@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.645b4750

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 (84) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +189 -77
  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 +24 -3
  28. package/build/pkg/protocol.js +127 -104
  29. package/build/pkg/protocol.js.map +1 -1
  30. package/build/tools/debug.js +110 -0
  31. package/build/tools/debug.js.map +1 -0
  32. package/build/tools/display/debug.jsx +152 -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 +359 -0
  37. package/build/tools/display/ui.jsx.map +1 -0
  38. package/build/tools/display/util.js +33 -0
  39. package/build/tools/display/util.js.map +1 -0
  40. package/build.zig +417 -160
  41. package/package.json +92 -133
  42. package/src/bin/install-pkmn-engine +85 -42
  43. package/src/bin/pkmn-debug +62 -0
  44. package/src/lib/bindings/c.zig +255 -0
  45. package/src/lib/bindings/node.zig +121 -0
  46. package/src/lib/bindings/wasm.zig +59 -0
  47. package/src/lib/common/array.zig +77 -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 +58 -17
  51. package/src/lib/common/js.zig +120 -0
  52. package/src/lib/common/optional.zig +71 -0
  53. package/src/lib/common/options.zig +18 -3
  54. package/src/lib/common/protocol.zig +947 -407
  55. package/src/lib/common/rational.zig +522 -0
  56. package/src/lib/common/rng.zig +31 -24
  57. package/src/lib/common/util.zig +76 -0
  58. package/src/lib/gen1/calc.zig +962 -0
  59. package/src/lib/gen1/chance.zig +1185 -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 +11 -12
  63. package/src/lib/gen1/data.zig +100 -89
  64. package/src/lib/gen1/helpers.zig +139 -54
  65. package/src/lib/gen1/mechanics.zig +1405 -910
  66. package/src/lib/gen2/calc.zig +153 -0
  67. package/src/lib/gen2/chance.zig +902 -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 +138 -36
  72. package/src/lib/gen2/data.zig +134 -99
  73. package/src/lib/gen2/generated.zig +801 -0
  74. package/src/lib/gen2/helpers.zig +59 -44
  75. package/src/lib/gen2/mechanics.zig +3582 -30
  76. package/src/lib/node.zig +18 -0
  77. package/src/lib/pkmn.zig +93 -12
  78. package/src/lib/wasm.zig +17 -0
  79. package/src/tools/display/dom.ts +93 -0
  80. package/src/tools/display/ui.css +354 -0
  81. package/src/lib/binding/node.zig +0 -229
  82. package/src/lib/binding/wasm.zig +0 -10
  83. package/src/lib/gen1/README.md +0 -778
  84. 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);
62
-
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
55
+ if (battle.turn == 0) return start(battle, options);
65
56
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
57
+ var s1 = false;
58
+ var s2 = false;
68
59
 
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
60
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
61
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
62
 
75
63
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
64
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
65
+
66
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
67
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
68
+
69
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
70
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
71
+ } else {
72
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
73
  }
83
74
 
84
- return endTurn(battle, log);
75
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
76
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
77
+
78
+ return endTurn(battle, options);
85
79
  }
86
80
 
87
- fn start(battle: anytype, log: anytype) !Result {
81
+ fn start(battle: anytype, options: anytype) !Result {
88
82
  const p1 = battle.side(.P1);
89
83
  const p2 = battle.side(.P2);
90
84
 
91
- var p1_slot = findFirstAlive(p1);
85
+ const p1_slot = findFirstAlive(p1);
92
86
  assert(!showdown or p1_slot == 1);
93
87
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
88
 
95
- var p2_slot = findFirstAlive(p2);
89
+ const p2_slot = findFirstAlive(p2);
96
90
  assert(!showdown or p2_slot == 1);
97
91
  if (p2_slot == 0) return Result.Win;
98
92
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
93
+ try switchIn(battle, .P1, p1_slot, true, options);
94
+ try switchIn(battle, .P2, p2_slot, true, options);
101
95
 
102
- return endTurn(battle, log);
96
+ return endTurn(battle, options);
103
97
  }
104
98
 
105
99
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +106,7 @@ fn selectMove(
112
106
  player: Player,
113
107
  choice: Choice,
114
108
  foe_choice: Choice,
115
- from: *?Move,
109
+ skip_turn: *bool,
116
110
  ) ?Result {
117
111
  if (choice.type == .Pass) return null;
118
112
 
@@ -121,20 +115,27 @@ fn selectMove(
121
115
  const stored = side.stored();
122
116
 
123
117
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
118
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
119
 
126
120
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
121
+ if (volatiles.Recharging) {
122
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
123
+ return null;
124
+ }
128
125
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
126
+ if (showdown) {
127
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
128
+ saveMove(battle, player, null);
129
+ }
131
130
  return null;
132
131
  }
133
132
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
133
  if (!showdown) volatiles.Flinch = false;
135
134
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
135
+ if (showdown) {
136
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
137
+ saveMove(battle, player, null);
138
+ }
138
139
  return null;
139
140
  }
140
141
 
@@ -144,37 +145,38 @@ fn selectMove(
144
145
  // pre-move select
145
146
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
147
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
148
+ if (showdown) {
149
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
150
+ saveMove(battle, player, choice);
151
+ }
148
152
  return null;
149
153
  }
150
154
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
155
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
156
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
157
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
158
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
159
  // set the selected move will not actually be used, it will just be reported as having
158
160
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
161
+ // replicate the incorrect behavior with the correct mechanisms)
160
162
  saveMove(battle, player, choice);
161
163
  } else {
162
164
  assert(choice.data == 0);
163
165
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
166
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
167
+ const last = side.active.move(battle.lastMove(player).index);
170
168
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
- if (last.id == .MirrorMove) return Result.Error;
169
+ if (last.id == .MirrorMove) {
170
+ if (!pkmn.options.mod) return Result.Error;
171
+ side.last_selected_move = last.id;
172
+ }
172
173
  }
173
174
  }
174
175
  return null;
175
176
  }
176
177
 
177
178
  if (battle.foe(player).active.volatiles.Binding) {
179
+ skip_turn.* = true;
178
180
  if (showdown) {
179
181
  saveMove(battle, player, choice);
180
182
  } else {
@@ -185,19 +187,17 @@ fn selectMove(
185
187
  }
186
188
 
187
189
  // move select
190
+ volatiles.state = 0;
188
191
  if (choice.data == 0) {
189
192
  const struggle = ok: {
190
193
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
194
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
195
  }
193
196
  break :ok true;
194
197
  };
195
-
196
198
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
199
  }
200
+ saveMove(battle, player, choice);
201
201
 
202
202
  return null;
203
203
  }
@@ -210,23 +210,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
210
  if (c.data == 0) {
211
211
  side.last_selected_move = .Struggle;
212
212
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
213
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
214
  const move = side.active.move(c.data);
215
215
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
216
  // sometimes required...), but a 0 PP move can be used automatically
217
217
  assert(showdown or move.pp != 0);
218
218
 
219
219
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
220
+ battle.lastMove(player).index = @intCast(c.data);
225
221
  }
226
222
  }
227
223
  }
228
224
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
225
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
226
  var side = battle.side(player);
231
227
  var foe = battle.foe(player);
232
228
  var active = &side.active;
@@ -239,11 +235,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
235
  side.order[0] = side.order[slot - 1];
240
236
  side.order[slot - 1] = out;
241
237
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
238
+ battle.lastMove(player).index = 1;
247
239
 
248
240
  side.last_used_move = .None;
249
241
  foe.last_used_move = .None;
@@ -256,20 +248,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
248
  active.moves = incoming.moves;
257
249
 
258
250
  statusModify(incoming.status, &active.stats);
251
+ options.chance.switched(player, slot);
259
252
 
260
253
  foe.active.volatiles.Binding = false;
261
254
 
262
- try log.switched(battle.active(player), incoming);
255
+ try options.log.switched(.{ battle.active(player), incoming });
263
256
 
264
257
  if (showdown and incoming.status == Status.TOX) {
265
258
  incoming.status = Status.init(.PSN);
266
259
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
260
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
261
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
262
  }
270
263
  }
271
264
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
265
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
266
  assert(c1.type != .Pass or c2.type != .Pass);
274
267
 
275
268
  if (c1.type == .Pass) return .P2;
@@ -299,13 +292,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
292
  const spe2 = battle.side(.P2).active.stats.spe;
300
293
  if (spe1 == spe2) {
301
294
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
295
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
296
+ battle.rng.advance(1);
297
+ }
308
298
 
299
+ const p1 = try Rolls.speedTie(battle, options);
309
300
  if (!showdown) return if (p1) .P1 else .P2;
310
301
 
311
302
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +306,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
306
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
307
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
308
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
309
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
310
  // won the original coin flip
320
311
  if (t1 and t2) return .P1;
321
312
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +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;
@@ -402,17 +417,16 @@ 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
@@ -426,15 +440,12 @@ 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,
@@ -442,14 +453,42 @@ fn executeMove(
442
453
  .err => return @as(?Result, Result.Error),
443
454
  }
444
455
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
456
+ // Pokémon Showdown incorrectly implements PP deduction when handling the Hyper Beam automatic
457
+ // selection glitch - if the move was proced due to Metronome / Mirror Move it either subtracts
458
+ // from the Hyper Beam slot if present or skips PP deduction entirely...
459
+ if (showdown and !skip_pp and side.last_selected_move == .HyperBeam and
460
+ side.last_selected_move != side.active.move(mslot).id)
461
+ {
462
+ assert(mslot == 1);
463
+ const has_beam = has_beam: {
464
+ for (side.active.moves, 0..) |m, i| {
465
+ if (m.id == .HyperBeam) {
466
+ mslot = @intCast(i + 1);
467
+ break :has_beam true;
468
+ }
469
+ }
470
+ break :has_beam false;
471
+ };
472
+ if (!has_beam) skip_pp = true;
473
+ }
474
+
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
 
@@ -794,8 +913,9 @@ 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)) {
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);
799
919
  return @as(?Result, Result.Error);
800
920
  }
801
921
  if (battle.last_damage == 0) {
@@ -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
1022
  var hit: u4 = 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()), 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 Result.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 Result.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
1277
+ .Splash
1129
1278
  else
1130
1279
  foe.last_selected_move);
1131
1280
 
1132
- const used = foe_last_used_move.bp > 0 and
1133
- foe.last_used_move != .Counter and
1134
- (foe_last_used_move.type == .Normal or
1135
- foe_last_used_move.type == .Fighting);
1136
-
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
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 Result.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
 
@@ -1300,23 +1460,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1460
  }
1301
1461
 
1302
1462
  // GLITCH: Thrash / Petal Dance / Rage get their accuracy overwritten on subsequent hits
1303
- var state = &side.active.volatiles.state;
1304
- const overwritten = (move.effect == .Thrashing or move.effect == .Rage) and state.* > 0;
1305
- assert(!overwritten or (0 < state.* and state.* <= 255 and !side.active.volatiles.Bide));
1306
- var accuracy = if (overwritten) state.* else @as(u16, Gen12.percent(move.accuracy));
1307
- var boost = BOOSTS[@intCast(u4, @as(i8, side.active.boosts.accuracy) + 6)];
1463
+ const state = side.active.volatiles.state;
1464
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1465
+ const overwritten = overwrite and state > 0;
1466
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1467
+
1468
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1469
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1470
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1471
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1472
  accuracy = accuracy * boost[0] / boost[1];
1311
1473
  accuracy = @min(255, @max(1, accuracy));
1312
1474
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1475
+ // Pokémon Showdown only overwrites if the volatile is present
1476
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1477
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1478
 
1315
1479
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1316
- break :miss if (showdown)
1317
- !battle.rng.chance(u8, @intCast(u8, accuracy), 256)
1318
- else
1319
- battle.rng.next() >= accuracy;
1480
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1481
  };
1321
1482
 
1322
1483
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,16 +1487,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1487
  }
1327
1488
 
1328
1489
  if (!miss) return true;
1329
- battle.last_damage = 0;
1490
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1491
+
1330
1492
  side.active.volatiles.Binding = false;
1493
+ options.chance.observe(.binding, player, .None);
1494
+
1331
1495
  return false;
1332
1496
  }
1333
1497
 
1334
1498
  fn checkFaint(
1335
1499
  battle: anytype,
1336
1500
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1501
+ cap: bool,
1502
+ options: anytype,
1503
+ ) @TypeOf(options.log).Error!?Result {
1339
1504
  const side = battle.side(player);
1340
1505
  if (side.stored().hp > 0) return null;
1341
1506
 
@@ -1343,33 +1508,32 @@ fn checkFaint(
1343
1508
  const foe_fainted = foe.stored().hp == 0;
1344
1509
 
1345
1510
  const player_out = findFirstAlive(side) == 0;
1346
- const foe_out = findFirstAlive(foe) == 0;
1347
- const tie = player_out and foe_out;
1348
- const more = tie or player_out or foe_out;
1511
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1512
+ const more = player_out or foe_out;
1349
1513
 
1350
- if (try faint(battle, player, log, !(more or foe_fainted))) |r| return r;
1351
- if (foe_fainted) if (try faint(battle, player.foe(), log, !more)) |r| return r;
1514
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1515
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1352
1516
 
1353
1517
  assert(!side.active.volatiles.MultiHit);
1354
1518
  assert(!foe.active.volatiles.MultiHit);
1355
1519
 
1356
- if (tie) {
1357
- try log.tie();
1520
+ if (player_out and foe_out) {
1521
+ try options.log.tie(.{});
1358
1522
  return Result.Tie;
1359
1523
  } else if (player_out) {
1360
- try log.win(player.foe());
1524
+ try options.log.win(.{player.foe()});
1361
1525
  return if (player == .P1) Result.Lose else Result.Win;
1362
1526
  } else if (foe_out) {
1363
- try log.win(player);
1527
+ try options.log.win(.{player});
1364
1528
  return if (player == .P1) Result.Win else Result.Lose;
1365
1529
  }
1366
1530
 
1367
1531
  const foe_choice: Choice.Type = if (foe_fainted) .Switch else .Pass;
1368
- if (player == .P1) return Result{ .p1 = .Switch, .p2 = foe_choice };
1369
- return Result{ .p1 = foe_choice, .p2 = .Switch };
1532
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1533
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1370
1534
  }
1371
1535
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1536
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1373
1537
  var side = battle.side(player);
1374
1538
  var foe = battle.foe(player);
1375
1539
  assert(side.stored().hp == 0);
@@ -1378,7 +1542,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1378
1542
  assert(!foe_volatiles.MultiHit);
1379
1543
  if (foe_volatiles.Bide) {
1380
1544
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1381
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1545
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1382
1546
  if (foe_volatiles.state != 0) return Result.Error;
1383
1547
  }
1384
1548
 
@@ -1402,35 +1566,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1566
  side.stored().stats.spe;
1403
1567
  }
1404
1568
 
1405
- try log.faint(battle.active(player), done);
1569
+ try options.log.faint(.{ battle.active(player), done });
1570
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1571
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1572
+ if (cap) options.calc.capped(player);
1406
1573
  return null;
1407
1574
  }
1408
1575
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1576
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1577
  var side = battle.side(player);
1411
1578
  var stored = side.stored();
1412
1579
  const ident = battle.active(player);
1413
1580
  var volatiles = &side.active.volatiles;
1414
1581
 
1415
1582
  const brn = Status.is(stored.status, .BRN);
1416
- if (brn or Status.is(stored.status, .PSN)) blk: {
1583
+ if (brn or Status.is(stored.status, .PSN)) {
1417
1584
  var damage = @max(stored.stats.hp / 16, 1);
1418
-
1419
1585
  if (volatiles.Toxic) {
1420
1586
  volatiles.toxic += 1;
1421
1587
  damage *= volatiles.toxic;
1422
1588
  }
1589
+ damage = @min(damage, stored.hp);
1423
1590
 
1424
- const amount = @min(damage, stored.hp);
1425
- if (showdown and amount == 0) break :blk;
1426
-
1427
- stored.hp -= amount;
1428
-
1429
- // Pokémon Showdown uses damageOf here but its not relevant in Generation I
1430
- try log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1591
+ if (!showdown or damage > 0) {
1592
+ stored.hp -= damage;
1593
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1594
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1595
+ }
1431
1596
  }
1432
1597
 
1433
1598
  if (volatiles.LeechSeed) {
1599
+ var foe = battle.foe(player);
1600
+ var foe_stored = foe.stored();
1601
+ const foe_ident = battle.active(player.foe());
1602
+
1603
+ if (foe_stored.hp == 0) {
1604
+ assert(showdown);
1605
+ return;
1606
+ }
1607
+
1434
1608
  var damage = @max(stored.stats.hp / 16, 1);
1435
1609
 
1436
1610
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1616,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1616
  const amount = @min(damage, stored.hp);
1443
1617
  stored.hp -= amount;
1444
1618
 
1445
- var foe = battle.foe(player);
1446
- var foe_stored = foe.stored();
1447
- const foe_ident = battle.active(player.foe());
1448
-
1449
- // As above, Pokémon Showdown uses damageOf but its not relevant
1450
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1619
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1620
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1451
1621
 
1452
1622
  const before = foe_stored.hp;
1453
1623
  // Uncapped damage is added back to the foe
1454
1624
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1625
  // Pokémon Showdown uses the less specific heal here instead of drain... because reasons?
1456
- if (foe_stored.hp > before) try log.heal(foe_ident, foe_stored, .Silent);
1626
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1457
1627
  }
1458
1628
  }
1459
1629
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1630
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1631
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1632
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1633
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1634
+ battle.turn += 1;
1635
+
1636
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1637
+ try options.log.tie(.{});
1466
1638
  return Result.Tie;
1467
1639
  }
1468
1640
 
1469
- battle.turn += 1;
1470
-
1471
- if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1641
+ if (pkmn.options.mod and battle.turn >= 1000) {
1642
+ try options.log.tie(.{});
1473
1643
  return Result.Tie;
1474
1644
  } else if (battle.turn >= 65535) {
1475
1645
  return Result.Error;
1476
1646
  }
1477
1647
 
1478
- try log.turn(battle.turn);
1648
+ try options.log.turn(.{battle.turn});
1479
1649
 
1480
1650
  return Result.Default;
1481
1651
  }
1482
1652
 
1483
1653
  fn checkEBC(battle: anytype) bool {
1484
1654
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1655
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1656
 
1487
1657
  var foe_all_ghosts = true;
1488
1658
  var foe_all_transform = true;
@@ -1534,98 +1704,126 @@ fn checkEBC(battle: anytype) bool {
1534
1704
  return false;
1535
1705
  }
1536
1706
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1538
- assert(move.effect.onBegin());
1707
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1708
+ if (side.active.volatiles.disable_move != 0) {
1709
+ // A Pokémon that transforms after being disabled may end up with less move slots
1710
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1711
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1712
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1713
+ m
1714
+ else
1715
+ side.last_selected_move;
1716
+ if (m != .None and m == last) {
1717
+ side.active.volatiles.Charging = false;
1718
+ try options.log.cant(.{ ident, .Disable, last });
1719
+ return true;
1720
+ }
1721
+ }
1722
+ return false;
1723
+ }
1724
+
1725
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1726
+ const side = battle.side(who);
1727
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1728
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1729
+ }
1730
+ }
1731
+
1732
+ fn onBegin(
1733
+ battle: anytype,
1734
+ player: Player,
1735
+ move: Move.Data,
1736
+ mslot: u8,
1737
+ residual: *bool,
1738
+ options: anytype,
1739
+ ) !void {
1539
1740
  return switch (move.effect) {
1540
- .Confusion => Effects.confusion(battle, player, move, log),
1541
- .Conversion => Effects.conversion(battle, player, log),
1542
- .FocusEnergy => Effects.focusEnergy(battle, player, log),
1543
- .Haze => Effects.haze(battle, player, log),
1544
- .Heal => Effects.heal(battle, player, log),
1545
- .LeechSeed => Effects.leechSeed(battle, player, move, log),
1546
- .LightScreen => Effects.lightScreen(battle, player, log),
1547
- .Mimic => Effects.mimic(battle, player, move, mslot, log),
1548
- .Mist => Effects.mist(battle, player, log),
1549
- .Paralyze => Effects.paralyze(battle, player, move, log),
1550
- .Poison => Effects.poison(battle, player, move, log),
1551
- .Reflect => Effects.reflect(battle, player, log),
1552
- .Splash => Effects.splash(battle, player, log),
1553
- .Substitute => Effects.substitute(battle, player, log),
1554
- .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, log),
1555
- .Transform => Effects.transform(battle, player, log),
1741
+ .Confusion => Effects.confusion(battle, player, move, options),
1742
+ .Conversion => Effects.conversion(battle, player, options),
1743
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1744
+ .Haze => Effects.haze(battle, player, options),
1745
+ .Heal => Effects.heal(battle, player, options),
1746
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1747
+ .LightScreen => Effects.lightScreen(battle, player, options),
1748
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1749
+ .Mist => Effects.mist(battle, player, options),
1750
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1751
+ .Poison => Effects.poison(battle, player, move, options),
1752
+ .Reflect => Effects.reflect(battle, player, options),
1753
+ .Splash => Effects.splash(battle, player, options),
1754
+ .Substitute => Effects.substitute(battle, player, residual, options),
1755
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1756
+ .Transform => Effects.transform(battle, player, options),
1556
1757
  else => unreachable,
1557
1758
  };
1558
1759
  }
1559
1760
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1561
- assert(move.effect.onEnd());
1761
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1562
1762
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1763
+ .Bide => Effects.bide(battle, player, options),
1564
1764
  // zig fmt: off
1565
1765
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1766
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1767
+ Effects.boost(battle, player, move, options),
1568
1768
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1769
+ Effects.unboost(battle, player, move, options),
1570
1770
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1771
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1772
  else => unreachable,
1573
1773
  };
1574
1774
  }
1575
1775
 
1576
- inline fn alwaysHappens(
1776
+ fn alwaysHappens(
1577
1777
  battle: anytype,
1578
1778
  player: Player,
1579
1779
  move: Move.Data,
1580
1780
  residual: *bool,
1581
- log: anytype,
1781
+ options: anytype,
1582
1782
  ) !void {
1583
- assert(move.effect.alwaysHappens());
1584
1783
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1784
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1785
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1786
+ .PayDay => Effects.payDay(battle, player, options),
1588
1787
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1788
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1789
  .JumpKick, .Binding => {},
1591
1790
  else => unreachable,
1592
1791
  };
1593
1792
  }
1594
1793
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1794
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1795
  return switch (move.effect) {
1597
- .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, log),
1598
- .ConfusionChance => Effects.confusion(battle, player, move, log),
1599
- .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move),
1600
- .FreezeChance => Effects.freezeChance(battle, player, move, log),
1601
- .HyperBeam => Effects.hyperBeam(battle, player, log),
1796
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1797
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1798
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1799
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1800
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1801
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1802
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1803
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1804
  // zig fmt: off
1606
1805
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1806
+ Effects.unboost(battle, player, move, options),
1608
1807
  // zig fmt: on
1609
1808
  else => {},
1610
1809
  };
1611
1810
  }
1612
1811
 
1613
1812
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1813
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1814
  var side = battle.side(player);
1616
1815
 
1617
1816
  side.active.volatiles.Bide = true;
1618
1817
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1818
+
1619
1819
  side.active.volatiles.state = 0;
1620
- side.active.volatiles.attacks = @intCast(u3, if (showdown)
1621
- battle.rng.range(u4, 2, 4)
1622
- else
1623
- (battle.rng.next() & 1) + 2);
1820
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1821
+ options.chance.observe(.attacking, player, .started);
1624
1822
 
1625
- try log.start(battle.active(player), .Bide);
1823
+ try options.log.start(.{ battle.active(player), .Bide });
1626
1824
  }
1627
1825
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1826
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1827
  var foe = battle.foe(player);
1630
1828
  var foe_stored = foe.stored();
1631
1829
 
@@ -1636,96 +1834,91 @@ pub const Effects = struct {
1636
1834
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1835
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1836
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1837
+ try options.log.curestatus(.{
1838
+ battle.active(player.foe()),
1839
+ foe_stored.status,
1840
+ .Message,
1841
+ });
1640
1842
  foe_stored.status = 0;
1641
1843
  }
1642
1844
  return;
1643
1845
  }
1644
1846
 
1645
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1646
- battle.rng.chance(u8, @as(u8, if (move.effect == .BurnChance1) 26 else 77), 256)
1647
- else
1648
- battle.rng.next() < 1 + (if (move.effect == .BurnChance1)
1649
- Gen12.percent(10)
1650
- else
1651
- Gen12.percent(30));
1652
- if (!chance) return;
1847
+ if (foe.active.types.includes(move.type)) return;
1848
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1849
+ return;
1850
+ }
1653
1851
 
1654
1852
  foe_stored.status = Status.init(.BRN);
1655
1853
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1854
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1855
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1658
1856
  }
1659
1857
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1858
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1859
  var side = battle.side(player);
1662
1860
  var volatiles = &side.active.volatiles;
1663
1861
 
1664
1862
  volatiles.Charging = true;
1665
1863
  const move = side.last_selected_move;
1666
1864
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1865
+ try options.log.laststill(.{});
1866
+ try options.log.prepare(.{ battle.active(player), move });
1669
1867
  }
1670
1868
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1869
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1870
  var foe = battle.foe(player);
1673
1871
  const sub = foe.active.volatiles.Substitute;
1674
1872
 
1675
1873
  if (move.effect == .ConfusionChance) {
1676
- const chance = if (showdown)
1677
- battle.rng.chance(u8, 25, 256)
1678
- else
1679
- battle.rng.next() < Gen12.percent(10);
1680
- if (!chance) return;
1874
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1875
  } else {
1682
1876
  if (showdown) {
1683
- if (!try checkHit(battle, player, move, log)) {
1684
- return;
1685
- } else if (sub) {
1686
- return log.fail(battle.active(player.foe()), .None);
1687
- }
1877
+ if (!try checkHit(battle, player, move, options)) return;
1878
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1688
1879
  } else {
1689
- if (sub) {
1690
- return log.fail(battle.active(player.foe()), .None);
1691
- } else if (!try checkHit(battle, player, move, log)) {
1692
- return;
1693
- }
1880
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1881
+ if (!try checkHit(battle, player, move, options)) return;
1694
1882
  }
1695
1883
  }
1696
1884
 
1697
1885
  if (foe.active.volatiles.Confusion) return;
1698
1886
  foe.active.volatiles.Confusion = true;
1699
- foe.active.volatiles.confusion = @intCast(u3, if (showdown)
1700
- battle.rng.range(u8, 2, 6)
1701
- else
1702
- (battle.rng.next() & 3) + 2);
1703
1887
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1888
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1889
+ options.chance.observe(.confusion, player.foe(), .started);
1890
+ options.calc.confusion(player.foe());
1891
+
1892
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1705
1893
  }
1706
1894
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1895
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1896
  const foe = battle.foe(player);
1709
1897
 
1710
1898
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1899
+ try options.log.lastmiss(.{});
1900
+ return options.log.miss(.{battle.active(player)});
1713
1901
  }
1714
1902
 
1715
1903
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1904
+ return options.log.start(.{
1905
+ battle.active(player),
1906
+ .TypeChange,
1907
+ foe.active.types,
1908
+ battle.active(player.foe()),
1909
+ });
1717
1910
  }
1718
1911
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1912
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1913
  var foe = battle.foe(player);
1721
1914
  var volatiles = &foe.active.volatiles;
1722
1915
  const foe_ident = battle.active(player.foe());
1723
1916
 
1724
1917
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1918
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1726
1919
 
1727
- if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1920
+ if (volatiles.disable_move != 0) {
1921
+ try options.log.fail(.{ foe_ident, .None });
1729
1922
  return null;
1730
1923
  }
1731
1924
 
@@ -1740,32 +1933,31 @@ pub const Effects = struct {
1740
1933
 
1741
1934
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1935
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
- if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1936
+ if (n == 0 or (pkmn.options.mod and err)) {
1937
+ try options.log.fail(.{ foe_ident, .None });
1745
1938
  return null;
1746
1939
  } else if (err) {
1747
1940
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1748
- assert(!showdown);
1749
1941
  return Result.Error;
1750
1942
  }
1751
1943
 
1752
- volatiles.disabled_move = @intCast(u3, randomMoveSlot(&battle.rng, &foe.active.moves, n));
1753
- volatiles.disabled_duration = @intCast(u4, if (showdown)
1754
- battle.rng.range(u8, 1, 9)
1755
- else
1756
- (battle.rng.next() & 7) + 1);
1944
+ volatiles.disable_move =
1945
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1946
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1947
+ options.chance.observe(.disable, player.foe(), .started);
1757
1948
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1949
+ const id = foe.active.move(volatiles.disable_move).id;
1950
+ try options.log.start(.{ foe_ident, .Disable, id });
1759
1951
  return null;
1760
1952
  }
1761
1953
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1763
- var side = battle.side(player);
1764
- var stored = side.stored();
1954
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1955
+ var stored = battle.side(player).stored();
1956
+ const ident = battle.active(player);
1765
1957
 
1766
1958
  if (battle.last_damage == 0) {
1767
1959
  assert(showdown);
1768
- return;
1960
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1961
  }
1770
1962
 
1771
1963
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1966,7 @@ pub const Effects = struct {
1774
1966
  if (stored.hp == stored.stats.hp) return;
1775
1967
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1968
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1969
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1778
1970
  }
1779
1971
 
1780
1972
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1980,28 @@ pub const Effects = struct {
1788
1980
  side.active.volatiles.LeechSeed = false;
1789
1981
  }
1790
1982
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1983
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1984
  var volatiles = &battle.foe(player).active.volatiles;
1793
1985
 
1794
1986
  if (volatiles.Substitute) return;
1795
-
1796
- const chance = if (showdown)
1797
- battle.rng.chance(u8, @as(u8, if (move.effect == .FlinchChance1) 26 else 77), 256)
1798
- else
1799
- battle.rng.next() < 1 + (if (move.effect == .FlinchChance1)
1800
- Gen12.percent(10)
1801
- else
1802
- Gen12.percent(30));
1803
- if (!chance) return;
1987
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1988
+ return;
1989
+ }
1804
1990
 
1805
1991
  volatiles.Flinch = true;
1806
1992
  volatiles.Recharging = false;
1807
1993
  }
1808
1994
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1995
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
1996
  var side = battle.side(player);
1811
1997
 
1812
1998
  if (side.active.volatiles.FocusEnergy) return;
1813
1999
  side.active.volatiles.FocusEnergy = true;
1814
2000
 
1815
- try log.start(battle.active(player), .FocusEnergy);
2001
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1816
2002
  }
1817
2003
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2004
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
2005
  var foe = battle.foe(player);
1820
2006
  var foe_stored = foe.stored();
1821
2007
  const foe_ident = battle.active(player.foe());
@@ -1826,26 +2012,23 @@ pub const Effects = struct {
1826
2012
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
2013
  }
1828
2014
 
1829
- const chance = !foe.active.types.includes(move.type) and if (showdown)
1830
- battle.rng.chance(u8, 26, 256)
1831
- else
1832
- battle.rng.next() < 1 + Gen12.percent(10);
1833
- if (!chance) return;
1834
-
2015
+ if (foe.active.types.includes(move.type)) return;
2016
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
2017
  // Freeze Clause Mod
1836
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2018
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
2019
 
1838
2020
  foe_stored.status = Status.init(.FRZ);
1839
2021
  // GLITCH: Hyper Beam recharging status is not cleared
1840
2022
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
2023
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1842
2024
  }
1843
2025
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2026
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2027
+ var log = options.log;
1845
2028
  var side = battle.side(player);
1846
2029
  var foe = battle.foe(player);
1847
2030
 
1848
- var side_stored = side.stored();
2031
+ const side_stored = side.stored();
1849
2032
  var foe_stored = foe.stored();
1850
2033
 
1851
2034
  const player_ident = battle.active(player);
@@ -1857,96 +2040,101 @@ pub const Effects = struct {
1857
2040
  side.active.stats = side_stored.stats;
1858
2041
  foe.active.stats = foe_stored.stats;
1859
2042
 
1860
- try log.activate(player_ident, .Haze);
1861
- try log.clearallboost();
2043
+ try log.activate(.{ player_ident, .Haze });
2044
+ try log.clearallboost(.{});
1862
2045
 
1863
2046
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
2047
  if (showdown) {
1865
2048
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
2049
+ const p: Player = @enumFromInt(i);
1867
2050
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
2051
  if (p != player and Status.any(s.stored().status)) {
1869
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1870
2053
  s.stored().status = 0;
2054
+ options.chance.observe(.sleep, p, .None);
1871
2055
  } else if (showdown and s.stored().status == Status.TOX) {
1872
2056
  s.stored().status = Status.init(.PSN);
1873
- try log.status(battle.active(p), s.stored().status, .None);
2057
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1874
2058
  }
1875
- try clearVolatiles(battle, p, log);
2059
+ try clearVolatiles(battle, p, options);
1876
2060
  }
1877
2061
  } else {
1878
2062
  if (Status.any(foe_stored.status)) {
1879
2063
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1880
2064
  foe.last_selected_move = .SKIP_TURN;
2065
+ options.chance.observe(.sleep, player.foe(), .None);
1881
2066
  }
1882
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2067
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1883
2068
  foe_stored.status = 0;
1884
2069
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2070
+ try clearVolatiles(battle, player, options);
2071
+ try clearVolatiles(battle, player.foe(), options);
1887
2072
  }
1888
2073
  }
1889
2074
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2075
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2076
  var side = battle.side(player);
1892
2077
  var stored = side.stored();
1893
2078
  const ident = battle.active(player);
1894
2079
 
1895
2080
  // GLITCH: HP recovery move failure glitches
1896
2081
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2082
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2083
+ return options.log.fail(.{ ident, .None });
2084
+ }
1898
2085
 
1899
2086
  const rest = side.last_selected_move == .Rest;
1900
2087
  if (rest) {
1901
2088
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2089
  if (showdown) battle.rng.advance(1);
1903
2090
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2091
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1905
2092
  stored.hp = stored.stats.hp;
1906
2093
  } else {
1907
2094
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2095
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2096
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1910
2097
  }
1911
2098
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2099
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2100
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2101
+ try options.log.mustrecharge(.{battle.active(player)});
1915
2102
  }
1916
2103
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2104
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2105
  var foe = battle.foe(player);
1919
2106
 
1920
2107
  if (showdown) {
1921
2108
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2109
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2110
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1924
2111
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2112
+ if (!try checkHit(battle, player, move, options)) return;
1926
2113
  if (foe.active.volatiles.LeechSeed) return;
1927
2114
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2115
+ if (!try checkHit(battle, player, move, options)) return;
1929
2116
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2117
+ try options.log.lastmiss(.{});
2118
+ return options.log.miss(.{battle.active(player)});
1932
2119
  }
1933
2120
  }
1934
2121
 
1935
2122
  foe.active.volatiles.LeechSeed = true;
1936
2123
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2124
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1938
2125
  }
1939
2126
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2127
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2128
  var side = battle.side(player);
2129
+ const ident = battle.active(player);
1942
2130
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2131
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1944
2132
  side.active.volatiles.LightScreen = true;
1945
2133
 
1946
- try log.start(battle.active(player), .LightScreen);
2134
+ try options.log.start(.{ ident, .LightScreen });
1947
2135
  }
1948
2136
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2137
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2138
  var side = battle.side(player);
1951
2139
  var foe = battle.foe(player);
1952
2140
 
@@ -1962,45 +2150,49 @@ pub const Effects = struct {
1962
2150
  const has_mimic = has_mimic: {
1963
2151
  for (side.active.moves, 0..) |m, i| {
1964
2152
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2153
+ oslot = @intCast(i + 1);
1966
2154
  break :has_mimic true;
1967
2155
  }
1968
2156
  }
1969
2157
  break :has_mimic false;
1970
2158
  };
1971
- // If the foe is Invulnerable we still want to fall through to checkHit to be able to
1972
- // trigger |-miss| instead of |-fail|
1973
- if (!has_mimic and !foe.active.volatiles.Invulnerable) {
1974
- return try log.fail(battle.active(player.foe()), .None);
2159
+ if (!has_mimic) {
2160
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2161
+ if (!try checkHit(battle, player, move, options)) return;
2162
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1975
2163
  }
1976
2164
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2165
+ if (!try checkHit(battle, player, move, options)) return;
1978
2166
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2167
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2168
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2169
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2170
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1983
2171
  }
1984
2172
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2173
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2174
  var side = battle.side(player);
1987
2175
 
1988
2176
  if (side.active.volatiles.Mist) return;
1989
2177
  side.active.volatiles.Mist = true;
1990
2178
 
1991
- try log.start(battle.active(player), .Mist);
2179
+ try options.log.start(.{ battle.active(player), .Mist });
1992
2180
  }
1993
2181
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2182
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2183
  var side = battle.side(player);
1996
2184
 
1997
2185
  assert(!side.active.volatiles.MultiHit);
1998
2186
  side.active.volatiles.MultiHit = true;
1999
2187
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2188
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2189
+ try Rolls.distribution(battle, .MultiHit, player, options)
2190
+ else
2191
+ 2;
2001
2192
  }
2002
2193
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2194
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2195
+ var log = options.log;
2004
2196
  var foe = battle.foe(player);
2005
2197
  var foe_stored = foe.stored();
2006
2198
  const foe_ident = battle.active(player.foe());
@@ -2010,27 +2202,28 @@ pub const Effects = struct {
2010
2202
 
2011
2203
  if (showdown) {
2012
2204
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
- if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2014
- if (!try checkHit(battle, player, move, log)) return;
2205
+ if (immune and !foe.active.volatiles.Invulnerable) {
2206
+ return log.immune(.{ foe_ident, .None });
2207
+ } else if (!try checkHit(battle, player, move, options)) return;
2015
2208
  }
2016
2209
  if (Status.any(foe_stored.status)) {
2017
- return log.fail(
2210
+ return log.fail(.{
2018
2211
  foe_ident,
2019
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2020
- );
2212
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2213
+ });
2021
2214
  }
2022
2215
  if (!showdown) {
2023
- if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2216
+ if (immune) return log.immune(.{ foe_ident, .None });
2217
+ if (!try checkHit(battle, player, move, options)) return;
2025
2218
  }
2026
2219
 
2027
2220
  foe_stored.status = Status.init(.PAR);
2028
2221
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2029
2222
 
2030
- try log.status(foe_ident, foe_stored.status, .None);
2223
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2031
2224
  }
2032
2225
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2226
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2227
  var foe = battle.foe(player);
2035
2228
  var foe_stored = foe.stored();
2036
2229
 
@@ -2041,65 +2234,59 @@ pub const Effects = struct {
2041
2234
  }
2042
2235
 
2043
2236
  // Body Slam can't paralyze a Normal type Pokémon
2044
- const chance = !foe.active.types.includes(move.type) and if (showdown)
2045
- battle.rng.chance(u8, @as(u8, if (move.effect == .ParalyzeChance1) 26 else 77), 256)
2046
- else
2047
- battle.rng.next() < 1 + (if (move.effect == .ParalyzeChance1)
2048
- Gen12.percent(10)
2049
- else
2050
- Gen12.percent(30));
2051
- if (!chance) return;
2237
+ if (foe.active.types.includes(move.type)) return;
2238
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2239
+ return;
2240
+ }
2052
2241
 
2053
2242
  foe_stored.status = Status.init(.PAR);
2054
2243
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2244
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2245
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2057
2246
  }
2058
2247
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2248
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2249
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2250
+ try options.log.fieldactivate(.{});
2251
+ }
2061
2252
  }
2062
2253
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2254
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2255
+ var log = options.log;
2064
2256
  var foe = battle.foe(player);
2065
2257
  var foe_stored = foe.stored();
2066
2258
  const foe_ident = battle.active(player.foe());
2067
2259
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2260
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2261
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2262
  return;
2071
2263
  } else if (foe.active.volatiles.Substitute) {
2072
2264
  if (move.effect != .Poison) return;
2073
- return log.fail(foe_ident, .None);
2265
+ return log.fail(.{ foe_ident, .None });
2074
2266
  } else if (Status.any(foe_stored.status)) {
2075
2267
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2076
2268
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2077
2269
  // will not include a fail reason for Toxic vs. Poison or vice-versa...
2078
- return log.fail(foe_ident, if (Status.is(foe_stored.status, .PSN))
2270
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2079
2271
  if (!showdown)
2080
- .Poison
2272
+ Fail.Poison
2081
2273
  else if (toxic == (foe_stored.status == Status.TOX))
2082
- if (toxic) .Toxic else .Poison
2274
+ if (toxic) Fail.Toxic else Fail.Poison
2083
2275
  else
2084
- .None
2276
+ Fail.None
2085
2277
  else
2086
- .None);
2278
+ Fail.None });
2087
2279
  } else if (foe.active.types.includes(.Poison)) {
2088
2280
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2089
- return log.immune(foe_ident, .None);
2281
+ return log.immune(.{ foe_ident, .None });
2090
2282
  }
2091
2283
 
2092
2284
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2285
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2094
2286
  } else {
2095
- const chance = if (showdown)
2096
- battle.rng.chance(u8, @as(u8, if (move.effect == .PoisonChance1) 52 else 103), 256)
2097
- else
2098
- battle.rng.next() < 1 + (if (move.effect == .PoisonChance1)
2099
- Gen12.percent(20)
2100
- else
2101
- Gen12.percent(40));
2102
- if (!chance) return;
2287
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2288
+ return;
2289
+ }
2103
2290
  }
2104
2291
 
2105
2292
  foe_stored.status = Status.init(.PSN);
@@ -2109,39 +2296,46 @@ pub const Effects = struct {
2109
2296
  foe.active.volatiles.toxic = 0;
2110
2297
  }
2111
2298
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2299
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2300
  }
2114
2301
 
2115
2302
  fn rage(battle: anytype, player: Player) !void {
2116
2303
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2304
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2305
+ volatiles.Rage = true;
2121
2306
  }
2122
2307
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2308
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2309
  var side = battle.side(player);
2125
2310
  var stored = side.stored();
2126
2311
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2312
+ assert(showdown or battle.last_damage > 0);
2313
+ if (showdown and battle.last_damage == 0) return;
2314
+
2315
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2316
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2317
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2318
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2319
+ try options.log.damage(.{
2320
+ battle.active(player),
2321
+ stored,
2322
+ .RecoilOf,
2323
+ battle.active(player.foe()),
2324
+ });
2132
2325
  if (showdown and stored.hp == 0) residual.* = false;
2133
2326
  }
2134
2327
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2328
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2329
  var side = battle.side(player);
2330
+ const ident = battle.active(player);
2137
2331
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2332
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2139
2333
  side.active.volatiles.Reflect = true;
2140
2334
 
2141
- try log.start(battle.active(player), .Reflect);
2335
+ try options.log.start(.{ ident, .Reflect });
2142
2336
  }
2143
2337
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2338
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2339
  var foe = battle.foe(player);
2146
2340
  var foe_stored = foe.stored();
2147
2341
  const foe_ident = battle.active(player.foe());
@@ -2152,89 +2346,87 @@ pub const Effects = struct {
2152
2346
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2347
  } else {
2154
2348
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2349
+ return options.log.fail(.{
2156
2350
  foe_ident,
2157
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
- );
2351
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2352
+ });
2159
2353
  }
2160
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2161
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2354
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2355
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2162
2356
  }
2163
2357
 
2164
2358
  // Sleep Clause Mod
2165
- if (showdown) {
2359
+ if (pkmn.options.mod) {
2166
2360
  for (foe.pokemon) |p| {
2167
2361
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2168
2362
  }
2169
2363
  }
2170
2364
  foe.active.volatiles.Recharging = false;
2171
2365
 
2172
- const duration = @intCast(u3, if (showdown)
2173
- battle.rng.range(u8, 1, 8)
2174
- else loop: {
2175
- while (true) {
2176
- const r = battle.rng.next() & 7;
2177
- if (r != 0) break :loop r;
2178
- }
2179
- });
2366
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2367
+ options.chance.observe(.sleep, player.foe(), .started);
2180
2368
 
2181
- foe_stored.status = Status.slp(duration);
2182
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2369
+ const last = battle.side(player).last_selected_move;
2370
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2183
2371
  }
2184
2372
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2373
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2374
+ try options.log.activate(.{ battle.active(player), .Splash });
2187
2375
  }
2188
2376
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2377
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2378
  var side = battle.side(player);
2191
2379
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2193
- return;
2380
+ return options.log.fail(.{ battle.active(player), .Substitute });
2194
2381
  }
2195
2382
 
2196
2383
  assert(side.stored().stats.hp <= 1023);
2197
2384
  // Will be 0 if HP is <= 3 meaning that the user gets a 1 HP Substitute for "free"
2198
- const hp = @intCast(u8, side.stored().stats.hp / 4);
2385
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2386
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2387
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2388
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2389
  // avoid having to convert to floating point)
2203
2390
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2391
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2206
- return;
2392
+ return options.log.fail(.{ battle.active(player), .Weak });
2207
2393
  }
2208
2394
 
2209
2395
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2210
2396
  side.stored().hp -= hp;
2211
2397
  side.active.volatiles.substitute = hp + 1;
2212
2398
  side.active.volatiles.Substitute = true;
2213
- try log.start(battle.active(player), .Substitute);
2214
- if (hp > 0) try log.damage(battle.active(player), side.stored(), .None);
2399
+ try options.log.start(.{ battle.active(player), .Substitute });
2400
+ if (hp > 0) {
2401
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2402
+ if (showdown and side.stored().hp == 0) residual.* = false;
2403
+ }
2215
2404
  }
2216
2405
 
2217
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2218
- if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2219
-
2220
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2221
- _ = try checkHit(battle, player, move, log);
2406
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2407
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2408
+ if (showdown) {
2409
+ if (battle.side(player).last_selected_move == .Teleport) return;
2410
+ _ = try checkHit(battle, player, move, options);
2411
+ battle.last_damage = 0;
2412
+ } else {
2413
+ try options.log.fail(.{ battle.active(player), .None });
2414
+ try options.log.laststill(.{});
2415
+ }
2222
2416
  }
2223
2417
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2418
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2419
  var volatiles = &battle.side(player).active.volatiles;
2226
2420
  assert(!volatiles.Thrashing);
2227
2421
  assert(!volatiles.Bide);
2228
2422
 
2229
2423
  volatiles.Thrashing = true;
2230
- volatiles.state = 0;
2231
- volatiles.attacks = @intCast(u3, if (showdown)
2232
- battle.rng.range(u8, 2, 4)
2233
- else
2234
- (battle.rng.next() & 1) + 2);
2424
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2425
+
2426
+ options.chance.observe(.attacking, player, .started);
2235
2427
  }
2236
2428
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2429
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2430
  var side = battle.side(player);
2239
2431
  const foe = battle.foe(player);
2240
2432
  const foe_ident = battle.active(player.foe());
@@ -2260,23 +2452,28 @@ pub const Effects = struct {
2260
2452
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2453
  }
2262
2454
 
2263
- try log.transform(battle.active(player), foe_ident);
2455
+ try options.log.transform(.{ battle.active(player), foe_ident });
2264
2456
  }
2265
2457
 
2266
- fn binding(battle: anytype, player: Player) void {
2458
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2459
  var side = battle.side(player);
2268
2460
  var foe = battle.foe(player);
2269
2461
 
2270
2462
  if (side.active.volatiles.Binding) return;
2271
2463
  side.active.volatiles.Binding = true;
2272
2464
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2273
- // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2274
- if (!showdown) foe.active.volatiles.Recharging = false;
2465
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2466
+ if (!showdown) {
2467
+ foe.active.volatiles.Recharging = false;
2468
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2469
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2470
+ side.active.volatiles.attacks =
2471
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2472
+ options.chance.observe(.binding, player, .started);
2277
2473
  }
2278
2474
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2475
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2476
+ var log = options.log;
2280
2477
  var side = battle.side(player);
2281
2478
  const ident = battle.active(player);
2282
2479
 
@@ -2286,85 +2483,87 @@ pub const Effects = struct {
2286
2483
  switch (move.effect) {
2287
2484
  .AttackUp1, .AttackUp2, .Rage => {
2288
2485
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
- if (boosts.atk == 6) return try log.fail(ident, .None);
2486
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2290
2487
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2291
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2292
- const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2488
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2489
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2293
2490
  if (stats.atk == MAX_STAT_VALUE) {
2294
2491
  boosts.atk -= 1;
2295
2492
  if (showdown) {
2296
- try log.boost(ident, reason, n);
2297
- try log.boost(ident, Boost.Attack, -1);
2493
+ try log.boost(.{ ident, reason, n });
2494
+ try log.boost(.{ ident, .Attack, -1 });
2298
2495
  if (move.effect == .Rage) return;
2299
2496
  }
2300
- return try log.fail(ident, .None);
2497
+ return log.fail(.{ ident, .None });
2301
2498
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2499
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2500
+ const stat = unmodifiedStats(battle, side).atk;
2304
2501
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
- try log.boost(ident, reason, n);
2502
+ try log.boost(.{ ident, reason, n });
2503
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2504
+ if (showdown and move.effect == .Rage) return;
2306
2505
  },
2307
2506
  .DefenseUp1, .DefenseUp2 => {
2308
2507
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
- if (boosts.def == 6) return try log.fail(ident, .None);
2508
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2310
2509
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2510
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2511
  if (stats.def == MAX_STAT_VALUE) {
2313
2512
  boosts.def -= 1;
2314
2513
  if (showdown) {
2315
- try log.boost(ident, .Defense, n);
2316
- try log.boost(ident, .Defense, -1);
2514
+ try log.boost(.{ ident, .Defense, n });
2515
+ try log.boost(.{ ident, .Defense, -1 });
2317
2516
  }
2318
- return try log.fail(ident, .None);
2517
+ return log.fail(.{ ident, .None });
2319
2518
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2519
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2520
+ const stat = unmodifiedStats(battle, side).def;
2322
2521
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
- try log.boost(ident, .Defense, n);
2522
+ try log.boost(.{ ident, .Defense, n });
2324
2523
  },
2325
2524
  .SpeedUp2 => {
2326
2525
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2327
- if (boosts.spe == 6) return try log.fail(ident, .None);
2328
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2526
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2527
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2528
  if (stats.spe == MAX_STAT_VALUE) {
2330
2529
  boosts.spe -= 1;
2331
2530
  if (showdown) {
2332
- try log.boost(ident, .Speed, 2);
2333
- try log.boost(ident, .Speed, -1);
2531
+ try log.boost(.{ ident, .Speed, 2 });
2532
+ try log.boost(.{ ident, .Speed, -1 });
2334
2533
  }
2335
- return try log.fail(ident, .None);
2534
+ return log.fail(.{ ident, .None });
2336
2535
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2536
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2537
+ const stat = unmodifiedStats(battle, side).spe;
2339
2538
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, .Speed, 2);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2341
2540
  },
2342
2541
  .SpecialUp1, .SpecialUp2 => {
2343
2542
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
- if (boosts.spc == 6) return try log.fail(ident, .None);
2543
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2345
2544
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2545
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2546
  if (stats.spc == MAX_STAT_VALUE) {
2348
2547
  boosts.spc -= 1;
2349
2548
  if (showdown) {
2350
- try log.boost(ident, .SpecialAttack, n);
2351
- try log.boost(ident, .SpecialAttack, -1);
2352
- try log.boost(ident, .SpecialDefense, n);
2353
- try log.boost(ident, .SpecialDefense, -1);
2549
+ try log.boost(.{ ident, .SpecialAttack, n });
2550
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2551
+ try log.boost(.{ ident, .SpecialDefense, n });
2552
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2354
2553
  }
2355
- return try log.fail(ident, .None);
2554
+ return log.fail(.{ ident, .None });
2356
2555
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2556
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2557
+ const stat = unmodifiedStats(battle, side).spc;
2359
2558
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
- try log.boost(ident, .SpecialAttack, n);
2361
- try log.boost(ident, .SpecialDefense, n);
2559
+ try log.boost(.{ ident, .SpecialAttack, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, n });
2362
2561
  },
2363
2562
  .EvasionUp1 => {
2364
2563
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2365
- if (boosts.evasion == 6) return try log.fail(ident, .None);
2366
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2367
- try log.boost(ident, .Evasion, 1);
2564
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2565
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2566
+ try log.boost(.{ ident, .Evasion, 1 });
2368
2567
  },
2369
2568
  else => unreachable,
2370
2569
  }
@@ -2373,106 +2572,105 @@ pub const Effects = struct {
2373
2572
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2573
  }
2375
2574
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2575
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2576
+ var log = options.log;
2377
2577
  var foe = battle.foe(player);
2378
2578
  const foe_ident = battle.active(player.foe());
2579
+ const secondary = move.effect.isStatDownChance();
2379
2580
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2581
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2383
2582
 
2384
- if (move.effect.isStatDownChance()) {
2385
- const chance = if (showdown)
2386
- battle.rng.chance(u8, 85, 256)
2387
- else
2388
- battle.rng.next() < Gen12.percent(33) + 1;
2389
- if (!chance or foe.active.volatiles.Invulnerable) return;
2390
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2391
- return; // checkHit already checks for Invulnerable
2583
+ if (secondary) {
2584
+ const proc = try Rolls.unboost(battle, player, options);
2585
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2586
+ } else {
2587
+ // checkHit already checks for Invulnerable
2588
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2392
2589
  }
2393
2590
 
2394
2591
  var stats = &foe.active.stats;
2395
2592
  var boosts = &foe.active.boosts;
2593
+ const fail = showdown or !secondary;
2396
2594
 
2397
2595
  switch (move.effect) {
2398
2596
  .AttackDown1, .AttackDownChance => {
2399
2597
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2400
- if (boosts.atk == -6) return try log.fail(foe_ident, .None);
2401
- boosts.atk = @intCast(i4, @max(-6, @as(i8, boosts.atk) - 1));
2598
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2599
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2600
  if (stats.atk == 1) {
2403
2601
  boosts.atk += 1;
2404
2602
  if (showdown) {
2405
- try log.boost(foe_ident, .Attack, -1);
2406
- try log.boost(foe_ident, .Attack, 1);
2603
+ try log.boost(.{ foe_ident, .Attack, -1 });
2604
+ try log.boost(.{ foe_ident, .Attack, 1 });
2407
2605
  }
2408
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2409
2607
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2609
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2610
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
- try log.boost(foe_ident, .Attack, -1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2414
2612
  },
2415
2613
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2614
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2615
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2418
2616
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2617
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2618
  if (stats.def == 1) {
2421
2619
  boosts.def += 1;
2422
2620
  if (showdown) {
2423
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2424
- try log.boost(foe_ident, .Defense, 1);
2621
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2622
+ try log.boost(.{ foe_ident, .Defense, 1 });
2425
2623
  }
2426
- return try log.fail(foe_ident, .None);
2624
+ return log.fail(.{ foe_ident, .None });
2427
2625
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2626
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2627
+ const stat = unmodifiedStats(battle, foe).def;
2430
2628
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2432
2630
  },
2433
2631
  .SpeedDown1, .SpeedDownChance => {
2434
2632
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2435
- if (boosts.spe == -6) return try log.fail(foe_ident, .None);
2436
- boosts.spe = @intCast(i4, @max(-6, @as(i8, boosts.spe) - 1));
2633
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2634
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2635
  if (stats.spe == 1) {
2438
2636
  boosts.spe += 1;
2439
2637
  if (showdown) {
2440
- try log.boost(foe_ident, .Speed, -1);
2441
- try log.boost(foe_ident, .Speed, 1);
2638
+ try log.boost(.{ foe_ident, .Speed, -1 });
2639
+ try log.boost(.{ foe_ident, .Speed, 1 });
2442
2640
  }
2443
- return try log.fail(foe_ident, .None);
2641
+ return log.fail(.{ foe_ident, .None });
2444
2642
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2643
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2644
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2645
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
- try log.boost(foe_ident, .Speed, -1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2449
2647
  assert(boosts.spe >= -6);
2450
2648
  },
2451
2649
  .SpecialDownChance => {
2452
2650
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2453
- if (boosts.spc == -6) return try log.fail(foe_ident, .None);
2454
- boosts.spc = @intCast(i4, @max(-6, @as(i8, boosts.spc) - 1));
2651
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2652
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2653
  if (stats.spc == 1) {
2456
2654
  boosts.spc += 1;
2457
2655
  if (showdown) {
2458
- try log.boost(foe_ident, .SpecialAttack, -1);
2459
- try log.boost(foe_ident, .SpecialAttack, 1);
2460
- try log.boost(foe_ident, .SpecialDefense, -1);
2461
- try log.boost(foe_ident, .SpecialDefense, 1);
2656
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2657
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2658
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2659
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2462
2660
  }
2463
- return try log.fail(foe_ident, .None);
2661
+ return log.fail(.{ foe_ident, .None });
2464
2662
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2663
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2664
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2665
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2468
- try log.boost(foe_ident, .SpecialAttack, -1);
2469
- try log.boost(foe_ident, .SpecialDefense, -1);
2666
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2470
2668
  },
2471
2669
  .AccuracyDown1 => {
2472
2670
  assert(boosts.accuracy >= -6 and boosts.accuracy <= 6);
2473
- if (boosts.accuracy == -6) return try log.fail(foe_ident, .None);
2474
- boosts.accuracy = @intCast(i4, @max(-6, @as(i8, boosts.accuracy) - 1));
2475
- try log.boost(foe_ident, .Accuracy, -1);
2671
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2672
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2673
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2476
2674
  },
2477
2675
  else => unreachable,
2478
2676
  }
@@ -2482,8 +2680,7 @@ pub const Effects = struct {
2482
2680
  }
2483
2681
  };
2484
2682
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2683
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2684
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2685
  const id = ID.from(side.active.volatiles.transform);
2489
2686
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,37 +2694,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2694
  }
2498
2695
  }
2499
2696
 
2500
- fn isForced(active: ActivePokemon) bool {
2697
+ fn isForced(active: anytype) bool {
2501
2698
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2699
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2700
  }
2504
2701
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2702
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2703
+ var log = options.log;
2506
2704
  var side = battle.side(who);
2507
2705
  var volatiles = &side.active.volatiles;
2508
2706
  const ident = battle.active(who);
2509
2707
 
2510
- if (volatiles.disabled_move != 0) {
2511
- volatiles.disabled_move = 0;
2512
- volatiles.disabled_duration = 0;
2513
- try log.end(ident, .DisableSilent);
2708
+ if (volatiles.disable_move != 0) {
2709
+ volatiles.disable_move = 0;
2710
+ volatiles.disable_duration = 0;
2711
+ options.chance.observe(.disable, who, .None);
2712
+ try log.end(.{ ident, .DisableSilent });
2514
2713
  }
2515
2714
  if (volatiles.Confusion) {
2516
2715
  // volatiles.confusion is left unchanged
2517
2716
  volatiles.Confusion = false;
2518
- try log.end(ident, .ConfusionSilent);
2717
+ options.chance.observe(.confusion, who, .None);
2718
+ try log.end(.{ ident, .ConfusionSilent });
2519
2719
  }
2520
2720
  if (volatiles.Mist) {
2521
2721
  volatiles.Mist = false;
2522
- try log.end(ident, .Mist);
2722
+ try log.end(.{ ident, .MistSilent });
2523
2723
  }
2524
2724
  if (volatiles.FocusEnergy) {
2525
2725
  volatiles.FocusEnergy = false;
2526
- try log.end(ident, .FocusEnergy);
2726
+ try log.end(.{ ident, .FocusEnergySilent });
2527
2727
  }
2528
2728
  if (volatiles.LeechSeed) {
2529
2729
  volatiles.LeechSeed = false;
2530
- try log.end(ident, .LeechSeed);
2730
+ try log.end(.{ ident, .LeechSeedSilent });
2531
2731
  }
2532
2732
  if (!showdown and volatiles.Toxic) {
2533
2733
  volatiles.Toxic = false;
@@ -2535,95 +2735,388 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2535
2735
  }
2536
2736
  if (volatiles.LightScreen) {
2537
2737
  volatiles.LightScreen = false;
2538
- try log.end(ident, .LightScreen);
2738
+ try log.end(.{ ident, .LightScreenSilent });
2539
2739
  }
2540
2740
  if (volatiles.Reflect) {
2541
2741
  volatiles.Reflect = false;
2542
- try log.end(ident, .Reflect);
2742
+ try log.end(.{ ident, .ReflectSilent });
2543
2743
  }
2544
2744
  if (showdown and volatiles.Toxic) {
2545
2745
  volatiles.Toxic = false;
2546
2746
  // Pokémon Showdown erroneously clears the toxic counter
2547
2747
  volatiles.toxic = 0;
2548
- try log.end(ident, .Toxic);
2748
+ try log.end(.{ ident, .ToxicSilent });
2549
2749
  }
2550
2750
  }
2551
2751
 
2552
- fn disabled(side: *Side, ident: ID, log: anytype) !bool {
2553
- if (side.active.volatiles.disabled_move != 0) {
2554
- // A Pokémon that transforms after being disabled may end up with less move slots
2555
- const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
2556
- if (m != .None and m == side.last_selected_move) {
2557
- side.active.volatiles.Charging = false;
2558
- try log.disabled(ident, side.last_selected_move);
2559
- return true;
2560
- }
2561
- }
2562
- return false;
2752
+ fn decrement(
2753
+ comptime field: chance.Action.Field,
2754
+ player: Player,
2755
+ options: anytype,
2756
+ n: anytype,
2757
+ ) @TypeOf(n) {
2758
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2759
+ .started, .ended => 0,
2760
+ .continuing => if (n > 1) n - 1 else n,
2761
+ else => unreachable,
2762
+ } else n - 1;
2563
2763
  }
2564
2764
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2765
+ pub const Rolls = struct {
2766
+ fn speedTie(battle: anytype, options: anytype) !bool {
2767
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2768
+ player == .P1
2769
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2770
+ battle.rng.speedTie()
2771
+ else if (showdown)
2772
+ battle.rng.range(u8, 0, 2) == 0
2773
+ else
2774
+ battle.rng.next() < Gen12.percent(50) + 1;
2569
2775
 
2570
- volatiles.Thrashing = false;
2571
- volatiles.Confusion = true;
2572
- volatiles.confusion = @intCast(u3, if (showdown)
2573
- battle.rng.range(u8, 2, 6)
2574
- else
2575
- (battle.rng.next() & 3) + 2);
2776
+ try options.chance.speedTie(p1);
2777
+ return p1;
2778
+ }
2779
+
2780
+ fn criticalHit(
2781
+ battle: anytype,
2782
+ player: Player,
2783
+ rate: u8,
2784
+ spurious: bool,
2785
+ options: anytype,
2786
+ ) !bool {
2787
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2788
+ val == .true
2789
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2790
+ battle.rng.criticalHit(player, rate)
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2576
2795
 
2577
- return true;
2578
- }
2796
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2797
+ return crit;
2798
+ }
2799
+
2800
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2801
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2802
+ val
2803
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2804
+ battle.rng.damage(player)
2805
+ else roll: {
2806
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2807
+ while (true) {
2808
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2809
+ if (r >= 217) break :roll r;
2810
+ }
2811
+ };
2579
2812
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2813
+ assert(roll >= 217 and roll <= 255);
2814
+ try options.chance.damage(player, roll);
2815
+ return roll;
2816
+ }
2581
2817
 
2582
- fn distribution(battle: anytype) u3 {
2583
- if (showdown) return DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)];
2584
- const r = (battle.rng.next() & 3);
2585
- return @intCast(u3, (if (r < 2) r else battle.rng.next() & 3) + 2);
2586
- }
2818
+ const uN = if (pkmn.options.miss) u8 else u9;
2819
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2820
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2821
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2822
+ val == .true
2823
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2824
+ battle.rng.hit(player, acc)
2825
+ else if (showdown)
2826
+ battle.rng.chance(uN, acc, 256)
2827
+ else
2828
+ battle.rng.next() < acc;
2587
2829
 
2588
- fn randomMoveSlot(rand: anytype, moves: []MoveSlot, check_pp: u4) u4 {
2589
- if (showdown) {
2590
- if (check_pp == 0) {
2591
- var i: usize = moves.len;
2592
- while (i > 0) {
2593
- i -= 1;
2594
- if (moves[i].id != .None) return rand.range(u4, 0, @intCast(u4, i + 1)) + 1;
2830
+ try options.chance.hit(player, ok, acc);
2831
+ return ok;
2832
+ }
2833
+
2834
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2835
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2836
+ val == .true
2837
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2838
+ battle.rng.confused(player)
2839
+ else if (showdown)
2840
+ !battle.rng.chance(u8, 128, 256)
2841
+ else
2842
+ battle.rng.next() >= Gen12.percent(50) + 1;
2843
+
2844
+ try options.chance.confused(player, cfz);
2845
+ return cfz;
2846
+ }
2847
+
2848
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2849
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2850
+ val == .true
2851
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2852
+ battle.rng.paralyzed(player)
2853
+ else if (showdown)
2854
+ battle.rng.chance(u8, 63, 256)
2855
+ else
2856
+ battle.rng.next() < Gen12.percent(25);
2857
+
2858
+ try options.chance.paralyzed(player, par);
2859
+ return par;
2860
+ }
2861
+
2862
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2863
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2864
+ val == .true
2865
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2866
+ battle.rng.secondaryChance(player, 25)
2867
+ else if (showdown)
2868
+ battle.rng.chance(u8, 25, 256)
2869
+ else
2870
+ battle.rng.next() < Gen12.percent(10);
2871
+
2872
+ try options.chance.secondaryChance(player, proc, 25);
2873
+ return proc;
2874
+ }
2875
+
2876
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2877
+ const rate: u8 = if (low) 26 else 77;
2878
+
2879
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2880
+ val == .true
2881
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2882
+ battle.rng.secondaryChance(player, rate)
2883
+ else if (showdown)
2884
+ battle.rng.chance(u8, rate, 256)
2885
+ else
2886
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2887
+
2888
+ try options.chance.secondaryChance(player, proc, rate);
2889
+ return proc;
2890
+ }
2891
+
2892
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2893
+ const rate: u8 = if (low) 52 else 103;
2894
+
2895
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2896
+ val == .true
2897
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2898
+ battle.rng.secondaryChance(player, rate)
2899
+ else if (showdown)
2900
+ battle.rng.chance(u8, rate, 256)
2901
+ else
2902
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2903
+
2904
+ try options.chance.secondaryChance(player, proc, rate);
2905
+ return proc;
2906
+ }
2907
+
2908
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2909
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2910
+ val == .true
2911
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2912
+ battle.rng.secondaryChance(player, 85)
2913
+ else if (showdown)
2914
+ battle.rng.chance(u8, 85, 256)
2915
+ else
2916
+ battle.rng.next() < Gen12.percent(33) + 1;
2917
+
2918
+ try options.chance.secondaryChance(player, proc, 85);
2919
+ return proc;
2920
+ }
2921
+
2922
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2923
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2924
+ val
2925
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2926
+ battle.rng.metronome(player)
2927
+ else if (showdown)
2928
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2929
+ else move: {
2930
+ while (true) {
2931
+ const r = battle.rng.next();
2932
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2933
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2934
+ break :move @enumFromInt(r);
2595
2935
  }
2936
+ };
2937
+
2938
+ try options.chance.metronome(player, move);
2939
+ return move;
2940
+ }
2941
+
2942
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2943
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2944
+ val - 1
2945
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2946
+ battle.rng.psywave(player)
2947
+ else if (showdown)
2948
+ battle.rng.range(u8, 0, max)
2949
+ else power: {
2950
+ while (true) {
2951
+ const r = battle.rng.next();
2952
+ if (r < max) break :power r;
2953
+ }
2954
+ };
2955
+
2956
+ assert(power < max);
2957
+ try options.chance.psywave(player, power, max);
2958
+ return power;
2959
+ }
2960
+
2961
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2962
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2963
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2964
+ else
2965
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2966
+ battle.rng.sleepDuration(player)
2967
+ else if (showdown)
2968
+ battle.rng.range(u3, 1, 8)
2969
+ else duration: {
2970
+ while (true) {
2971
+ const r = battle.rng.next() & 7;
2972
+ if (r != 0) break :duration @intCast(r);
2973
+ }
2974
+ };
2975
+
2976
+ assert(duration >= 1 and duration <= 7);
2977
+ options.chance.duration(player, duration);
2978
+ return duration;
2979
+ }
2980
+
2981
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2982
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2983
+ if (val >= 1 and val <= 8) val else null
2984
+ else
2985
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2986
+ battle.rng.disableDuration(player)
2987
+ else if (showdown)
2988
+ battle.rng.range(u4, 1, 9)
2989
+ else
2990
+ @intCast((battle.rng.next() & 7) + 1);
2991
+
2992
+ assert(duration >= 1 and duration <= 8);
2993
+ options.chance.duration(player, duration);
2994
+ return duration;
2995
+ }
2996
+
2997
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2998
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2999
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3000
+ else
3001
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3002
+ battle.rng.confusionDuration(player)
3003
+ else if (showdown)
3004
+ battle.rng.range(u3, 2, 6)
3005
+ else
3006
+ @intCast((battle.rng.next() & 3) + 2);
3007
+
3008
+ assert(duration >= 2 and duration <= 5);
3009
+ options.chance.duration(player, duration);
3010
+ return duration;
3011
+ }
3012
+
3013
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3014
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3015
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3016
+ else
3017
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3018
+ battle.rng.attackingDuration(player)
3019
+ else if (showdown)
3020
+ battle.rng.range(u3, 2, 4)
3021
+ else
3022
+ @intCast((battle.rng.next() & 1) + 2);
3023
+
3024
+ assert(duration >= 2 and duration <= 3);
3025
+ options.chance.duration(player, duration);
3026
+ return duration;
3027
+ }
3028
+
3029
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3030
+
3031
+ fn distribution(
3032
+ battle: anytype,
3033
+ comptime effect: Move.Effect,
3034
+ player: Player,
3035
+ options: anytype,
3036
+ ) !u3 {
3037
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3038
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3039
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3040
+ else
3041
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3042
+ battle.rng.distribution(player)
3043
+ else if (showdown)
3044
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3045
+ else n: {
3046
+ const r = (battle.rng.next() & 3);
3047
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3048
+ };
3049
+
3050
+ assert(n >= 2 and n <= 5);
3051
+ if (effect == .Binding) {
3052
+ options.chance.duration(player, n);
2596
3053
  } else {
2597
- var r = rand.range(u4, 0, @intCast(u4, check_pp)) + 1;
2598
- var i: usize = 0;
2599
- while (i < moves.len and r > 0) : (i += 1) {
2600
- if (moves[i].pp > 0) {
2601
- r -= 1;
2602
- if (r == 0) break;
3054
+ try options.chance.multiHit(player, n);
3055
+ }
3056
+ return n;
3057
+ }
3058
+
3059
+ fn moveSlot(
3060
+ battle: anytype,
3061
+ player: Player,
3062
+ moves: []MoveSlot,
3063
+ check_pp: u4,
3064
+ options: anytype,
3065
+ ) !u4 {
3066
+ // TODO: consider throwing error instead of rerolling?
3067
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3068
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3069
+ val
3070
+ else
3071
+ null
3072
+ else
3073
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3074
+ battle.rng.moveSlot(player, moves, check_pp)
3075
+ else slot: {
3076
+ if (showdown) {
3077
+ if (check_pp == 0) {
3078
+ var i: usize = moves.len;
3079
+ while (i > 0) {
3080
+ i -= 1;
3081
+ if (moves[i].id != .None) {
3082
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3083
+ }
3084
+ }
3085
+ } else {
3086
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3087
+ var i: usize = 0;
3088
+ while (i < moves.len and r > 0) : (i += 1) {
3089
+ if (moves[i].pp > 0) {
3090
+ r -= 1;
3091
+ if (r == 0) break :slot @intCast(i + 1);
3092
+ }
3093
+ }
2603
3094
  }
2604
3095
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
3096
 
2609
- while (true) {
2610
- const r = @intCast(u4, rand.next() & 3);
2611
- if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) return r + 1;
3097
+ while (true) {
3098
+ const r: u4 = @intCast(battle.rng.next() & 3);
3099
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3100
+ }
3101
+ };
3102
+
3103
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3104
+ return slot;
2612
3105
  }
2613
- }
3106
+ };
2614
3107
 
2615
3108
  test "RNG agreement" {
2616
3109
  if (!showdown) return;
2617
3110
  var expected: [256]u32 = undefined;
2618
3111
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
3112
+ expected[i] = @intCast(i * 0x1000000);
2620
3113
  }
2621
3114
 
2622
- var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
2623
- var cfz = rng.FixedRNG(1, expected.len){ .rolls = expected };
2624
- var par = rng.FixedRNG(1, expected.len){ .rolls = expected };
2625
- var brn = rng.FixedRNG(1, expected.len){ .rolls = expected };
2626
- var eff = rng.FixedRNG(1, expected.len){ .rolls = expected };
3115
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3116
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3117
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3118
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3119
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2627
3120
 
2628
3121
  for (0..expected.len) |i| {
2629
3122
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2659,11 +3152,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3152
  const side = battle.side(player);
2660
3153
  const foe = battle.foe(player);
2661
3154
 
2662
- var active = side.active;
3155
+ const active = &side.active;
2663
3156
  const stored = side.stored();
2664
3157
 
2665
3158
  // While players are not given any input options on the cartridge in these cases,
2666
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3159
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2667
3160
  //
2668
3161
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2669
3162
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2671,9 +3164,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2671
3164
  // passing due to being forced into using a move. Instead of introducing another option
2672
3165
  // we simply repurpose Move with no move slot, even though pedantically this is not
2673
3166
  // strictly correct as the player would not have been presented the option to move or
2674
- // switch at all.
3167
+ // switch at all
2675
3168
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3169
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3170
  n += 1;
2678
3171
  return n;
2679
3172
  }
@@ -2690,7 +3183,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2690
3183
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2691
3184
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2692
3185
  // either disables all other moves in the case of limited or requires you to select a
2693
- // move normally if sleeping/frozen/bound.
3186
+ // move normally if sleeping/frozen/bound
2694
3187
  if (!showdown and (limited or foe.active.volatiles.Binding or
2695
3188
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2696
3189
  {
@@ -2703,16 +3196,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2703
3196
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2704
3197
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2705
3198
  // Move will not result in forcing the subsequent use unless the user also had the
2706
- // proc-ed move in their moveset) and disabling all other moves.
3199
+ // proc-ed move in their moveset) and disabling all other moves
2707
3200
  if (limited) {
2708
3201
  assert(showdown);
2709
3202
  assert(side.last_selected_move != .None);
2710
3203
  while (slot <= 4) : (slot += 1) {
2711
3204
  const m = active.moves[slot - 1];
2712
3205
  if (m.id == .None) break;
2713
- if (m.id == side.last_selected_move) {
2714
- // Pokémon Showdown displays Struggle if limited to Bide when out of PP
2715
- const s = if (m.pp == 0 and m.id == .Bide) 0 else slot;
3206
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3207
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3208
+ const struggle =
3209
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3210
+ const s = if (struggle) 0 else slot;
2716
3211
  out[n] = .{ .type = .Move, .data = s };
2717
3212
  n += 1;
2718
3213
  return n;
@@ -2726,14 +3221,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2726
3221
  const m = active.moves[slot - 1];
2727
3222
  if (m.id == .None) break;
2728
3223
  if (m.pp == 0) continue;
2729
- if (active.volatiles.disabled_move == slot) continue;
3224
+ if (active.volatiles.disable_move == slot) continue;
2730
3225
  out[n] = .{ .type = .Move, .data = slot };
2731
3226
  n += 1;
2732
3227
  }
2733
3228
  // Struggle (Pokémon Showdown would use 'move 1' here)
2734
3229
  if (n == before) {
2735
3230
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2736
- if (!showdown) {
3231
+ if (!pkmn.options.mod) {
2737
3232
  while (slot <= 4) : (slot += 1) {
2738
3233
  if (active.moves[slot - 1].pp != 0) return n;
2739
3234
  }