored.stats.hp) return;
1760
1976
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1761
1977
 
1762
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1978
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1763
1979
  }
1764
1980
 
1765
1981
  fn explode(battle: anytype, player: Player) !void {
@@ -1773,34 +1989,28 @@ pub const Effects = struct {
1773
1989
  side.active.volatiles.LeechSeed = false;
1774
1990
  }
1775
1991
 
1776
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1992
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1777
1993
  var volatiles = &battle.foe(player).active.volatiles;
1778
1994
 
1779
1995
  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;
1996
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1997
+ return;
1998
+ }
1789
1999
 
1790
2000
  volatiles.Flinch = true;
1791
2001
  volatiles.Recharging = false;
1792
2002
  }
1793
2003
 
1794
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2004
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1795
2005
  var side = battle.side(player);
1796
2006
 
1797
2007
  if (side.active.volatiles.FocusEnergy) return;
1798
2008
  side.active.volatiles.FocusEnergy = true;
1799
2009
 
1800
- try log.start(battle.active(player), .FocusEnergy);
2010
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1801
2011
  }
1802
2012
 
1803
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2013
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1804
2014
  var foe = battle.foe(player);
1805
2015
  var foe_stored = foe.stored();
1806
2016
  const foe_ident = battle.active(player.foe());
@@ -1811,26 +2021,23 @@ pub const Effects = struct {
1811
2021
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1812
2022
  }
1813
2023
 
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
-
2024
+ if (foe.active.types.includes(move.type)) return;
2025
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1820
2026
  // Freeze Clause Mod
1821
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2027
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1822
2028
 
1823
2029
  foe_stored.status = Status.init(.FRZ);
1824
2030
  // GLITCH: Hyper Beam recharging status is not cleared
1825
2031
 
1826
- try log.status(foe_ident, foe_stored.status, .None);
2032
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1827
2033
  }
1828
2034
 
1829
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2035
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2036
+ var log = options.log;
1830
2037
  var side = battle.side(player);
1831
2038
  var foe = battle.foe(player);
1832
2039
 
1833
- var side_stored = side.stored();
2040
+ const side_stored = side.stored();
1834
2041
  var foe_stored = foe.stored();
1835
2042
 
1836
2043
  const player_ident = battle.active(player);
@@ -1842,96 +2049,101 @@ pub const Effects = struct {
1842
2049
  side.active.stats = side_stored.stats;
1843
2050
  foe.active.stats = foe_stored.stats;
1844
2051
 
1845
- try log.activate(player_ident, .Haze);
1846
- try log.clearallboost();
2052
+ try log.activate(.{ player_ident, .Haze });
2053
+ try log.clearallboost(.{});
1847
2054
 
1848
2055
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1849
2056
  if (showdown) {
1850
2057
  for (&battle.sides, 0..) |*s, i| {
1851
- const p = @intToEnum(Player, i);
2058
+ const p: Player = @enumFromInt(i);
1852
2059
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1853
2060
  if (p != player and Status.any(s.stored().status)) {
1854
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2061
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1855
2062
  s.stored().status = 0;
2063
+ options.chance.observe(.sleep, p, .None);
1856
2064
  } else if (showdown and s.stored().status == Status.TOX) {
1857
2065
  s.stored().status = Status.init(.PSN);
1858
- try log.status(battle.active(p), s.stored().status, .None);
2066
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1859
2067
  }
1860
- try clearVolatiles(battle, p, log);
2068
+ try clearVolatiles(battle, p, options);
1861
2069
  }
1862
2070
  } else {
1863
2071
  if (Status.any(foe_stored.status)) {
1864
2072
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1865
2073
  foe.last_selected_move = .SKIP_TURN;
2074
+ options.chance.observe(.sleep, player.foe(), .None);
1866
2075
  }
1867
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2076
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1868
2077
  foe_stored.status = 0;
1869
2078
  }
1870
- try clearVolatiles(battle, player, log);
1871
- try clearVolatiles(battle, player.foe(), log);
2079
+ try clearVolatiles(battle, player, options);
2080
+ try clearVolatiles(battle, player.foe(), options);
1872
2081
  }
1873
2082
  }
1874
2083
 
1875
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1876
2085
  var side = battle.side(player);
1877
2086
  var stored = side.stored();
1878
2087
  const ident = battle.active(player);
1879
2088
 
1880
2089
  // GLITCH: HP recovery move failure glitches
1881
2090
  const delta = stored.stats.hp - stored.hp;
1882
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2091
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2092
+ return options.log.fail(.{ ident, .None });
2093
+ }
1883
2094
 
1884
2095
  const rest = side.last_selected_move == .Rest;
1885
2096
  if (rest) {
1886
2097
  // Adding the sleep status runs the sleep condition handler to roll duration
1887
2098
  if (showdown) battle.rng.advance(1);
1888
2099
  stored.status = Status.slf(2);
1889
- try log.statusFrom(ident, stored.status, Move.Rest);
2100
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1890
2101
  stored.hp = stored.stats.hp;
1891
2102
  } else {
1892
2103
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1893
2104
  }
1894
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2105
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1895
2106
  }
1896
2107
 
1897
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1898
2109
  battle.side(player).active.volatiles.Recharging = true;
1899
- try log.mustrecharge(battle.active(player));
2110
+ try options.log.mustrecharge(.{battle.active(player)});
1900
2111
  }
1901
2112
 
1902
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2113
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1903
2114
  var foe = battle.foe(player);
1904
2115
 
1905
2116
  if (showdown) {
1906
2117
  // Invulnerability trumps type immunity on Pokémon Showdown
1907
2118
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1908
- return log.immune(battle.active(player.foe()), .None);
2119
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1909
2120
  }
1910
- if (!try checkHit(battle, player, move, log)) return;
2121
+ if (!try checkHit(battle, player, move, options)) return;
1911
2122
  if (foe.active.volatiles.LeechSeed) return;
1912
2123
  } else {
1913
- if (!try checkHit(battle, player, move, log)) return;
2124
+ if (!try checkHit(battle, player, move, options)) return;
1914
2125
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1915
- try log.lastmiss();
1916
- return log.miss(battle.active(player));
2126
+ try options.log.lastmiss(.{});
2127
+ return options.log.miss(.{battle.active(player)});
1917
2128
  }
1918
2129
  }
1919
2130
 
1920
2131
  foe.active.volatiles.LeechSeed = true;
1921
2132
 
1922
- try log.start(battle.active(player.foe()), .LeechSeed);
2133
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1923
2134
  }
1924
2135
 
1925
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2136
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1926
2137
  var side = battle.side(player);
2138
+ const ident = battle.active(player);
1927
2139
 
1928
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2140
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1929
2141
  side.active.volatiles.LightScreen = true;
1930
2142
 
1931
- try log.start(battle.active(player), .LightScreen);
2143
+ try options.log.start(.{ ident, .LightScreen });
1932
2144
  }
1933
2145
 
1934
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2146
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1935
2147
  var side = battle.side(player);
1936
2148
  var foe = battle.foe(player);
1937
2149
 
@@ -1947,45 +2159,49 @@ pub const Effects = struct {
1947
2159
  const has_mimic = has_mimic: {
1948
2160
  for (side.active.moves, 0..) |m, i| {
1949
2161
  if (m.id == .Mimic) {
1950
- oslot = @intCast(u8, i + 1);
2162
+ oslot = @intCast(i + 1);
1951
2163
  break :has_mimic true;
1952
2164
  }
1953
2165
  }
1954
2166
  break :has_mimic false;
1955
2167
  };
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);
2168
+ if (!has_mimic) {
2169
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2170
+ if (!try checkHit(battle, player, move, options)) return;
2171
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1960
2172
  }
1961
2173
  }
1962
- if (!try checkHit(battle, player, move, log)) return;
2174
+ if (!try checkHit(battle, player, move, options)) return;
1963
2175
 
1964
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2176
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1965
2177
  side.active.move(oslot).id = foe.active.move(rslot).id;
1966
2178
 
1967
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2179
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1968
2180
  }
1969
2181
 
1970
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2182
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1971
2183
  var side = battle.side(player);
1972
2184
 
1973
2185
  if (side.active.volatiles.Mist) return;
1974
2186
  side.active.volatiles.Mist = true;
1975
2187
 
1976
- try log.start(battle.active(player), .Mist);
2188
+ try options.log.start(.{ battle.active(player), .Mist });
1977
2189
  }
1978
2190
 
1979
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2191
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1980
2192
  var side = battle.side(player);
1981
2193
 
1982
2194
  assert(!side.active.volatiles.MultiHit);
1983
2195
  side.active.volatiles.MultiHit = true;
1984
2196
 
1985
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2197
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2198
+ try Rolls.distribution(battle, .MultiHit, player, options)
2199
+ else
2200
+ 2;
1986
2201
  }
1987
2202
 
1988
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2203
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2204
+ var log = options.log;
1989
2205
  var foe = battle.foe(player);
1990
2206
  var foe_stored = foe.stored();
1991
2207
  const foe_ident = battle.active(player.foe());
@@ -1995,27 +2211,28 @@ pub const Effects = struct {
1995
2211
 
1996
2212
  if (showdown) {
1997
2213
  // 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;
2214
+ if (immune and !foe.active.volatiles.Invulnerable) {
2215
+ return log.immune(.{ foe_ident, .None });
2216
+ } else if (!try checkHit(battle, player, move, options)) return;
2000
2217
  }
2001
2218
  if (Status.any(foe_stored.status)) {
2002
- return log.fail(
2219
+ return log.fail(.{
2003
2220
  foe_ident,
2004
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2005
- );
2221
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2222
+ });
2006
2223
  }
2007
2224
  if (!showdown) {
2008
- if (immune) return log.immune(foe_ident, .None);
2009
- if (!try checkHit(battle, player, move, log)) return;
2225
+ if (immune) return log.immune(.{ foe_ident, .None });
2226
+ if (!try checkHit(battle, player, move, options)) return;
2010
2227
  }
2011
2228
 
2012
2229
  foe_stored.status = Status.init(.PAR);
2013
2230
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2014
2231
 
2015
- try log.status(foe_ident, foe_stored.status, .None);
2232
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2016
2233
  }
2017
2234
 
2018
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2235
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2019
2236
  var foe = battle.foe(player);
2020
2237
  var foe_stored = foe.stored();
2021
2238
 
@@ -2026,65 +2243,59 @@ pub const Effects = struct {
2026
2243
  }
2027
2244
 
2028
2245
  // 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;
2246
+ if (foe.active.types.includes(move.type)) return;
2247
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2248
+ return;
2249
+ }
2037
2250
 
2038
2251
  foe_stored.status = Status.init(.PAR);
2039
2252
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2040
2253
 
2041
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2254
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2042
2255
  }
2043
2256
 
2044
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2045
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2257
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2258
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2259
+ try options.log.fieldactivate(.{});
2260
+ }
2046
2261
  }
2047
2262
 
2048
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2263
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2264
+ var log = options.log;
2049
2265
  var foe = battle.foe(player);
2050
2266
  var foe_stored = foe.stored();
2051
2267
  const foe_ident = battle.active(player.foe());
2052
2268
  const toxic = battle.side(player).last_selected_move == .Toxic;
2053
2269
 
2054
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2270
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2055
2271
  return;
2056
2272
  } else if (foe.active.volatiles.Substitute) {
2057
2273
  if (move.effect != .Poison) return;
2058
- return log.fail(foe_ident, .None);
2274
+ return log.fail(.{ foe_ident, .None });
2059
2275
  } else if (Status.any(foe_stored.status)) {
2060
2276
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2061
2277
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2062
2278
  // 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))
2279
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2064
2280
  if (!showdown)
2065
- .Poison
2066
- else if (toxic == foe.active.volatiles.Toxic)
2067
- if (toxic) .Toxic else .Poison
2281
+ Fail.Poison
2282
+ else if (toxic == (foe_stored.status == Status.TOX))
2283
+ if (toxic) Fail.Toxic else Fail.Poison
2068
2284
  else
2069
- .None
2285
+ Fail.None
2070
2286
  else
2071
- .None);
2287
+ Fail.None });
2072
2288
  } else if (foe.active.types.includes(.Poison)) {
2073
2289
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2074
- return log.immune(foe_ident, .None);
2290
+ return log.immune(.{ foe_ident, .None });
2075
2291
  }
2076
2292
 
2077
2293
  if (move.effect == .Poison) {
2078
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2294
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2079
2295
  } 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;
2296
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2297
+ return;
2298
+ }
2088
2299
  }
2089
2300
 
2090
2301
  foe_stored.status = Status.init(.PSN);
@@ -2094,39 +2305,46 @@ pub const Effects = struct {
2094
2305
  foe.active.volatiles.toxic = 0;
2095
2306
  }
2096
2307
 
2097
- try log.status(foe_ident, foe_stored.status, .None);
2308
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2098
2309
  }
2099
2310
 
2100
2311
  fn rage(battle: anytype, player: Player) !void {
2101
2312
  var volatiles = &battle.side(player).active.volatiles;
2102
- if (volatiles.Rage) return;
2103
- volatiles.Rage = true;
2104
2313
  assert(!volatiles.Bide);
2105
- volatiles.state = 0;
2314
+ volatiles.Rage = true;
2106
2315
  }
2107
2316
 
2108
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2317
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2109
2318
  var side = battle.side(player);
2110
2319
  var stored = side.stored();
2111
2320
 
2112
- const damage = @intCast(i16, @max(battle.last_damage /
2321
+ assert(showdown or battle.last_damage > 0);
2322
+ if (showdown and battle.last_damage == 0) return;
2323
+
2324
+ const damage: i16 = @intCast(@max(battle.last_damage /
2113
2325
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2114
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2326
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2115
2327
 
2116
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2328
+ try options.log.damage(.{
2329
+ battle.active(player),
2330
+ stored,
2331
+ .RecoilOf,
2332
+ battle.active(player.foe()),
2333
+ });
2117
2334
  if (showdown and stored.hp == 0) residual.* = false;
2118
2335
  }
2119
2336
 
2120
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2337
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2121
2338
  var side = battle.side(player);
2339
+ const ident = battle.active(player);
2122
2340
 
2123
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2341
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2124
2342
  side.active.volatiles.Reflect = true;
2125
2343
 
2126
- try log.start(battle.active(player), .Reflect);
2344
+ try options.log.start(.{ ident, .Reflect });
2127
2345
  }
2128
2346
 
2129
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2347
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
2348
  var foe = battle.foe(player);
2131
2349
  var foe_stored = foe.stored();
2132
2350
  const foe_ident = battle.active(player.foe());
@@ -2137,89 +2355,87 @@ pub const Effects = struct {
2137
2355
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2138
2356
  } else {
2139
2357
  if (Status.any(foe_stored.status)) {
2140
- return log.fail(
2358
+ return options.log.fail(.{
2141
2359
  foe_ident,
2142
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2143
- );
2360
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2361
+ });
2144
2362
  }
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;
2363
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2364
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2147
2365
  }
2148
2366
 
2149
2367
  // Sleep Clause Mod
2150
- if (showdown) {
2368
+ if (pkmn.options.mod) {
2151
2369
  for (foe.pokemon) |p| {
2152
2370
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2153
2371
  }
2154
2372
  }
2155
2373
  foe.active.volatiles.Recharging = false;
2156
2374
 
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
- });
2375
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2376
+ options.chance.observe(.sleep, player.foe(), .started);
2165
2377
 
2166
- foe_stored.status = Status.slp(duration);
2167
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2378
+ const last = battle.side(player).last_selected_move;
2379
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2168
2380
  }
2169
2381
 
2170
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2171
- try log.activate(battle.active(player), .Splash);
2382
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2383
+ try options.log.activate(.{ battle.active(player), .Splash });
2172
2384
  }
2173
2385
 
2174
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2386
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2175
2387
  var side = battle.side(player);
2176
2388
  if (side.active.volatiles.Substitute) {
2177
- try log.fail(battle.active(player), .Substitute);
2178
- return;
2389
+ return options.log.fail(.{ battle.active(player), .Substitute });
2179
2390
  }
2180
2391
 
2181
2392
  assert(side.stored().stats.hp <= 1023);
2182
2393
  // 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);
2394
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2184
2395
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2185
2396
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2186
2397
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2187
2398
  // avoid having to convert to floating point)
2188
2399
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2189
2400
  if (side.stored().hp < required_hp) {
2190
- try log.fail(battle.active(player), .Weak);
2191
- return;
2401
+ return options.log.fail(.{ battle.active(player), .Weak });
2192
2402
  }
2193
2403
 
2194
2404
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2195
2405
  side.stored().hp -= hp;
2196
2406
  side.active.volatiles.substitute = hp + 1;
2197
2407
  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);
2408
+ try options.log.start(.{ battle.active(player), .Substitute });
2409
+ if (hp > 0) {
2410
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2411
+ if (showdown and side.stored().hp == 0) residual.* = false;
2412
+ }
2200
2413
  }
2201
2414
 
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);
2415
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2416
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2417
+ if (showdown) {
2418
+ if (battle.side(player).last_selected_move == .Teleport) return;
2419
+ _ = try checkHit(battle, player, move, options);
2420
+ battle.last_damage = 0;
2421
+ } else {
2422
+ try options.log.fail(.{ battle.active(player), .None });
2423
+ try options.log.laststill(.{});
2424
+ }
2207
2425
  }
2208
2426
 
2209
- fn thrashing(battle: anytype, player: Player) void {
2427
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2210
2428
  var volatiles = &battle.side(player).active.volatiles;
2211
2429
  assert(!volatiles.Thrashing);
2212
2430
  assert(!volatiles.Bide);
2213
2431
 
2214
2432
  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);
2433
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2434
+
2435
+ options.chance.observe(.attacking, player, .started);
2220
2436
  }
2221
2437
 
2222
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2438
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2223
2439
  var side = battle.side(player);
2224
2440
  const foe = battle.foe(player);
2225
2441
  const foe_ident = battle.active(player.foe());
@@ -2245,23 +2461,28 @@ pub const Effects = struct {
2245
2461
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2246
2462
  }
2247
2463
 
2248
- try log.transform(battle.active(player), foe_ident);
2464
+ try options.log.transform(.{ battle.active(player), foe_ident });
2249
2465
  }
2250
2466
 
2251
- fn binding(battle: anytype, player: Player) void {
2467
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2252
2468
  var side = battle.side(player);
2253
2469
  var foe = battle.foe(player);
2254
2470
 
2255
2471
  if (side.active.volatiles.Binding) return;
2256
2472
  side.active.volatiles.Binding = true;
2257
2473
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2258
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2259
- if (!showdown) foe.active.volatiles.Recharging = false;
2474
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2475
+ if (!showdown) {
2476
+ foe.active.volatiles.Recharging = false;
2477
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2260
2478
 
2261
- side.active.volatiles.attacks = distribution(battle) - 1;
2479
+ side.active.volatiles.attacks =
2480
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2481
+ options.chance.observe(.binding, player, .started);
2262
2482
  }
2263
2483
 
2264
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2484
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2485
+ var log = options.log;
2265
2486
  var side = battle.side(player);
2266
2487
  const ident = battle.active(player);
2267
2488
 
@@ -2271,85 +2492,87 @@ pub const Effects = struct {
2271
2492
  switch (move.effect) {
2272
2493
  .AttackUp1, .AttackUp2, .Rage => {
2273
2494
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2274
- if (boosts.atk == 6) return try log.fail(ident, .None);
2495
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2275
2496
  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;
2497
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2498
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2278
2499
  if (stats.atk == MAX_STAT_VALUE) {
2279
2500
  boosts.atk -= 1;
2280
2501
  if (showdown) {
2281
- try log.boost(ident, reason, n);
2282
- try log.boost(ident, Boost.Attack, -1);
2502
+ try log.boost(.{ ident, reason, n });
2503
+ try log.boost(.{ ident, .Attack, -1 });
2283
2504
  if (move.effect == .Rage) return;
2284
2505
  }
2285
- return try log.fail(ident, .None);
2506
+ return log.fail(.{ ident, .None });
2286
2507
  }
2287
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2288
- const stat = unmodifiedStats(battle, player).atk;
2508
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2509
+ const stat = unmodifiedStats(battle, side).atk;
2289
2510
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2290
- try log.boost(ident, reason, n);
2511
+ try log.boost(.{ ident, reason, n });
2512
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2513
+ if (showdown and move.effect == .Rage) return;
2291
2514
  },
2292
2515
  .DefenseUp1, .DefenseUp2 => {
2293
2516
  assert(boosts.def >= -6 and boosts.def <= 6);
2294
- if (boosts.def == 6) return try log.fail(ident, .None);
2517
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2295
2518
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2296
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2519
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2297
2520
  if (stats.def == MAX_STAT_VALUE) {
2298
2521
  boosts.def -= 1;
2299
2522
  if (showdown) {
2300
- try log.boost(ident, .Defense, n);
2301
- try log.boost(ident, .Defense, -1);
2523
+ try log.boost(.{ ident, .Defense, n });
2524
+ try log.boost(.{ ident, .Defense, -1 });
2302
2525
  }
2303
- return try log.fail(ident, .None);
2526
+ return log.fail(.{ ident, .None });
2304
2527
  }
2305
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2306
- const stat = unmodifiedStats(battle, player).def;
2528
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2529
+ const stat = unmodifiedStats(battle, side).def;
2307
2530
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2308
- try log.boost(ident, .Defense, n);
2531
+ try log.boost(.{ ident, .Defense, n });
2309
2532
  },
2310
2533
  .SpeedUp2 => {
2311
2534
  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));
2535
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2536
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2314
2537
  if (stats.spe == MAX_STAT_VALUE) {
2315
2538
  boosts.spe -= 1;
2316
2539
  if (showdown) {
2317
- try log.boost(ident, .Speed, 2);
2318
- try log.boost(ident, .Speed, -1);
2540
+ try log.boost(.{ ident, .Speed, 2 });
2541
+ try log.boost(.{ ident, .Speed, -1 });
2319
2542
  }
2320
- return try log.fail(ident, .None);
2543
+ return log.fail(.{ ident, .None });
2321
2544
  }
2322
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2323
- const stat = unmodifiedStats(battle, player).spe;
2545
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2546
+ const stat = unmodifiedStats(battle, side).spe;
2324
2547
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2325
- try log.boost(ident, .Speed, 2);
2548
+ try log.boost(.{ ident, .Speed, 2 });
2326
2549
  },
2327
2550
  .SpecialUp1, .SpecialUp2 => {
2328
2551
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2329
- if (boosts.spc == 6) return try log.fail(ident, .None);
2552
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2330
2553
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2331
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2554
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2332
2555
  if (stats.spc == MAX_STAT_VALUE) {
2333
2556
  boosts.spc -= 1;
2334
2557
  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);
2558
+ try log.boost(.{ ident, .SpecialAttack, n });
2559
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2561
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2339
2562
  }
2340
- return try log.fail(ident, .None);
2563
+ return log.fail(.{ ident, .None });
2341
2564
  }
2342
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2343
- const stat = unmodifiedStats(battle, player).spc;
2565
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2566
+ const stat = unmodifiedStats(battle, side).spc;
2344
2567
  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);
2568
+ try log.boost(.{ ident, .SpecialAttack, n });
2569
+ try log.boost(.{ ident, .SpecialDefense, n });
2347
2570
  },
2348
2571
  .EvasionUp1 => {
2349
2572
  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);
2573
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2574
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2575
+ try log.boost(.{ ident, .Evasion, 1 });
2353
2576
  },
2354
2577
  else => unreachable,
2355
2578
  }
@@ -2358,106 +2581,105 @@ pub const Effects = struct {
2358
2581
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2359
2582
  }
2360
2583
 
2361
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2584
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2585
+ var log = options.log;
2362
2586
  var foe = battle.foe(player);
2363
2587
  const foe_ident = battle.active(player.foe());
2588
+ const secondary = move.effect.isStatDownChance();
2364
2589
 
2365
- if (foe.active.volatiles.Substitute) {
2366
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2367
- }
2590
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2368
2591
 
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
2592
+ if (secondary) {
2593
+ const proc = try Rolls.unboost(battle, player, options);
2594
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2595
+ } else {
2596
+ // checkHit already checks for Invulnerable
2597
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2377
2598
  }
2378
2599
 
2379
2600
  var stats = &foe.active.stats;
2380
2601
  var boosts = &foe.active.boosts;
2602
+ const fail = showdown or !secondary;
2381
2603
 
2382
2604
  switch (move.effect) {
2383
2605
  .AttackDown1, .AttackDownChance => {
2384
2606
  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));
2607
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2387
2609
  if (stats.atk == 1) {
2388
2610
  boosts.atk += 1;
2389
2611
  if (showdown) {
2390
- try log.boost(foe_ident, .Attack, -1);
2391
- try log.boost(foe_ident, .Attack, 1);
2612
+ try log.boost(.{ foe_ident, .Attack, -1 });
2613
+ try log.boost(.{ foe_ident, .Attack, 1 });
2392
2614
  }
2393
- return try log.fail(foe_ident, .None);
2615
+ return log.fail(.{ foe_ident, .None });
2394
2616
  }
2395
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2396
- const stat = unmodifiedStats(battle, player.foe()).atk;
2617
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2618
+ const stat = unmodifiedStats(battle, foe).atk;
2397
2619
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2398
- try log.boost(foe_ident, .Attack, -1);
2620
+ try log.boost(.{ foe_ident, .Attack, -1 });
2399
2621
  },
2400
2622
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2401
2623
  assert(boosts.def >= -6 and boosts.def <= 6);
2402
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2624
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2403
2625
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2404
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2626
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2405
2627
  if (stats.def == 1) {
2406
2628
  boosts.def += 1;
2407
2629
  if (showdown) {
2408
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2409
- try log.boost(foe_ident, .Defense, 1);
2630
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2631
+ try log.boost(.{ foe_ident, .Defense, 1 });
2410
2632
  }
2411
- return try log.fail(foe_ident, .None);
2633
+ return log.fail(.{ foe_ident, .None });
2412
2634
  }
2413
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2414
- const stat = unmodifiedStats(battle, player.foe()).def;
2635
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2636
+ const stat = unmodifiedStats(battle, foe).def;
2415
2637
  stats.def = @max(1, stat * mod[0] / mod[1]);
2416
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2638
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2417
2639
  },
2418
2640
  .SpeedDown1, .SpeedDownChance => {
2419
2641
  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));
2642
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2643
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2422
2644
  if (stats.spe == 1) {
2423
2645
  boosts.spe += 1;
2424
2646
  if (showdown) {
2425
- try log.boost(foe_ident, .Speed, -1);
2426
- try log.boost(foe_ident, .Speed, 1);
2647
+ try log.boost(.{ foe_ident, .Speed, -1 });
2648
+ try log.boost(.{ foe_ident, .Speed, 1 });
2427
2649
  }
2428
- return try log.fail(foe_ident, .None);
2650
+ return log.fail(.{ foe_ident, .None });
2429
2651
  }
2430
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2431
- const stat = unmodifiedStats(battle, player.foe()).spe;
2652
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2653
+ const stat = unmodifiedStats(battle, foe).spe;
2432
2654
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2433
- try log.boost(foe_ident, .Speed, -1);
2655
+ try log.boost(.{ foe_ident, .Speed, -1 });
2434
2656
  assert(boosts.spe >= -6);
2435
2657
  },
2436
2658
  .SpecialDownChance => {
2437
2659
  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));
2660
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2661
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2440
2662
  if (stats.spc == 1) {
2441
2663
  boosts.spc += 1;
2442
2664
  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);
2665
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2668
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2447
2669
  }
2448
- return try log.fail(foe_ident, .None);
2670
+ return log.fail(.{ foe_ident, .None });
2449
2671
  }
2450
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2451
- const stat = unmodifiedStats(battle, player.foe()).spc;
2672
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2673
+ const stat = unmodifiedStats(battle, foe).spc;
2452
2674
  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);
2675
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2676
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2455
2677
  },
2456
2678
  .AccuracyDown1 => {
2457
2679
  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);
2680
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2681
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2682
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2461
2683
  },
2462
2684
  else => unreachable,
2463
2685
  }
@@ -2467,8 +2689,7 @@ pub const Effects = struct {
2467
2689
  }
2468
2690
  };
2469
2691
 
2470
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2471
- const side = battle.side(who);
2692
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2472
2693
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2473
2694
  const id = ID.from(side.active.volatiles.transform);
2474
2695
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2482,131 +2703,429 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2482
2703
  }
2483
2704
  }
2484
2705
 
2485
- fn isForced(active: ActivePokemon) bool {
2706
+ fn isForced(active: anytype) bool {
2486
2707
  return active.volatiles.Recharging or active.volatiles.Rage or
2487
2708
  active.volatiles.Thrashing or active.volatiles.Charging;
2488
2709
  }
2489
2710
 
2490
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2711
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2712
+ var log = options.log;
2491
2713
  var side = battle.side(who);
2492
2714
  var volatiles = &side.active.volatiles;
2493
2715
  const ident = battle.active(who);
2494
2716
 
2495
- if (volatiles.disabled_move != 0) {
2496
- volatiles.disabled_move = 0;
2497
- volatiles.disabled_duration = 0;
2498
- try log.end(ident, .DisableSilent);
2717
+ if (volatiles.disable_move != 0) {
2718
+ volatiles.disable_move = 0;
2719
+ volatiles.disable_duration = 0;
2720
+ options.chance.observe(.disable, who, .None);
2721
+ try log.end(.{ ident, .DisableSilent });
2499
2722
  }
2500
2723
  if (volatiles.Confusion) {
2501
2724
  // volatiles.confusion is left unchanged
2502
2725
  volatiles.Confusion = false;
2503
- try log.end(ident, .ConfusionSilent);
2726
+ options.chance.observe(.confusion, who, .None);
2727
+ try log.end(.{ ident, .ConfusionSilent });
2504
2728
  }
2505
2729
  if (volatiles.Mist) {
2506
2730
  volatiles.Mist = false;
2507
- try log.end(ident, .Mist);
2731
+ try log.end(.{ ident, .MistSilent });
2508
2732
  }
2509
2733
  if (volatiles.FocusEnergy) {
2510
2734
  volatiles.FocusEnergy = false;
2511
- try log.end(ident, .FocusEnergy);
2735
+ try log.end(.{ ident, .FocusEnergySilent });
2512
2736
  }
2513
2737
  if (volatiles.LeechSeed) {
2514
2738
  volatiles.LeechSeed = false;
2515
- try log.end(ident, .LeechSeed);
2739
+ try log.end(.{ ident, .LeechSeedSilent });
2516
2740
  }
2517
- if (volatiles.Toxic) {
2741
+ if (!showdown and volatiles.Toxic) {
2518
2742
  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
- }
2743
+ // volatiles.toxic is left unchanged, except on Pokémon Showdown which clears it (below)
2524
2744
  }
2525
2745
  if (volatiles.LightScreen) {
2526
2746
  volatiles.LightScreen = false;
2527
- try log.end(ident, .LightScreen);
2747
+ try log.end(.{ ident, .LightScreenSilent });
2528
2748
  }
2529
2749
  if (volatiles.Reflect) {
2530
2750
  volatiles.Reflect = false;
2531
- try log.end(ident, .Reflect);
2751
+ try log.end(.{ ident, .ReflectSilent });
2752
+ }
2753
+ if (showdown and volatiles.Toxic) {
2754
+ volatiles.Toxic = false;
2755
+ // Pokémon Showdown erroneously clears the toxic counter
2756
+ volatiles.toxic = 0;
2757
+ try log.end(.{ ident, .ToxicSilent });
2532
2758
  }
2533
2759
  }
2534
2760
 
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
- }
2544
- }
2545
- return false;
2761
+ fn decrement(
2762
+ comptime field: chance.Action.Field,
2763
+ player: Player,
2764
+ options: anytype,
2765
+ n: anytype,
2766
+ ) @TypeOf(n) {
2767
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2768
+ .started, .ended => 0,
2769
+ .continuing => if (n > 1) n - 1 else n,
2770
+ else => unreachable,
2771
+ } else n - 1;
2546
2772
  }
2547
2773
 
2548
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2549
- var volatiles = &active.volatiles;
2550
- assert(volatiles.Thrashing);
2551
- if (volatiles.attacks > 0) return false;
2774
+ pub const Rolls = struct {
2775
+ fn speedTie(battle: anytype, options: anytype) !bool {
2776
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2777
+ player == .P1
2778
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2779
+ battle.rng.speedTie()
2780
+ else if (showdown)
2781
+ battle.rng.range(u8, 0, 2) == 0
2782
+ else
2783
+ battle.rng.next() < Gen12.percent(50) + 1;
2552
2784
 
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);
2785
+ try options.chance.speedTie(p1);
2786
+ return p1;
2787
+ }
2788
+
2789
+ fn criticalHit(
2790
+ battle: anytype,
2791
+ player: Player,
2792
+ rate: u8,
2793
+ spurious: bool,
2794
+ options: anytype,
2795
+ ) !bool {
2796
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2797
+ val == .true
2798
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2799
+ battle.rng.criticalHit(player, rate)
2800
+ else if (showdown)
2801
+ battle.rng.chance(u8, rate, 256)
2802
+ else
2803
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2559
2804
 
2560
- return true;
2561
- }
2805
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2806
+ return crit;
2807
+ }
2562
2808
 
2563
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2809
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2810
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2811
+ val
2812
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2813
+ battle.rng.damage(player)
2814
+ else roll: {
2815
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2816
+ while (true) {
2817
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2818
+ if (r >= 217) break :roll r;
2819
+ }
2820
+ };
2564
2821
 
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
- }
2822
+ assert(roll >= 217 and roll <= 255);
2823
+ try options.chance.damage(player, roll);
2824
+ return roll;
2825
+ }
2570
2826
 
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;
2827
+ const uN = if (pkmn.options.miss) u8 else u9;
2828
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2829
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2830
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2831
+ val == .true
2832
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2833
+ battle.rng.hit(player, acc)
2834
+ else if (showdown)
2835
+ battle.rng.chance(uN, acc, 256)
2836
+ else
2837
+ battle.rng.next() < acc;
2838
+
2839
+ try options.chance.hit(player, ok, acc);
2840
+ return ok;
2841
+ }
2842
+
2843
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2844
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2845
+ val == .true
2846
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2847
+ battle.rng.confused(player)
2848
+ else if (showdown)
2849
+ !battle.rng.chance(u8, 128, 256)
2850
+ else
2851
+ battle.rng.next() >= Gen12.percent(50) + 1;
2852
+
2853
+ try options.chance.confused(player, cfz);
2854
+ return cfz;
2855
+ }
2856
+
2857
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2858
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2859
+ val == .true
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2861
+ battle.rng.paralyzed(player)
2862
+ else if (showdown)
2863
+ battle.rng.chance(u8, 63, 256)
2864
+ else
2865
+ battle.rng.next() < Gen12.percent(25);
2866
+
2867
+ try options.chance.paralyzed(player, par);
2868
+ return par;
2869
+ }
2870
+
2871
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2872
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2873
+ val == .true
2874
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2875
+ battle.rng.secondaryChance(player, 25)
2876
+ else if (showdown)
2877
+ battle.rng.chance(u8, 25, 256)
2878
+ else
2879
+ battle.rng.next() < Gen12.percent(10);
2880
+
2881
+ try options.chance.secondaryChance(player, proc, 25);
2882
+ return proc;
2883
+ }
2884
+
2885
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2886
+ const rate: u8 = if (low) 26 else 77;
2887
+
2888
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2889
+ val == .true
2890
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2891
+ battle.rng.secondaryChance(player, rate)
2892
+ else if (showdown)
2893
+ battle.rng.chance(u8, rate, 256)
2894
+ else
2895
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2896
+
2897
+ try options.chance.secondaryChance(player, proc, rate);
2898
+ return proc;
2899
+ }
2900
+
2901
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2902
+ const rate: u8 = if (low) 52 else 103;
2903
+
2904
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2905
+ val == .true
2906
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2907
+ battle.rng.secondaryChance(player, rate)
2908
+ else if (showdown)
2909
+ battle.rng.chance(u8, rate, 256)
2910
+ else
2911
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2912
+
2913
+ try options.chance.secondaryChance(player, proc, rate);
2914
+ return proc;
2915
+ }
2916
+
2917
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2918
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2919
+ val == .true
2920
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2921
+ battle.rng.secondaryChance(player, 85)
2922
+ else if (showdown)
2923
+ battle.rng.chance(u8, 85, 256)
2924
+ else
2925
+ battle.rng.next() < Gen12.percent(33) + 1;
2926
+
2927
+ try options.chance.secondaryChance(player, proc, 85);
2928
+ return proc;
2929
+ }
2930
+
2931
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2932
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2933
+ val
2934
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2935
+ battle.rng.metronome(player)
2936
+ else if (showdown)
2937
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2938
+ else move: {
2939
+ while (true) {
2940
+ const r = battle.rng.next();
2941
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2942
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2943
+ break :move @enumFromInt(r);
2944
+ }
2945
+ };
2946
+
2947
+ try options.chance.metronome(player, move);
2948
+ return move;
2949
+ }
2950
+
2951
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2952
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2953
+ val - 1
2954
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2955
+ battle.rng.psywave(player)
2956
+ else if (showdown)
2957
+ battle.rng.range(u8, 0, max)
2958
+ else power: {
2959
+ while (true) {
2960
+ const r = battle.rng.next();
2961
+ if (r < max) break :power r;
2962
+ }
2963
+ };
2964
+
2965
+ assert(power < max);
2966
+ try options.chance.psywave(player, power, max);
2967
+ return power;
2968
+ }
2969
+
2970
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2971
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2972
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2973
+ else
2974
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2975
+ battle.rng.sleepDuration(player)
2976
+ else if (showdown)
2977
+ battle.rng.range(u3, 1, 8)
2978
+ else duration: {
2979
+ while (true) {
2980
+ const r = battle.rng.next() & 7;
2981
+ if (r != 0) break :duration @intCast(r);
2578
2982
  }
2983
+ };
2984
+
2985
+ assert(duration >= 1 and duration <= 7);
2986
+ options.chance.duration(player, duration);
2987
+ return duration;
2988
+ }
2989
+
2990
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2991
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2992
+ if (val >= 1 and val <= 8) val else null
2993
+ else
2994
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2995
+ battle.rng.disableDuration(player)
2996
+ else if (showdown)
2997
+ battle.rng.range(u4, 1, 9)
2998
+ else
2999
+ @intCast((battle.rng.next() & 7) + 1);
3000
+
3001
+ assert(duration >= 1 and duration <= 8);
3002
+ options.chance.duration(player, duration);
3003
+ return duration;
3004
+ }
3005
+
3006
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3007
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3008
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3009
+ else
3010
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3011
+ battle.rng.confusionDuration(player)
3012
+ else if (showdown)
3013
+ battle.rng.range(u3, 2, 6)
3014
+ else
3015
+ @intCast((battle.rng.next() & 3) + 2);
3016
+
3017
+ assert(duration >= 2 and duration <= 5);
3018
+ options.chance.duration(player, duration);
3019
+ return duration;
3020
+ }
3021
+
3022
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3023
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3024
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3025
+ else
3026
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3027
+ battle.rng.attackingDuration(player)
3028
+ else if (showdown)
3029
+ battle.rng.range(u3, 2, 4)
3030
+ else
3031
+ @intCast((battle.rng.next() & 1) + 2);
3032
+
3033
+ assert(duration >= 2 and duration <= 3);
3034
+ options.chance.duration(player, duration);
3035
+ return duration;
3036
+ }
3037
+
3038
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3039
+
3040
+ fn distribution(
3041
+ battle: anytype,
3042
+ comptime effect: Move.Effect,
3043
+ player: Player,
3044
+ options: anytype,
3045
+ ) !u3 {
3046
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3047
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3048
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3049
+ else
3050
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3051
+ battle.rng.distribution(player)
3052
+ else if (showdown)
3053
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3054
+ else n: {
3055
+ const r = (battle.rng.next() & 3);
3056
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3057
+ };
3058
+
3059
+ assert(n >= 2 and n <= 5);
3060
+ if (effect == .Binding) {
3061
+ options.chance.duration(player, n);
2579
3062
  } 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;
3063
+ try options.chance.multiHit(player, n);
3064
+ }
3065
+ return n;
3066
+ }
3067
+
3068
+ fn moveSlot(
3069
+ battle: anytype,
3070
+ player: Player,
3071
+ moves: []MoveSlot,
3072
+ check_pp: u4,
3073
+ options: anytype,
3074
+ ) !u4 {
3075
+ // TODO: consider throwing error instead of rerolling?
3076
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3077
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3078
+ val
3079
+ else
3080
+ null
3081
+ else
3082
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3083
+ battle.rng.moveSlot(player, moves, check_pp)
3084
+ else slot: {
3085
+ if (showdown) {
3086
+ if (check_pp == 0) {
3087
+ var i: usize = moves.len;
3088
+ while (i > 0) {
3089
+ i -= 1;
3090
+ if (moves[i].id != .None) {
3091
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3092
+ }
3093
+ }
3094
+ } else {
3095
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3096
+ var i: usize = 0;
3097
+ while (i < moves.len and r > 0) : (i += 1) {
3098
+ if (moves[i].pp > 0) {
3099
+ r -= 1;
3100
+ if (r == 0) break :slot @intCast(i + 1);
3101
+ }
3102
+ }
2586
3103
  }
2587
3104
  }
2588
- return @intCast(u4, i + 1);
2589
- }
2590
- }
2591
3105
 
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;
3106
+ while (true) {
3107
+ const r: u4 = @intCast(battle.rng.next() & 3);
3108
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3109
+ }
3110
+ };
3111
+
3112
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3113
+ return slot;
2595
3114
  }
2596
- }
3115
+ };
2597
3116
 
2598
3117
  test "RNG agreement" {
2599
3118
  if (!showdown) return;
2600
3119
  var expected: [256]u32 = undefined;
2601
3120
  for (0..expected.len) |i| {
2602
- expected[i] = @intCast(u32, i * 0x1000000);
3121
+ expected[i] = @intCast(i * 0x1000000);
2603
3122
  }
2604
3123
 
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 };
3124
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3127
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3128
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2610
3129
 
2611
3130
  for (0..expected.len) |i| {
2612
3131
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2626,11 +3145,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2626
3145
  },
2627
3146
  .Switch => {
2628
3147
  const side = battle.side(player);
2629
- var slot: u4 = 2;
3148
+ var slot: usize = 2;
2630
3149
  while (slot <= 6) : (slot += 1) {
2631
3150
  const id = side.order[slot - 1];
2632
3151
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2633
- out[n] = .{ .type = .Switch, .data = slot };
3152
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2634
3153
  n += 1;
2635
3154
  }
2636
3155
  if (n == 0) {
@@ -2642,11 +3161,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2642
3161
  const side = battle.side(player);
2643
3162
  const foe = battle.foe(player);
2644
3163
 
2645
- var active = side.active;
3164
+ const active = &side.active;
2646
3165
  const stored = side.stored();
2647
3166
 
2648
3167
  // 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.
3168
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2650
3169
  //
2651
3170
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2652
3171
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2654,18 +3173,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2654
3173
  // passing due to being forced into using a move. Instead of introducing another option
2655
3174
  // we simply repurpose Move with no move slot, even though pedantically this is not
2656
3175
  // strictly correct as the player would not have been presented the option to move or
2657
- // switch at all.
3176
+ // switch at all
2658
3177
  if (isForced(active)) {
2659
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3178
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2660
3179
  n += 1;
2661
3180
  return n;
2662
3181
  }
2663
3182
 
2664
- var slot: u4 = 2;
3183
+ var slot: usize = 2;
2665
3184
  while (slot <= 6) : (slot += 1) {
2666
3185
  const id = side.order[slot - 1];
2667
3186
  if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
2668
- out[n] = .{ .type = .Switch, .data = slot };
3187
+ out[n] = .{ .type = .Switch, .data = @intCast(slot) };
2669
3188
  n += 1;
2670
3189
  }
2671
3190
 
@@ -2673,7 +3192,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3192
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2674
3193
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2675
3194
  // either disables all other moves in the case of limited or requires you to select a
2676
- // move normally if sleeping/frozen/bound.
3195
+ // move normally if sleeping/frozen/bound
2677
3196
  if (!showdown and (limited or foe.active.volatiles.Binding or
2678
3197
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2679
3198
  {
@@ -2686,17 +3205,19 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2686
3205
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2687
3206
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2688
3207
  // 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.
3208
+ // proc-ed move in their moveset) and disabling all other moves
2690
3209
  if (limited) {
2691
3210
  assert(showdown);
2692
3211
  assert(side.last_selected_move != .None);
2693
3212
  while (slot <= 4) : (slot += 1) {
2694
3213
  const m = active.moves[slot - 1];
2695
3214
  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;
2699
- out[n] = .{ .type = .Move, .data = s };
3215
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3216
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3217
+ const struggle =
3218
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3219
+ const s = if (struggle) 0 else slot;
3220
+ out[n] = .{ .type = .Move, .data = @intCast(s) };
2700
3221
  n += 1;
2701
3222
  return n;
2702
3223
  }
@@ -2709,14 +3230,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2709
3230
  const m = active.moves[slot - 1];
2710
3231
  if (m.id == .None) break;
2711
3232
  if (m.pp == 0) continue;
2712
- if (active.volatiles.disabled_move == slot) continue;
2713
- out[n] = .{ .type = .Move, .data = slot };
3233
+ if (active.volatiles.disable_move == slot) continue;
3234
+ out[n] = .{ .type = .Move, .data = @intCast(slot) };
2714
3235
  n += 1;
2715
3236
  }
2716
3237
  // Struggle (Pokémon Showdown would use 'move 1' here)
2717
3238
  if (n == before) {
2718
3239
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2719
- if (!showdown) {
3240
+ if (!pkmn.options.mod) {
2720
3241
  while (slot <= 4) : (slot += 1) {
2721
3242
  if (active.moves[slot - 1].pp != 0) return n;
2722
3243
  }