@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.683fba11

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 (81) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +144 -77
  3. package/build/pkg/addon/browser.d.ts +3 -0
  4. package/build/pkg/addon/browser.js +44 -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 +97 -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 +44 -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 +16 -19
  22. package/build/pkg/gen1.js +54 -42
  23. package/build/pkg/gen1.js.map +1 -1
  24. package/build/pkg/index.d.ts +55 -103
  25. package/build/pkg/index.js +6 -63
  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 +101 -0
  31. package/build/tools/debug.js.map +1 -0
  32. package/build/tools/display/debug.jsx +141 -0
  33. package/build/tools/display/debug.jsx.map +1 -0
  34. package/build/tools/display/index.js +141 -0
  35. package/build/tools/display/index.js.map +1 -0
  36. package/build/tools/display/ui.jsx +349 -0
  37. package/build/tools/display/ui.jsx.map +1 -0
  38. package/build/tools/display/util.js +18 -0
  39. package/build/tools/display/util.js.map +1 -0
  40. package/build.zig +349 -160
  41. package/package.json +108 -47
  42. package/src/bin/install-pkmn-engine +84 -42
  43. package/src/bin/pkmn-debug +62 -0
  44. package/src/lib/common/array.zig +77 -0
  45. package/src/lib/common/battle.zig +17 -0
  46. package/src/lib/common/data.zig +19 -31
  47. package/src/lib/common/debug.zig +58 -17
  48. package/src/lib/common/js.zig +120 -0
  49. package/src/lib/common/optional.zig +71 -0
  50. package/src/lib/common/options.zig +18 -3
  51. package/src/lib/common/protocol.zig +947 -407
  52. package/src/lib/common/rational.zig +449 -0
  53. package/src/lib/common/rng.zig +31 -24
  54. package/src/lib/common/util.zig +61 -0
  55. package/src/lib/gen1/calc.zig +953 -0
  56. package/src/lib/gen1/chance.zig +1185 -0
  57. package/src/lib/gen1/data/moves.zig +203 -193
  58. package/src/lib/gen1/data/species.zig +6 -8
  59. package/src/lib/gen1/data/types.zig +11 -12
  60. package/src/lib/gen1/data.zig +100 -89
  61. package/src/lib/gen1/helpers.zig +139 -54
  62. package/src/lib/gen1/mechanics.zig +1406 -903
  63. package/src/lib/gen2/calc.zig +153 -0
  64. package/src/lib/gen2/chance.zig +902 -0
  65. package/src/lib/gen2/data/items.zig +15 -23
  66. package/src/lib/gen2/data/moves.zig +665 -573
  67. package/src/lib/gen2/data/species.zig +3 -5
  68. package/src/lib/gen2/data/types.zig +138 -36
  69. package/src/lib/gen2/data.zig +134 -99
  70. package/src/lib/gen2/generated.zig +801 -0
  71. package/src/lib/gen2/helpers.zig +59 -44
  72. package/src/lib/gen2/mechanics.zig +3571 -30
  73. package/src/lib/node.zig +129 -0
  74. package/src/lib/pkmn.zig +92 -12
  75. package/src/lib/wasm.zig +48 -0
  76. package/src/tools/display/dom.ts +96 -0
  77. package/src/tools/display/ui.css +354 -0
  78. package/src/lib/binding/node.zig +0 -229
  79. package/src/lib/binding/wasm.zig +0 -10
  80. package/src/lib/gen1/README.md +0 -778
  81. 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(battle.lastMove(player).index).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
@@ -550,7 +614,9 @@ 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
621
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
556
622
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -559,87 +625,124 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
625
  player
560
626
  else
561
627
  player.foe();
628
+
629
+ const uncapped = battle.last_damage;
562
630
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
631
+ _ = try applyDamage(battle, player, target, .Confusion, options);
632
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
633
+ if (showdown) battle.last_damage = uncapped;
564
634
 
565
635
  return .done;
566
636
  }
567
637
  }
568
638
  }
569
639
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
640
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
641
 
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);
642
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
643
+ if (!volatiles.Rage) volatiles.state = 0;
644
+ volatiles.Bide = false;
645
+ volatiles.Thrashing = false;
646
+ volatiles.Charging = false;
647
+ volatiles.Binding = false;
577
648
 
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
- }
649
+ options.chance.observe(.attacking, player, .None);
650
+ options.chance.observe(.binding, player, .None);
651
+
652
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
653
+ try log.cant(.{ ident, .Paralysis });
654
+ return .done;
588
655
  }
589
656
 
590
657
  if (volatiles.Bide) {
591
658
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
659
 
593
- volatiles.state +%= battle.last_damage;
660
+ if (showdown) {
661
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
662
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
663
+ // addition because 65535 is sufficient to faint any Pokémon anyway
664
+ volatiles.state +|= battle.last_damage;
665
+ } else {
666
+ volatiles.state +%= battle.last_damage;
667
+ }
594
668
 
595
- assert(volatiles.attacks > 0);
669
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
670
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
596
671
 
597
- volatiles.attacks -= 1;
598
672
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
673
+ try log.activate(.{ ident, .Bide });
600
674
  return .done;
601
675
  }
602
676
 
603
677
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
678
+ try log.end(.{ ident, .Bide });
605
679
 
606
680
  battle.last_damage = volatiles.state *% 2;
607
681
  volatiles.state = 0;
608
682
 
609
683
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
684
+ try log.fail(.{ ident, .None });
611
685
  return .done;
612
686
  }
613
687
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
688
+ const sub = showdown and foe.active.volatiles.Substitute;
689
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
690
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
691
+
692
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
693
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
694
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
695
+ if (showdown) {
696
+ residual.* = false;
697
+ try handleResidual(battle, player, options);
698
+ }
699
+
615
700
  return .done;
616
701
  }
617
702
 
618
703
  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);
704
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
705
+
706
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
707
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
708
+
709
+ if (volatiles.attacks == 0) {
710
+ const overwritten = volatiles.Confusion;
711
+
712
+ volatiles.Thrashing = false;
713
+ volatiles.Confusion = true;
714
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
715
+
716
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
717
+ // ended (the engine's protocol is always from the omniscient perspective and clients
718
+ // can be expected to recognize this pattern and pass the information only to the
719
+ // correct player)
720
+ try log.start(.{ battle.active(player), .ConfusionSilent });
721
+ options.chance.observe(.confusion, player, if (overwritten)
722
+ if (pkmn.options.overwrite) .overwritten else .continuing
723
+ else
724
+ .started);
725
+ if (!overwritten) options.calc.confusion(player);
628
726
  }
727
+
728
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
729
+ // used in useMove and doesn't have the notion of skipping canMove semantics
730
+ if (showdown) side.last_used_move = side.last_selected_move;
731
+
629
732
  return .skip_can;
630
733
  }
631
734
 
632
735
  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
- );
736
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
737
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
738
+
739
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
740
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
741
+ const sub = showdown and foe.active.volatiles.Substitute;
742
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
743
+ if (battle.foe(player).stored().hp > 0 and !sub) {
744
+ try buildRage(battle, player.foe(), options);
745
+ }
643
746
  }
644
747
  return .done;
645
748
  }
@@ -653,55 +756,62 @@ fn canMove(
653
756
  mslot: u4,
654
757
  auto: bool,
655
758
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
759
+ from: Move,
760
+ residual: *bool,
761
+ options: anytype,
658
762
  ) !bool {
659
763
  var side = battle.side(player);
660
764
  const player_ident = battle.active(player);
661
765
  const move = Move.get(side.last_selected_move);
662
766
 
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
767
  if (side.active.volatiles.Charging) {
669
768
  side.active.volatiles.Charging = false;
670
769
  side.active.volatiles.Invulnerable = false;
671
770
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
771
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
772
+ setCounterable(battle, player, side, move);
773
+ try Effects.charge(battle, player, options);
674
774
  return false;
675
775
  }
676
776
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
777
+ side.last_used_move = side.last_selected_move;
778
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
779
 
680
780
  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);
781
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
782
+ setCounterable(battle, player, side, move);
689
783
 
690
784
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
785
+ try onBegin(battle, player, move, mslot, residual, options);
692
786
  return false;
693
787
  }
694
788
 
695
789
  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);
790
+ Effects.thrashing(battle, player, options);
791
+ } else if (move.effect == .Binding) {
792
+ // Pokémon Showdown handles this after hit/miss checks and damage calculation, though clears
793
+ // Recharging in onTryMove (required for the Hyper Beam automatic selection glitch)
794
+ if (showdown) {
795
+ battle.foe(player).active.volatiles.Recharging = false;
796
+ } else {
797
+ try Effects.binding(battle, player, false, options);
798
+ }
700
799
  }
701
800
 
702
801
  return true;
703
802
  }
704
803
 
804
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
805
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
806
+ // in cases where an early return happens the data for a players last selected move does not get
807
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
808
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
809
+ // as the desync results from actually having two separate battle states that subtly disagree
810
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
811
+ (move.type == .Normal or move.type == .Fighting);
812
+ battle.lastMove(player).counterable = @intFromBool(counterable);
813
+ }
814
+
705
815
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
816
  if (side.last_selected_move == .Struggle) return;
707
817
 
@@ -711,25 +821,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
821
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
822
  if (volatiles.Bide) return;
713
823
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
824
+ var move_slot = active.move(mslot);
825
+ assert(move_slot.pp > 0 or auto);
826
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
827
  if (volatiles.Transform) return;
717
828
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
829
+ move_slot = side.stored().move(mslot);
830
+ assert(move_slot.pp > 0 or auto);
831
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
832
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
833
  }
722
834
 
723
- fn incrementPP(side: *Side, mslot: u4) void {
835
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
724
836
  var active = &side.active;
725
837
  const volatiles = &active.volatiles;
726
838
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
839
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
840
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
841
  if (showdown and volatiles.Transform) return;
730
842
 
843
+ const n = options.calc.overridden(player, .pp) orelse 1;
844
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
845
+
731
846
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
847
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
733
848
  }
734
849
 
735
850
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +852,12 @@ fn doMove(
737
852
  battle: anytype,
738
853
  player: Player,
739
854
  mslot: u4,
855
+ rewrap: bool,
740
856
  auto: bool,
741
857
  residual: *bool,
742
- log: anytype,
858
+ options: anytype,
743
859
  ) !?Result {
860
+ var log = options.log;
744
861
  var side = battle.side(player);
745
862
  const foe = battle.foe(player);
746
863
 
@@ -755,35 +872,44 @@ fn doMove(
755
872
  var hits: u4 = 1;
756
873
  var effectiveness = Effectiveness.neutral;
757
874
 
875
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
876
+ if (showdown and !counter) battle.last_damage = 0;
877
+
758
878
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
879
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
880
+ return specialDamage(battle, player, move, options);
761
881
  }
762
882
 
763
883
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
884
  // calling moveHit early covers most of that but we also need to check type immunity first
765
885
  var miss = showdown and miss: {
766
886
  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);
887
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
888
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
889
  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);
890
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
891
+ battle.last_damage = 0;
892
+ break :miss true;
893
+ }
894
+ break :miss (move.target != .Self and
895
+ !try moveHit(battle, player, move, &immune, &mist, options));
772
896
  };
773
897
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
898
 
899
+ var late = showdown and move.effect != .Explode;
775
900
  const skip = status or immune;
776
- if ((!showdown or (!skip or counter)) and !miss) blk: {
901
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
777
902
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
903
+ try Effects.multiHit(battle, player, move, options);
779
904
  hits = side.active.volatiles.attacks;
905
+ late = false;
780
906
  }
781
907
 
782
908
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
909
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
910
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
911
 
786
- if (counter) return counterDamage(battle, player, move, log);
912
+ if (counter) return counterDamage(battle, player, move, options);
787
913
 
788
914
  battle.last_damage = 0;
789
915
 
@@ -794,8 +920,9 @@ fn doMove(
794
920
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
795
921
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
796
922
  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)) {
923
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
924
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
925
+ if (!showdown) try options.chance.commit(player, .err);
799
926
  return @as(?Result, Result.Error);
800
927
  }
801
928
  if (battle.last_damage == 0) {
@@ -805,17 +932,16 @@ fn doMove(
805
932
  effectiveness = adjustDamage(battle, player);
806
933
  immune = effectiveness == 0;
807
934
  }
808
- randomizeDamage(battle);
935
+ try randomizeDamage(battle, player, options);
809
936
  }
810
937
  }
811
938
 
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);
939
+ var missed: bool = undefined;
940
+ const zero = battle.last_damage == 0;
941
+ if (!showdown and !skip) {
942
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
943
+ miss = missed or zero;
944
+ }
819
945
 
820
946
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
947
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +949,11 @@ fn doMove(
823
949
 
824
950
  if (!showdown or !miss) {
825
951
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
952
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
953
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
954
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
955
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
956
+ try onEnd(battle, player, move, options);
831
957
  return null;
832
958
  }
833
959
  }
@@ -839,62 +965,83 @@ fn doMove(
839
965
  ohko = (!showdown or (!immune and !invulnerable)) and
840
966
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
967
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
968
+ try log.immune(.{ foe_ident, .OHKO });
969
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
970
+ try log.immune(.{ foe_ident, .None });
971
+ if (!showdown) {
972
+ if (move.effect == .Binding) {
973
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
974
+ // then simply clears it later on if the move happens to miss in moveHit.
975
+ // However, moveHit can return true and we'll still end up in the outer miss
976
+ // handling block because attacking into an immune Pokemon does zero damage
977
+ // (considered missing)
978
+ assert(zero);
979
+ // Thus we still need to actually save the hit result (but not the crit roll).
980
+ // Using .miss for this commit would accomplish what we want, but is somewhat
981
+ // misleading as its entirely possible the move actually did hit (and the target
982
+ // is now trapped) so we use the .binding value instead which is effectively
983
+ // identical, just doesn't claim to know about the actual results of the hit
984
+ // roll)
985
+ try options.chance.commit(player, .binding);
986
+ } else {
987
+ // The .glitch option allows for conditionally committing if we are in a
988
+ // division-by-zero freeze alternative timeline scenario
989
+ try options.chance.commit(player, .glitch);
990
+ }
991
+ }
845
992
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
993
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
994
+ try log.fail(.{ foe_ident, .None });
848
995
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
996
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
997
+ try log.lastmiss(.{});
998
+ try log.miss(.{battle.active(player)});
851
999
  }
852
1000
  if (move.effect == .JumpKick) {
853
1001
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
1002
+ assert(showdown or battle.last_damage == 0);
855
1003
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
1004
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
1005
  if (showdown and side.stored().hp == 0) residual.* = false;
858
1006
  } else if (move.effect == .Explode) {
859
1007
  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
- }
1008
+ try buildRage(battle, player.foe(), options);
1009
+ } else if (showdown and move.effect == .Disable) {
1010
+ try buildRage(battle, player.foe(), options);
869
1011
  }
870
1012
  return null;
1013
+ } else if (!showdown) {
1014
+ try options.chance.commit(player, .hit);
871
1015
  }
872
1016
 
873
1017
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
1018
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
- // it up above before damage calculation).
1019
+ // it up above before damage calculation)
876
1020
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
1021
+ try Effects.multiHit(battle, player, move, options);
878
1022
  hits = side.active.volatiles.attacks;
879
1023
  }
880
1024
 
1025
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1026
+ const sub = showdown and foe.active.volatiles.Substitute;
1027
+
881
1028
  var nullified = false;
882
1029
  var hit: u4 = 0;
883
1030
  while (hit < hits) {
884
1031
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
1032
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
1033
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
1034
+ try log.supereffective(.{battle.active(player.foe())});
888
1035
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
1036
+ try log.resisted(.{battle.active(player.foe())});
890
1037
  }
891
1038
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
1039
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1040
+ if (hit == 0 and ohko) try log.ohko(.{});
894
1041
  hit += 1;
895
1042
  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);
1043
+ if (!late and (!sub or move.effect == .Explode)) {
1044
+ try buildRage(battle, player.foe(), options);
898
1045
  }
899
1046
  // If the substitute breaks during a multi-hit attack, the attack ends
900
1047
  if (nullified) break;
@@ -905,33 +1052,40 @@ fn doMove(
905
1052
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
1053
  side.active.volatiles.attacks = 0;
907
1054
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1055
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1056
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
911
- } else if (showdown) {
1057
+ try log.hitcount(.{ battle.active(player.foe()), hit });
1058
+ } else if (showdown and move.effect == .Binding) {
912
1059
  // 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;
1060
+ try Effects.binding(battle, player, rewrap, options);
1061
+ if (immune) {
1062
+ battle.last_damage = 0;
1063
+ assert(foe.stored().hp > 0);
1064
+ // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
1065
+ if (sub) {
1066
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1067
+ } else {
1068
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1069
+ try buildRage(battle, player.foe(), options);
920
1070
  }
1071
+ return null;
921
1072
  }
922
1073
  }
923
1074
 
924
1075
  // 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.
1076
+ // if an effect was intended to "always happen" it will still get skipped
926
1077
  if (nullified) return null;
927
1078
 
928
1079
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1080
  // 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);
1081
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1082
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1083
 
933
1084
  if (foe.stored().hp == 0) return null;
934
1085
 
1086
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1087
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1088
+
935
1089
  if (!move.effect.isSpecial()) {
936
1090
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1091
  // second time here (after being executed in the "always happens" block above) but that
@@ -939,30 +1093,33 @@ fn doMove(
939
1093
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
940
1094
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
941
1095
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
- // puts the |-status| message before |-hitcount| instead of after.
1096
+ // puts the |-status| message before |-hitcount| instead of after
943
1097
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1098
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1099
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1100
+ const result = try Effects.disable(battle, player, move, options);
1101
+ if (showdown) try buildRage(battle, player.foe(), options);
1102
+ return result;
947
1103
  } else {
948
- try moveEffect(battle, player, move, log);
1104
+ try moveEffect(battle, player, move, options);
949
1105
  }
950
1106
  }
951
1107
 
952
1108
  return null;
953
1109
  }
954
1110
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1111
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1112
  const side = battle.side(player);
957
1113
 
958
1114
  // 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;
1115
+ var rate: u16 = Species.chance(side.stored().species);
1116
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1117
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1118
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1119
+
1120
+ const spurious =
1121
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1122
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
966
1123
  }
967
1124
 
968
1125
  fn calcDamage(
@@ -971,6 +1128,7 @@ fn calcDamage(
971
1128
  target_player: Player,
972
1129
  m: ?Move.Data,
973
1130
  crit: bool,
1131
+ options: anytype,
974
1132
  ) bool {
975
1133
  // Confusion (indicated when m == null) just needs a 40 BP physical move
976
1134
  const cfz = m == null;
@@ -982,28 +1140,8 @@ fn calcDamage(
982
1140
 
983
1141
  const special = move.type.special();
984
1142
 
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
1143
+ var atk = attack(side, crit, special);
1144
+ var def = defense(target, crit, special, cfz);
1007
1145
 
1008
1146
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1009
1147
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1011,12 +1149,12 @@ fn calcDamage(
1011
1149
  if ((!showdown or !cfz) and (atk > 255 or def > 255)) {
1012
1150
  atk = @max((atk / 4) & 255, 1);
1013
1151
  // 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);
1152
+ def = @max((def / 4) & 255, if (pkmn.options.mod) 1 else 0);
1015
1153
  }
1016
1154
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1155
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1156
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1157
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1158
 
1021
1159
  if (def == 0) return false;
1022
1160
 
@@ -1028,11 +1166,41 @@ fn calcDamage(
1028
1166
  d = @min(997, d);
1029
1167
  d += 2;
1030
1168
 
1031
- battle.last_damage = @intCast(u16, d);
1169
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1170
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1171
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1172
+ // that results in counter intuitive probabilities in the common case
1173
+ if (pkmn.options.chance and !pkmn.options.mod) {
1174
+ atk = attack(side, !crit, special);
1175
+ def = defense(target, !crit, special, false);
1176
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1177
+ }
1178
+
1179
+ battle.last_damage = @intCast(d);
1032
1180
 
1033
1181
  return true;
1034
1182
  }
1035
1183
 
1184
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1185
+ return if (crit)
1186
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1187
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1188
+ }
1189
+
1190
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1191
+ return if (crit)
1192
+ if (special) target.stored().stats.spc else target.stored().stats.def
1193
+ else
1194
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1195
+ if (special)
1196
+ target.active.stats.spc *
1197
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1198
+ else
1199
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1200
+ target.active.stats.def *
1201
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1202
+ }
1203
+
1036
1204
  fn adjustDamage(battle: anytype, player: Player) u16 {
1037
1205
  const side = battle.side(player);
1038
1206
  const foe = battle.foe(player);
@@ -1042,9 +1210,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1210
  var d = battle.last_damage;
1043
1211
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1212
 
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));
1213
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1214
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1215
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1216
 
1049
1217
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1218
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1232,90 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1232
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1233
  }
1066
1234
 
1067
- fn randomizeDamage(battle: anytype) void {
1235
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1236
  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);
1237
+ const random = try Rolls.damage(battle, player, options);
1238
+ options.calc.base(player.foe(), battle.last_damage);
1239
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1240
+ options.calc.final(player.foe(), battle.last_damage);
1080
1241
  }
1081
1242
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1243
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1244
  const side = battle.side(player);
1245
+ const foe = battle.foe(player);
1084
1246
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1247
+ if (!try checkHit(battle, player, move, options)) return null;
1086
1248
 
1087
1249
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1250
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1251
  .SeismicToss, .NightShade => side.stored().level,
1090
1252
  .SonicBoom => 20,
1091
1253
  .DragonRage => 40,
1092
1254
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1255
  .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
- }
1256
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1257
+ // GLITCH: Psywave infinite glitch loop
1258
+ if (!pkmn.options.mod and max <= 1) return Result.Error;
1259
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1260
  },
1106
1261
  else => unreachable,
1107
1262
  };
1108
1263
 
1109
- if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1264
+ if (battle.last_damage == 0) return if (pkmn.options.mod) null else Result.Error;
1265
+
1266
+ const sub = showdown and foe.active.volatiles.Substitute;
1267
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1268
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1110
1269
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1112
1270
  return null;
1113
1271
  }
1114
1272
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1273
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1274
  const foe = battle.foe(player);
1117
1275
 
1118
1276
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1120
1278
  return null;
1121
1279
  }
1122
1280
 
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);
1281
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1282
  const foe_last_selected_move =
1127
1283
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1284
+ .Splash
1129
1285
  else
1130
1286
  foe.last_selected_move);
1131
1287
 
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
-
1288
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1289
  const selected = foe_last_selected_move.bp > 0 and
1138
1290
  foe.last_selected_move != .Counter and
1139
1291
  (foe_last_selected_move.type == .Normal or
1140
1292
  foe_last_selected_move.type == .Fighting);
1141
1293
 
1142
1294
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1295
+ try options.log.fail(.{ battle.active(player), .None });
1144
1296
  return null;
1145
1297
  }
1146
1298
 
1147
1299
  if (!used or !selected) {
1148
1300
  // 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);
1301
+ if (!pkmn.options.mod) return Result.Error;
1302
+ try options.log.fail(.{ battle.active(player), .None });
1151
1303
  return null;
1152
1304
  }
1153
1305
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1306
+ // NOTE: llvm/llvm-project#58557
1307
+ if (comptime builtin.target.isWasm()) {
1308
+ battle.last_damage = @max(battle.last_damage *% 2, std.math.maxInt(u16));
1309
+ } else {
1310
+ battle.last_damage *|= 2;
1311
+ }
1155
1312
 
1156
- // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1313
+ // Pokémon Showdown calls moveHit before Counter
1314
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1158
1315
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1316
+ const sub = showdown and foe.active.volatiles.Substitute;
1317
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1318
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1319
  return null;
1161
1320
  }
1162
1321
 
@@ -1165,7 +1324,7 @@ fn applyDamage(
1165
1324
  target_player: Player,
1166
1325
  sub_player: Player,
1167
1326
  reason: Damage,
1168
- log: anytype,
1327
+ options: anytype,
1169
1328
  ) !bool {
1170
1329
  assert(showdown or battle.last_damage != 0);
1171
1330
 
@@ -1180,19 +1339,20 @@ fn applyDamage(
1180
1339
  subbed.active.volatiles.substitute = 0;
1181
1340
  subbed.active.volatiles.Substitute = false;
1182
1341
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1342
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1343
+ if (reason != .Confusion) options.calc.capped(sub_player);
1184
1344
  return true;
1185
1345
  } else {
1186
1346
  // 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);
1347
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1348
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1349
  return false;
1190
1350
  }
1191
1351
  }
1192
1352
 
1193
1353
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1354
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1355
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1356
  return false;
1197
1357
  }
1198
1358
 
@@ -1200,73 +1360,81 @@ fn mirrorMove(
1200
1360
  battle: anytype,
1201
1361
  player: Player,
1202
1362
  mslot: u4,
1363
+ rewrap: bool,
1203
1364
  auto: bool,
1204
1365
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1366
+ options: anytype,
1367
+ ) anyerror!?Result {
1207
1368
  var side = battle.side(player);
1208
1369
  const foe = battle.foe(player);
1209
1370
 
1210
1371
  side.last_selected_move = foe.last_used_move;
1211
1372
 
1212
1373
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1374
+ try options.log.fail(.{ battle.active(player), .None });
1214
1375
  return null;
1376
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1377
+ incrementPP(side, player, mslot, options);
1215
1378
  }
1216
1379
 
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);
1380
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1381
+ return null;
1382
+ }
1383
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1384
  }
1222
1385
 
1223
1386
  fn metronome(
1224
1387
  battle: anytype,
1225
1388
  player: Player,
1226
1389
  mslot: u4,
1390
+ rewrap: bool,
1227
1391
  auto: bool,
1228
1392
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1393
+ options: anytype,
1394
+ ) anyerror!?Result {
1231
1395
  var side = battle.side(player);
1232
1396
 
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);
1397
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1398
+ incrementPP(side, player, mslot, options);
1247
1399
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1400
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1401
+ return null;
1402
+ }
1403
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1404
  }
1251
1405
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1406
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1407
  var immune = false;
1254
1408
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1409
+
1410
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1411
+ if (!showdown) try options.chance.commit(player, .hit);
1412
+ return true;
1413
+ }
1414
+
1256
1415
  assert(!immune);
1257
1416
  if (mist) {
1258
1417
  assert(!showdown);
1259
1418
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1419
+ try options.log.activate(.{ foe_ident, .Mist });
1420
+ try options.log.fail(.{ foe_ident, .None });
1262
1421
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1422
+ try options.log.lastmiss(.{});
1423
+ try options.log.miss(.{battle.active(player)});
1265
1424
  }
1425
+
1426
+ if (!showdown) try options.chance.commit(player, .miss);
1266
1427
  return false;
1267
1428
  }
1268
1429
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1430
+ fn moveHit(
1431
+ battle: anytype,
1432
+ player: Player,
1433
+ move: Move.Data,
1434
+ immune: *bool,
1435
+ mist: *bool,
1436
+ options: anytype,
1437
+ ) !bool {
1270
1438
  var side = battle.side(player);
1271
1439
  const foe = battle.foe(player);
1272
1440
 
@@ -1300,23 +1468,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1468
  }
1301
1469
 
1302
1470
  // 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)];
1471
+ const state = side.active.volatiles.state;
1472
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1473
+ const overwritten = overwrite and state > 0;
1474
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1475
+
1476
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1477
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1478
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1479
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1480
  accuracy = accuracy * boost[0] / boost[1];
1311
1481
  accuracy = @min(255, @max(1, accuracy));
1312
1482
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1483
+ // Pokémon Showdown only overwrites if the volatile is present
1484
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1485
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1486
 
1315
1487
  // 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;
1488
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1489
  };
1321
1490
 
1322
1491
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,16 +1495,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1495
  }
1327
1496
 
1328
1497
  if (!miss) return true;
1329
- battle.last_damage = 0;
1498
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1499
+
1330
1500
  side.active.volatiles.Binding = false;
1501
+ options.chance.observe(.binding, player, .None);
1502
+
1331
1503
  return false;
1332
1504
  }
1333
1505
 
1334
1506
  fn checkFaint(
1335
1507
  battle: anytype,
1336
1508
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1509
+ cap: bool,
1510
+ options: anytype,
1511
+ ) @TypeOf(options.log).Error!?Result {
1339
1512
  const side = battle.side(player);
1340
1513
  if (side.stored().hp > 0) return null;
1341
1514
 
@@ -1343,33 +1516,32 @@ fn checkFaint(
1343
1516
  const foe_fainted = foe.stored().hp == 0;
1344
1517
 
1345
1518
  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;
1519
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1520
+ const more = player_out or foe_out;
1349
1521
 
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;
1522
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1523
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1352
1524
 
1353
1525
  assert(!side.active.volatiles.MultiHit);
1354
1526
  assert(!foe.active.volatiles.MultiHit);
1355
1527
 
1356
- if (tie) {
1357
- try log.tie();
1528
+ if (player_out and foe_out) {
1529
+ try options.log.tie(.{});
1358
1530
  return Result.Tie;
1359
1531
  } else if (player_out) {
1360
- try log.win(player.foe());
1532
+ try options.log.win(.{player.foe()});
1361
1533
  return if (player == .P1) Result.Lose else Result.Win;
1362
1534
  } else if (foe_out) {
1363
- try log.win(player);
1535
+ try options.log.win(.{player});
1364
1536
  return if (player == .P1) Result.Win else Result.Lose;
1365
1537
  }
1366
1538
 
1367
1539
  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 };
1540
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1541
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1370
1542
  }
1371
1543
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1544
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1373
1545
  var side = battle.side(player);
1374
1546
  var foe = battle.foe(player);
1375
1547
  assert(side.stored().hp == 0);
@@ -1378,7 +1550,7 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1378
1550
  assert(!foe_volatiles.MultiHit);
1379
1551
  if (foe_volatiles.Bide) {
1380
1552
  assert(!foe_volatiles.Thrashing and !foe_volatiles.Rage);
1381
- foe_volatiles.state = if (showdown) 0 else foe_volatiles.state & 255;
1553
+ foe_volatiles.state = if (pkmn.options.mod) 0 else foe_volatiles.state & 255;
1382
1554
  if (foe_volatiles.state != 0) return Result.Error;
1383
1555
  }
1384
1556
 
@@ -1402,35 +1574,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1574
  side.stored().stats.spe;
1403
1575
  }
1404
1576
 
1405
- try log.faint(battle.active(player), done);
1577
+ try options.log.faint(.{ battle.active(player), done });
1578
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1579
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1580
+ if (cap) options.calc.capped(player);
1406
1581
  return null;
1407
1582
  }
1408
1583
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1584
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1585
  var side = battle.side(player);
1411
1586
  var stored = side.stored();
1412
1587
  const ident = battle.active(player);
1413
1588
  var volatiles = &side.active.volatiles;
1414
1589
 
1415
1590
  const brn = Status.is(stored.status, .BRN);
1416
- if (brn or Status.is(stored.status, .PSN)) blk: {
1591
+ if (brn or Status.is(stored.status, .PSN)) {
1417
1592
  var damage = @max(stored.stats.hp / 16, 1);
1418
-
1419
1593
  if (volatiles.Toxic) {
1420
1594
  volatiles.toxic += 1;
1421
1595
  damage *= volatiles.toxic;
1422
1596
  }
1597
+ damage = @min(damage, stored.hp);
1423
1598
 
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);
1599
+ if (!showdown or damage > 0) {
1600
+ stored.hp -= damage;
1601
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1602
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1603
+ }
1431
1604
  }
1432
1605
 
1433
1606
  if (volatiles.LeechSeed) {
1607
+ var foe = battle.foe(player);
1608
+ var foe_stored = foe.stored();
1609
+ const foe_ident = battle.active(player.foe());
1610
+
1611
+ if (foe_stored.hp == 0) {
1612
+ assert(showdown);
1613
+ return;
1614
+ }
1615
+
1434
1616
  var damage = @max(stored.stats.hp / 16, 1);
1435
1617
 
1436
1618
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1624,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1624
  const amount = @min(damage, stored.hp);
1443
1625
  stored.hp -= amount;
1444
1626
 
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);
1627
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1628
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1451
1629
 
1452
1630
  const before = foe_stored.hp;
1453
1631
  // Uncapped damage is added back to the foe
1454
1632
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1633
  // 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);
1634
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1457
1635
  }
1458
1636
  }
1459
1637
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1638
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1639
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1640
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1641
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1642
+ battle.turn += 1;
1643
+
1644
+ if (pkmn.options.mod and pkmn.options.ebc and checkEBC(battle)) {
1645
+ try options.log.tie(.{});
1466
1646
  return Result.Tie;
1467
1647
  }
1468
1648
 
1469
- battle.turn += 1;
1470
-
1471
- if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1649
+ if (pkmn.options.mod and battle.turn >= 1000) {
1650
+ try options.log.tie(.{});
1473
1651
  return Result.Tie;
1474
1652
  } else if (battle.turn >= 65535) {
1475
1653
  return Result.Error;
1476
1654
  }
1477
1655
 
1478
- try log.turn(battle.turn);
1656
+ try options.log.turn(.{battle.turn});
1479
1657
 
1480
1658
  return Result.Default;
1481
1659
  }
1482
1660
 
1483
1661
  fn checkEBC(battle: anytype) bool {
1484
1662
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1663
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1664
 
1487
1665
  var foe_all_ghosts = true;
1488
1666
  var foe_all_transform = true;
@@ -1534,98 +1712,126 @@ fn checkEBC(battle: anytype) bool {
1534
1712
  return false;
1535
1713
  }
1536
1714
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1538
- assert(move.effect.onBegin());
1715
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1716
+ if (side.active.volatiles.disable_move != 0) {
1717
+ // A Pokémon that transforms after being disabled may end up with less move slots
1718
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1719
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1720
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1721
+ m
1722
+ else
1723
+ side.last_selected_move;
1724
+ if (m != .None and m == last) {
1725
+ side.active.volatiles.Charging = false;
1726
+ try options.log.cant(.{ ident, .Disable, last });
1727
+ return true;
1728
+ }
1729
+ }
1730
+ return false;
1731
+ }
1732
+
1733
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1734
+ const side = battle.side(who);
1735
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1736
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1737
+ }
1738
+ }
1739
+
1740
+ fn onBegin(
1741
+ battle: anytype,
1742
+ player: Player,
1743
+ move: Move.Data,
1744
+ mslot: u8,
1745
+ residual: *bool,
1746
+ options: anytype,
1747
+ ) !void {
1539
1748
  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),
1749
+ .Confusion => Effects.confusion(battle, player, move, options),
1750
+ .Conversion => Effects.conversion(battle, player, options),
1751
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1752
+ .Haze => Effects.haze(battle, player, options),
1753
+ .Heal => Effects.heal(battle, player, options),
1754
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1755
+ .LightScreen => Effects.lightScreen(battle, player, options),
1756
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1757
+ .Mist => Effects.mist(battle, player, options),
1758
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1759
+ .Poison => Effects.poison(battle, player, move, options),
1760
+ .Reflect => Effects.reflect(battle, player, options),
1761
+ .Splash => Effects.splash(battle, player, options),
1762
+ .Substitute => Effects.substitute(battle, player, residual, options),
1763
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1764
+ .Transform => Effects.transform(battle, player, options),
1556
1765
  else => unreachable,
1557
1766
  };
1558
1767
  }
1559
1768
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1561
- assert(move.effect.onEnd());
1769
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1562
1770
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1771
+ .Bide => Effects.bide(battle, player, options),
1564
1772
  // zig fmt: off
1565
1773
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1774
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1775
+ Effects.boost(battle, player, move, options),
1568
1776
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1777
+ Effects.unboost(battle, player, move, options),
1570
1778
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1779
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1780
  else => unreachable,
1573
1781
  };
1574
1782
  }
1575
1783
 
1576
- inline fn alwaysHappens(
1784
+ fn alwaysHappens(
1577
1785
  battle: anytype,
1578
1786
  player: Player,
1579
1787
  move: Move.Data,
1580
1788
  residual: *bool,
1581
- log: anytype,
1789
+ options: anytype,
1582
1790
  ) !void {
1583
- assert(move.effect.alwaysHappens());
1584
1791
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1792
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1793
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1794
+ .PayDay => Effects.payDay(battle, player, options),
1588
1795
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1796
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1797
  .JumpKick, .Binding => {},
1591
1798
  else => unreachable,
1592
1799
  };
1593
1800
  }
1594
1801
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1803
  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),
1804
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1805
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1806
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1807
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1808
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1809
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1810
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1811
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1812
  // zig fmt: off
1606
1813
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1814
+ Effects.unboost(battle, player, move, options),
1608
1815
  // zig fmt: on
1609
1816
  else => {},
1610
1817
  };
1611
1818
  }
1612
1819
 
1613
1820
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1821
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1822
  var side = battle.side(player);
1616
1823
 
1617
1824
  side.active.volatiles.Bide = true;
1618
1825
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1826
+
1619
1827
  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);
1828
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1829
+ options.chance.observe(.attacking, player, .started);
1624
1830
 
1625
- try log.start(battle.active(player), .Bide);
1831
+ try options.log.start(.{ battle.active(player), .Bide });
1626
1832
  }
1627
1833
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1834
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1835
  var foe = battle.foe(player);
1630
1836
  var foe_stored = foe.stored();
1631
1837
 
@@ -1636,96 +1842,91 @@ pub const Effects = struct {
1636
1842
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1843
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1844
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1845
+ try options.log.curestatus(.{
1846
+ battle.active(player.foe()),
1847
+ foe_stored.status,
1848
+ .Message,
1849
+ });
1640
1850
  foe_stored.status = 0;
1641
1851
  }
1642
1852
  return;
1643
1853
  }
1644
1854
 
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;
1855
+ if (foe.active.types.includes(move.type)) return;
1856
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1857
+ return;
1858
+ }
1653
1859
 
1654
1860
  foe_stored.status = Status.init(.BRN);
1655
1861
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1862
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1863
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1658
1864
  }
1659
1865
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1866
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1867
  var side = battle.side(player);
1662
1868
  var volatiles = &side.active.volatiles;
1663
1869
 
1664
1870
  volatiles.Charging = true;
1665
1871
  const move = side.last_selected_move;
1666
1872
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1873
+ try options.log.laststill(.{});
1874
+ try options.log.prepare(.{ battle.active(player), move });
1669
1875
  }
1670
1876
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1877
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1878
  var foe = battle.foe(player);
1673
1879
  const sub = foe.active.volatiles.Substitute;
1674
1880
 
1675
1881
  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;
1882
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1883
  } else {
1682
1884
  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
- }
1885
+ if (!try checkHit(battle, player, move, options)) return;
1886
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1688
1887
  } 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
- }
1888
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1889
+ if (!try checkHit(battle, player, move, options)) return;
1694
1890
  }
1695
1891
  }
1696
1892
 
1697
1893
  if (foe.active.volatiles.Confusion) return;
1698
1894
  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
1895
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1896
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1897
+ options.chance.observe(.confusion, player.foe(), .started);
1898
+ options.calc.confusion(player.foe());
1899
+
1900
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1705
1901
  }
1706
1902
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1903
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1904
  const foe = battle.foe(player);
1709
1905
 
1710
1906
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1907
+ try options.log.lastmiss(.{});
1908
+ return options.log.miss(.{battle.active(player)});
1713
1909
  }
1714
1910
 
1715
1911
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1912
+ return options.log.start(.{
1913
+ battle.active(player),
1914
+ .TypeChange,
1915
+ foe.active.types,
1916
+ battle.active(player.foe()),
1917
+ });
1717
1918
  }
1718
1919
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1920
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1921
  var foe = battle.foe(player);
1721
1922
  var volatiles = &foe.active.volatiles;
1722
1923
  const foe_ident = battle.active(player.foe());
1723
1924
 
1724
1925
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1926
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1726
1927
 
1727
- if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1928
+ if (volatiles.disable_move != 0) {
1929
+ try options.log.fail(.{ foe_ident, .None });
1729
1930
  return null;
1730
1931
  }
1731
1932
 
@@ -1740,32 +1941,31 @@ pub const Effects = struct {
1740
1941
 
1741
1942
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1943
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
- if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1944
+ if (n == 0 or (pkmn.options.mod and err)) {
1945
+ try options.log.fail(.{ foe_ident, .None });
1745
1946
  return null;
1746
1947
  } else if (err) {
1747
1948
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
1748
- assert(!showdown);
1749
1949
  return Result.Error;
1750
1950
  }
1751
1951
 
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);
1952
+ volatiles.disable_move =
1953
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1954
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1955
+ options.chance.observe(.disable, player.foe(), .started);
1757
1956
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1957
+ const id = foe.active.move(volatiles.disable_move).id;
1958
+ try options.log.start(.{ foe_ident, .Disable, id });
1759
1959
  return null;
1760
1960
  }
1761
1961
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1763
- var side = battle.side(player);
1764
- var stored = side.stored();
1962
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1963
+ var stored = battle.side(player).stored();
1964
+ const ident = battle.active(player);
1765
1965
 
1766
1966
  if (battle.last_damage == 0) {
1767
1967
  assert(showdown);
1768
- return;
1968
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1969
  }
1770
1970
 
1771
1971
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1974,7 @@ pub const Effects = struct {
1774
1974
  if (stored.hp == stored.stats.hp) return;
1775
1975
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1976
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1977
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1778
1978
  }
1779
1979
 
1780
1980
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1988,28 @@ pub const Effects = struct {
1788
1988
  side.active.volatiles.LeechSeed = false;
1789
1989
  }
1790
1990
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1991
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1992
  var volatiles = &battle.foe(player).active.volatiles;
1793
1993
 
1794
1994
  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;
1995
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1996
+ return;
1997
+ }
1804
1998
 
1805
1999
  volatiles.Flinch = true;
1806
2000
  volatiles.Recharging = false;
1807
2001
  }
1808
2002
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
2003
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
2004
  var side = battle.side(player);
1811
2005
 
1812
2006
  if (side.active.volatiles.FocusEnergy) return;
1813
2007
  side.active.volatiles.FocusEnergy = true;
1814
2008
 
1815
- try log.start(battle.active(player), .FocusEnergy);
2009
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1816
2010
  }
1817
2011
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2012
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
2013
  var foe = battle.foe(player);
1820
2014
  var foe_stored = foe.stored();
1821
2015
  const foe_ident = battle.active(player.foe());
@@ -1826,26 +2020,23 @@ pub const Effects = struct {
1826
2020
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
2021
  }
1828
2022
 
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
-
2023
+ if (foe.active.types.includes(move.type)) return;
2024
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
2025
  // Freeze Clause Mod
1836
- if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
2026
+ if (pkmn.options.mod) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
2027
 
1838
2028
  foe_stored.status = Status.init(.FRZ);
1839
2029
  // GLITCH: Hyper Beam recharging status is not cleared
1840
2030
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
2031
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1842
2032
  }
1843
2033
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2034
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2035
+ var log = options.log;
1845
2036
  var side = battle.side(player);
1846
2037
  var foe = battle.foe(player);
1847
2038
 
1848
- var side_stored = side.stored();
2039
+ const side_stored = side.stored();
1849
2040
  var foe_stored = foe.stored();
1850
2041
 
1851
2042
  const player_ident = battle.active(player);
@@ -1857,96 +2048,101 @@ pub const Effects = struct {
1857
2048
  side.active.stats = side_stored.stats;
1858
2049
  foe.active.stats = foe_stored.stats;
1859
2050
 
1860
- try log.activate(player_ident, .Haze);
1861
- try log.clearallboost();
2051
+ try log.activate(.{ player_ident, .Haze });
2052
+ try log.clearallboost(.{});
1862
2053
 
1863
2054
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
2055
  if (showdown) {
1865
2056
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
2057
+ const p: Player = @enumFromInt(i);
1867
2058
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
2059
  if (p != player and Status.any(s.stored().status)) {
1869
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2060
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1870
2061
  s.stored().status = 0;
2062
+ options.chance.observe(.sleep, p, .None);
1871
2063
  } else if (showdown and s.stored().status == Status.TOX) {
1872
2064
  s.stored().status = Status.init(.PSN);
1873
- try log.status(battle.active(p), s.stored().status, .None);
2065
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1874
2066
  }
1875
- try clearVolatiles(battle, p, log);
2067
+ try clearVolatiles(battle, p, options);
1876
2068
  }
1877
2069
  } else {
1878
2070
  if (Status.any(foe_stored.status)) {
1879
2071
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1880
2072
  foe.last_selected_move = .SKIP_TURN;
2073
+ options.chance.observe(.sleep, player.foe(), .None);
1881
2074
  }
1882
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2075
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1883
2076
  foe_stored.status = 0;
1884
2077
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2078
+ try clearVolatiles(battle, player, options);
2079
+ try clearVolatiles(battle, player.foe(), options);
1887
2080
  }
1888
2081
  }
1889
2082
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2083
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2084
  var side = battle.side(player);
1892
2085
  var stored = side.stored();
1893
2086
  const ident = battle.active(player);
1894
2087
 
1895
2088
  // GLITCH: HP recovery move failure glitches
1896
2089
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2090
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2091
+ return options.log.fail(.{ ident, .None });
2092
+ }
1898
2093
 
1899
2094
  const rest = side.last_selected_move == .Rest;
1900
2095
  if (rest) {
1901
2096
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2097
  if (showdown) battle.rng.advance(1);
1903
2098
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2099
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1905
2100
  stored.hp = stored.stats.hp;
1906
2101
  } else {
1907
2102
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2103
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2104
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1910
2105
  }
1911
2106
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2107
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2108
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2109
+ try options.log.mustrecharge(.{battle.active(player)});
1915
2110
  }
1916
2111
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2112
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2113
  var foe = battle.foe(player);
1919
2114
 
1920
2115
  if (showdown) {
1921
2116
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2117
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2118
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1924
2119
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2120
+ if (!try checkHit(battle, player, move, options)) return;
1926
2121
  if (foe.active.volatiles.LeechSeed) return;
1927
2122
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2123
+ if (!try checkHit(battle, player, move, options)) return;
1929
2124
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2125
+ try options.log.lastmiss(.{});
2126
+ return options.log.miss(.{battle.active(player)});
1932
2127
  }
1933
2128
  }
1934
2129
 
1935
2130
  foe.active.volatiles.LeechSeed = true;
1936
2131
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2132
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1938
2133
  }
1939
2134
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2135
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2136
  var side = battle.side(player);
2137
+ const ident = battle.active(player);
1942
2138
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2139
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1944
2140
  side.active.volatiles.LightScreen = true;
1945
2141
 
1946
- try log.start(battle.active(player), .LightScreen);
2142
+ try options.log.start(.{ ident, .LightScreen });
1947
2143
  }
1948
2144
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2145
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2146
  var side = battle.side(player);
1951
2147
  var foe = battle.foe(player);
1952
2148
 
@@ -1962,45 +2158,49 @@ pub const Effects = struct {
1962
2158
  const has_mimic = has_mimic: {
1963
2159
  for (side.active.moves, 0..) |m, i| {
1964
2160
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2161
+ oslot = @intCast(i + 1);
1966
2162
  break :has_mimic true;
1967
2163
  }
1968
2164
  }
1969
2165
  break :has_mimic false;
1970
2166
  };
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);
2167
+ if (!has_mimic) {
2168
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2169
+ if (!try checkHit(battle, player, move, options)) return;
2170
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1975
2171
  }
1976
2172
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2173
+ if (!try checkHit(battle, player, move, options)) return;
1978
2174
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2175
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2176
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2177
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2178
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1983
2179
  }
1984
2180
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2181
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2182
  var side = battle.side(player);
1987
2183
 
1988
2184
  if (side.active.volatiles.Mist) return;
1989
2185
  side.active.volatiles.Mist = true;
1990
2186
 
1991
- try log.start(battle.active(player), .Mist);
2187
+ try options.log.start(.{ battle.active(player), .Mist });
1992
2188
  }
1993
2189
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2190
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2191
  var side = battle.side(player);
1996
2192
 
1997
2193
  assert(!side.active.volatiles.MultiHit);
1998
2194
  side.active.volatiles.MultiHit = true;
1999
2195
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2196
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2197
+ try Rolls.distribution(battle, .MultiHit, player, options)
2198
+ else
2199
+ 2;
2001
2200
  }
2002
2201
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2202
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2203
+ var log = options.log;
2004
2204
  var foe = battle.foe(player);
2005
2205
  var foe_stored = foe.stored();
2006
2206
  const foe_ident = battle.active(player.foe());
@@ -2010,27 +2210,28 @@ pub const Effects = struct {
2010
2210
 
2011
2211
  if (showdown) {
2012
2212
  // 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;
2213
+ if (immune and !foe.active.volatiles.Invulnerable) {
2214
+ return log.immune(.{ foe_ident, .None });
2215
+ } else if (!try checkHit(battle, player, move, options)) return;
2015
2216
  }
2016
2217
  if (Status.any(foe_stored.status)) {
2017
- return log.fail(
2218
+ return log.fail(.{
2018
2219
  foe_ident,
2019
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2020
- );
2220
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2221
+ });
2021
2222
  }
2022
2223
  if (!showdown) {
2023
- if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2224
+ if (immune) return log.immune(.{ foe_ident, .None });
2225
+ if (!try checkHit(battle, player, move, options)) return;
2025
2226
  }
2026
2227
 
2027
2228
  foe_stored.status = Status.init(.PAR);
2028
2229
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2029
2230
 
2030
- try log.status(foe_ident, foe_stored.status, .None);
2231
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2031
2232
  }
2032
2233
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2234
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2235
  var foe = battle.foe(player);
2035
2236
  var foe_stored = foe.stored();
2036
2237
 
@@ -2041,65 +2242,59 @@ pub const Effects = struct {
2041
2242
  }
2042
2243
 
2043
2244
  // 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;
2245
+ if (foe.active.types.includes(move.type)) return;
2246
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2247
+ return;
2248
+ }
2052
2249
 
2053
2250
  foe_stored.status = Status.init(.PAR);
2054
2251
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2252
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2253
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2057
2254
  }
2058
2255
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2256
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2257
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2258
+ try options.log.fieldactivate(.{});
2259
+ }
2061
2260
  }
2062
2261
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2262
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2263
+ var log = options.log;
2064
2264
  var foe = battle.foe(player);
2065
2265
  var foe_stored = foe.stored();
2066
2266
  const foe_ident = battle.active(player.foe());
2067
2267
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2268
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2269
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2270
  return;
2071
2271
  } else if (foe.active.volatiles.Substitute) {
2072
2272
  if (move.effect != .Poison) return;
2073
- return log.fail(foe_ident, .None);
2273
+ return log.fail(.{ foe_ident, .None });
2074
2274
  } else if (Status.any(foe_stored.status)) {
2075
2275
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2076
2276
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2077
2277
  // 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))
2278
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2079
2279
  if (!showdown)
2080
- .Poison
2280
+ Fail.Poison
2081
2281
  else if (toxic == (foe_stored.status == Status.TOX))
2082
- if (toxic) .Toxic else .Poison
2282
+ if (toxic) Fail.Toxic else Fail.Poison
2083
2283
  else
2084
- .None
2284
+ Fail.None
2085
2285
  else
2086
- .None);
2286
+ Fail.None });
2087
2287
  } else if (foe.active.types.includes(.Poison)) {
2088
2288
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2089
- return log.immune(foe_ident, .None);
2289
+ return log.immune(.{ foe_ident, .None });
2090
2290
  }
2091
2291
 
2092
2292
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2293
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2094
2294
  } 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;
2295
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2296
+ return;
2297
+ }
2103
2298
  }
2104
2299
 
2105
2300
  foe_stored.status = Status.init(.PSN);
@@ -2109,39 +2304,46 @@ pub const Effects = struct {
2109
2304
  foe.active.volatiles.toxic = 0;
2110
2305
  }
2111
2306
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2307
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2308
  }
2114
2309
 
2115
2310
  fn rage(battle: anytype, player: Player) !void {
2116
2311
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2312
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2313
+ volatiles.Rage = true;
2121
2314
  }
2122
2315
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2316
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2317
  var side = battle.side(player);
2125
2318
  var stored = side.stored();
2126
2319
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2320
+ assert(showdown or battle.last_damage > 0);
2321
+ if (showdown and battle.last_damage == 0) return;
2322
+
2323
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2324
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2325
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2326
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2327
+ try options.log.damage(.{
2328
+ battle.active(player),
2329
+ stored,
2330
+ .RecoilOf,
2331
+ battle.active(player.foe()),
2332
+ });
2132
2333
  if (showdown and stored.hp == 0) residual.* = false;
2133
2334
  }
2134
2335
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2336
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2337
  var side = battle.side(player);
2338
+ const ident = battle.active(player);
2137
2339
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2340
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2139
2341
  side.active.volatiles.Reflect = true;
2140
2342
 
2141
- try log.start(battle.active(player), .Reflect);
2343
+ try options.log.start(.{ ident, .Reflect });
2142
2344
  }
2143
2345
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2346
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2347
  var foe = battle.foe(player);
2146
2348
  var foe_stored = foe.stored();
2147
2349
  const foe_ident = battle.active(player.foe());
@@ -2152,89 +2354,87 @@ pub const Effects = struct {
2152
2354
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2355
  } else {
2154
2356
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2357
+ return options.log.fail(.{
2156
2358
  foe_ident,
2157
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
- );
2359
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2360
+ });
2159
2361
  }
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;
2362
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2363
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2162
2364
  }
2163
2365
 
2164
2366
  // Sleep Clause Mod
2165
- if (showdown) {
2367
+ if (pkmn.options.mod) {
2166
2368
  for (foe.pokemon) |p| {
2167
2369
  if (Status.is(p.status, .SLP) and !Status.is(p.status, .EXT)) return;
2168
2370
  }
2169
2371
  }
2170
2372
  foe.active.volatiles.Recharging = false;
2171
2373
 
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
- });
2374
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2375
+ options.chance.observe(.sleep, player.foe(), .started);
2180
2376
 
2181
- foe_stored.status = Status.slp(duration);
2182
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2377
+ const last = battle.side(player).last_selected_move;
2378
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2183
2379
  }
2184
2380
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2381
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2382
+ try options.log.activate(.{ battle.active(player), .Splash });
2187
2383
  }
2188
2384
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2385
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2386
  var side = battle.side(player);
2191
2387
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2193
- return;
2388
+ return options.log.fail(.{ battle.active(player), .Substitute });
2194
2389
  }
2195
2390
 
2196
2391
  assert(side.stored().stats.hp <= 1023);
2197
2392
  // 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);
2393
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2394
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2395
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2396
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2397
  // avoid having to convert to floating point)
2203
2398
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2399
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2206
- return;
2400
+ return options.log.fail(.{ battle.active(player), .Weak });
2207
2401
  }
2208
2402
 
2209
2403
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2210
2404
  side.stored().hp -= hp;
2211
2405
  side.active.volatiles.substitute = hp + 1;
2212
2406
  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);
2407
+ try options.log.start(.{ battle.active(player), .Substitute });
2408
+ if (hp > 0) {
2409
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2410
+ if (showdown and side.stored().hp == 0) residual.* = false;
2411
+ }
2215
2412
  }
2216
2413
 
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);
2414
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2415
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2416
+ if (showdown) {
2417
+ if (battle.side(player).last_selected_move == .Teleport) return;
2418
+ _ = try checkHit(battle, player, move, options);
2419
+ battle.last_damage = 0;
2420
+ } else {
2421
+ try options.log.fail(.{ battle.active(player), .None });
2422
+ try options.log.laststill(.{});
2423
+ }
2222
2424
  }
2223
2425
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2426
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2427
  var volatiles = &battle.side(player).active.volatiles;
2226
2428
  assert(!volatiles.Thrashing);
2227
2429
  assert(!volatiles.Bide);
2228
2430
 
2229
2431
  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);
2432
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2433
+
2434
+ options.chance.observe(.attacking, player, .started);
2235
2435
  }
2236
2436
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2437
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2438
  var side = battle.side(player);
2239
2439
  const foe = battle.foe(player);
2240
2440
  const foe_ident = battle.active(player.foe());
@@ -2260,23 +2460,28 @@ pub const Effects = struct {
2260
2460
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2461
  }
2262
2462
 
2263
- try log.transform(battle.active(player), foe_ident);
2463
+ try options.log.transform(.{ battle.active(player), foe_ident });
2264
2464
  }
2265
2465
 
2266
- fn binding(battle: anytype, player: Player) void {
2466
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2467
  var side = battle.side(player);
2268
2468
  var foe = battle.foe(player);
2269
2469
 
2270
2470
  if (side.active.volatiles.Binding) return;
2271
2471
  side.active.volatiles.Binding = true;
2272
2472
  // 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;
2473
+ // (Pokémon Showdown clears Recharging in onTryMove instead)
2474
+ if (!showdown) {
2475
+ foe.active.volatiles.Recharging = false;
2476
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2477
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2478
+ side.active.volatiles.attacks =
2479
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2480
+ options.chance.observe(.binding, player, .started);
2277
2481
  }
2278
2482
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2483
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2484
+ var log = options.log;
2280
2485
  var side = battle.side(player);
2281
2486
  const ident = battle.active(player);
2282
2487
 
@@ -2286,85 +2491,87 @@ pub const Effects = struct {
2286
2491
  switch (move.effect) {
2287
2492
  .AttackUp1, .AttackUp2, .Rage => {
2288
2493
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
- if (boosts.atk == 6) return try log.fail(ident, .None);
2494
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2290
2495
  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;
2496
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2497
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2293
2498
  if (stats.atk == MAX_STAT_VALUE) {
2294
2499
  boosts.atk -= 1;
2295
2500
  if (showdown) {
2296
- try log.boost(ident, reason, n);
2297
- try log.boost(ident, Boost.Attack, -1);
2501
+ try log.boost(.{ ident, reason, n });
2502
+ try log.boost(.{ ident, .Attack, -1 });
2298
2503
  if (move.effect == .Rage) return;
2299
2504
  }
2300
- return try log.fail(ident, .None);
2505
+ return log.fail(.{ ident, .None });
2301
2506
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2507
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2508
+ const stat = unmodifiedStats(battle, side).atk;
2304
2509
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
- try log.boost(ident, reason, n);
2510
+ try log.boost(.{ ident, reason, n });
2511
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2512
+ if (showdown and move.effect == .Rage) return;
2306
2513
  },
2307
2514
  .DefenseUp1, .DefenseUp2 => {
2308
2515
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
- if (boosts.def == 6) return try log.fail(ident, .None);
2516
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2310
2517
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2518
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2519
  if (stats.def == MAX_STAT_VALUE) {
2313
2520
  boosts.def -= 1;
2314
2521
  if (showdown) {
2315
- try log.boost(ident, .Defense, n);
2316
- try log.boost(ident, .Defense, -1);
2522
+ try log.boost(.{ ident, .Defense, n });
2523
+ try log.boost(.{ ident, .Defense, -1 });
2317
2524
  }
2318
- return try log.fail(ident, .None);
2525
+ return log.fail(.{ ident, .None });
2319
2526
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2527
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2528
+ const stat = unmodifiedStats(battle, side).def;
2322
2529
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
- try log.boost(ident, .Defense, n);
2530
+ try log.boost(.{ ident, .Defense, n });
2324
2531
  },
2325
2532
  .SpeedUp2 => {
2326
2533
  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));
2534
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2535
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2536
  if (stats.spe == MAX_STAT_VALUE) {
2330
2537
  boosts.spe -= 1;
2331
2538
  if (showdown) {
2332
- try log.boost(ident, .Speed, 2);
2333
- try log.boost(ident, .Speed, -1);
2539
+ try log.boost(.{ ident, .Speed, 2 });
2540
+ try log.boost(.{ ident, .Speed, -1 });
2334
2541
  }
2335
- return try log.fail(ident, .None);
2542
+ return log.fail(.{ ident, .None });
2336
2543
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2545
+ const stat = unmodifiedStats(battle, side).spe;
2339
2546
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, .Speed, 2);
2547
+ try log.boost(.{ ident, .Speed, 2 });
2341
2548
  },
2342
2549
  .SpecialUp1, .SpecialUp2 => {
2343
2550
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
- if (boosts.spc == 6) return try log.fail(ident, .None);
2551
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2345
2552
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2553
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2554
  if (stats.spc == MAX_STAT_VALUE) {
2348
2555
  boosts.spc -= 1;
2349
2556
  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);
2557
+ try log.boost(.{ ident, .SpecialAttack, n });
2558
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2559
+ try log.boost(.{ ident, .SpecialDefense, n });
2560
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2354
2561
  }
2355
- return try log.fail(ident, .None);
2562
+ return log.fail(.{ ident, .None });
2356
2563
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2564
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2565
+ const stat = unmodifiedStats(battle, side).spc;
2359
2566
  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);
2567
+ try log.boost(.{ ident, .SpecialAttack, n });
2568
+ try log.boost(.{ ident, .SpecialDefense, n });
2362
2569
  },
2363
2570
  .EvasionUp1 => {
2364
2571
  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);
2572
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2573
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2574
+ try log.boost(.{ ident, .Evasion, 1 });
2368
2575
  },
2369
2576
  else => unreachable,
2370
2577
  }
@@ -2373,106 +2580,105 @@ pub const Effects = struct {
2373
2580
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2581
  }
2375
2582
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2583
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2584
+ var log = options.log;
2377
2585
  var foe = battle.foe(player);
2378
2586
  const foe_ident = battle.active(player.foe());
2587
+ const secondary = move.effect.isStatDownChance();
2379
2588
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2589
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2383
2590
 
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
2591
+ if (secondary) {
2592
+ const proc = try Rolls.unboost(battle, player, options);
2593
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2594
+ } else {
2595
+ // checkHit already checks for Invulnerable
2596
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2392
2597
  }
2393
2598
 
2394
2599
  var stats = &foe.active.stats;
2395
2600
  var boosts = &foe.active.boosts;
2601
+ const fail = showdown or !secondary;
2396
2602
 
2397
2603
  switch (move.effect) {
2398
2604
  .AttackDown1, .AttackDownChance => {
2399
2605
  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));
2606
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2607
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2608
  if (stats.atk == 1) {
2403
2609
  boosts.atk += 1;
2404
2610
  if (showdown) {
2405
- try log.boost(foe_ident, .Attack, -1);
2406
- try log.boost(foe_ident, .Attack, 1);
2611
+ try log.boost(.{ foe_ident, .Attack, -1 });
2612
+ try log.boost(.{ foe_ident, .Attack, 1 });
2407
2613
  }
2408
- return try log.fail(foe_ident, .None);
2614
+ return log.fail(.{ foe_ident, .None });
2409
2615
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2616
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2617
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2618
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
- try log.boost(foe_ident, .Attack, -1);
2619
+ try log.boost(.{ foe_ident, .Attack, -1 });
2414
2620
  },
2415
2621
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2622
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2623
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2418
2624
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2625
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2626
  if (stats.def == 1) {
2421
2627
  boosts.def += 1;
2422
2628
  if (showdown) {
2423
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2424
- try log.boost(foe_ident, .Defense, 1);
2629
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2630
+ try log.boost(.{ foe_ident, .Defense, 1 });
2425
2631
  }
2426
- return try log.fail(foe_ident, .None);
2632
+ return log.fail(.{ foe_ident, .None });
2427
2633
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2634
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2635
+ const stat = unmodifiedStats(battle, foe).def;
2430
2636
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2637
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2432
2638
  },
2433
2639
  .SpeedDown1, .SpeedDownChance => {
2434
2640
  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));
2641
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2642
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2643
  if (stats.spe == 1) {
2438
2644
  boosts.spe += 1;
2439
2645
  if (showdown) {
2440
- try log.boost(foe_ident, .Speed, -1);
2441
- try log.boost(foe_ident, .Speed, 1);
2646
+ try log.boost(.{ foe_ident, .Speed, -1 });
2647
+ try log.boost(.{ foe_ident, .Speed, 1 });
2442
2648
  }
2443
- return try log.fail(foe_ident, .None);
2649
+ return log.fail(.{ foe_ident, .None });
2444
2650
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2651
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2652
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2653
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
- try log.boost(foe_ident, .Speed, -1);
2654
+ try log.boost(.{ foe_ident, .Speed, -1 });
2449
2655
  assert(boosts.spe >= -6);
2450
2656
  },
2451
2657
  .SpecialDownChance => {
2452
2658
  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));
2659
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2660
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2661
  if (stats.spc == 1) {
2456
2662
  boosts.spc += 1;
2457
2663
  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);
2664
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2665
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2666
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2667
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2462
2668
  }
2463
- return try log.fail(foe_ident, .None);
2669
+ return log.fail(.{ foe_ident, .None });
2464
2670
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2671
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2672
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2673
  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);
2674
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2675
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2470
2676
  },
2471
2677
  .AccuracyDown1 => {
2472
2678
  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);
2679
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2680
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2681
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2476
2682
  },
2477
2683
  else => unreachable,
2478
2684
  }
@@ -2482,8 +2688,7 @@ pub const Effects = struct {
2482
2688
  }
2483
2689
  };
2484
2690
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2691
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2692
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2693
  const id = ID.from(side.active.volatiles.transform);
2489
2694
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,37 +2702,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2702
  }
2498
2703
  }
2499
2704
 
2500
- fn isForced(active: ActivePokemon) bool {
2705
+ fn isForced(active: anytype) bool {
2501
2706
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2707
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2708
  }
2504
2709
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2710
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2711
+ var log = options.log;
2506
2712
  var side = battle.side(who);
2507
2713
  var volatiles = &side.active.volatiles;
2508
2714
  const ident = battle.active(who);
2509
2715
 
2510
- if (volatiles.disabled_move != 0) {
2511
- volatiles.disabled_move = 0;
2512
- volatiles.disabled_duration = 0;
2513
- try log.end(ident, .DisableSilent);
2716
+ if (volatiles.disable_move != 0) {
2717
+ volatiles.disable_move = 0;
2718
+ volatiles.disable_duration = 0;
2719
+ options.chance.observe(.disable, who, .None);
2720
+ try log.end(.{ ident, .DisableSilent });
2514
2721
  }
2515
2722
  if (volatiles.Confusion) {
2516
2723
  // volatiles.confusion is left unchanged
2517
2724
  volatiles.Confusion = false;
2518
- try log.end(ident, .ConfusionSilent);
2725
+ options.chance.observe(.confusion, who, .None);
2726
+ try log.end(.{ ident, .ConfusionSilent });
2519
2727
  }
2520
2728
  if (volatiles.Mist) {
2521
2729
  volatiles.Mist = false;
2522
- try log.end(ident, .Mist);
2730
+ try log.end(.{ ident, .MistSilent });
2523
2731
  }
2524
2732
  if (volatiles.FocusEnergy) {
2525
2733
  volatiles.FocusEnergy = false;
2526
- try log.end(ident, .FocusEnergy);
2734
+ try log.end(.{ ident, .FocusEnergySilent });
2527
2735
  }
2528
2736
  if (volatiles.LeechSeed) {
2529
2737
  volatiles.LeechSeed = false;
2530
- try log.end(ident, .LeechSeed);
2738
+ try log.end(.{ ident, .LeechSeedSilent });
2531
2739
  }
2532
2740
  if (!showdown and volatiles.Toxic) {
2533
2741
  volatiles.Toxic = false;
@@ -2535,95 +2743,388 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2535
2743
  }
2536
2744
  if (volatiles.LightScreen) {
2537
2745
  volatiles.LightScreen = false;
2538
- try log.end(ident, .LightScreen);
2746
+ try log.end(.{ ident, .LightScreenSilent });
2539
2747
  }
2540
2748
  if (volatiles.Reflect) {
2541
2749
  volatiles.Reflect = false;
2542
- try log.end(ident, .Reflect);
2750
+ try log.end(.{ ident, .ReflectSilent });
2543
2751
  }
2544
2752
  if (showdown and volatiles.Toxic) {
2545
2753
  volatiles.Toxic = false;
2546
2754
  // Pokémon Showdown erroneously clears the toxic counter
2547
2755
  volatiles.toxic = 0;
2548
- try log.end(ident, .Toxic);
2756
+ try log.end(.{ ident, .ToxicSilent });
2549
2757
  }
2550
2758
  }
2551
2759
 
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;
2760
+ fn decrement(
2761
+ comptime field: chance.Action.Field,
2762
+ player: Player,
2763
+ options: anytype,
2764
+ n: anytype,
2765
+ ) @TypeOf(n) {
2766
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2767
+ .started, .ended => 0,
2768
+ .continuing => if (n > 1) n - 1 else n,
2769
+ else => unreachable,
2770
+ } else n - 1;
2563
2771
  }
2564
2772
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2773
+ pub const Rolls = struct {
2774
+ fn speedTie(battle: anytype, options: anytype) !bool {
2775
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2776
+ player == .P1
2777
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2778
+ battle.rng.speedTie()
2779
+ else if (showdown)
2780
+ battle.rng.range(u8, 0, 2) == 0
2781
+ else
2782
+ battle.rng.next() < Gen12.percent(50) + 1;
2569
2783
 
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);
2784
+ try options.chance.speedTie(p1);
2785
+ return p1;
2786
+ }
2787
+
2788
+ fn criticalHit(
2789
+ battle: anytype,
2790
+ player: Player,
2791
+ rate: u8,
2792
+ spurious: bool,
2793
+ options: anytype,
2794
+ ) !bool {
2795
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2796
+ val == .true
2797
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2798
+ battle.rng.criticalHit(player, rate)
2799
+ else if (showdown)
2800
+ battle.rng.chance(u8, rate, 256)
2801
+ else
2802
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2576
2803
 
2577
- return true;
2578
- }
2804
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2805
+ return crit;
2806
+ }
2807
+
2808
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2809
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2810
+ val
2811
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2812
+ battle.rng.damage(player)
2813
+ else roll: {
2814
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2815
+ while (true) {
2816
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2817
+ if (r >= 217) break :roll r;
2818
+ }
2819
+ };
2579
2820
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2821
+ assert(roll >= 217 and roll <= 255);
2822
+ try options.chance.damage(player, roll);
2823
+ return roll;
2824
+ }
2581
2825
 
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
- }
2826
+ const uN = if (pkmn.options.miss) u8 else u9;
2827
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2828
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2829
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2830
+ val == .true
2831
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2832
+ battle.rng.hit(player, acc)
2833
+ else if (showdown)
2834
+ battle.rng.chance(uN, acc, 256)
2835
+ else
2836
+ battle.rng.next() < acc;
2587
2837
 
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;
2838
+ try options.chance.hit(player, ok, acc);
2839
+ return ok;
2840
+ }
2841
+
2842
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2843
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2844
+ val == .true
2845
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2846
+ battle.rng.confused(player)
2847
+ else if (showdown)
2848
+ !battle.rng.chance(u8, 128, 256)
2849
+ else
2850
+ battle.rng.next() >= Gen12.percent(50) + 1;
2851
+
2852
+ try options.chance.confused(player, cfz);
2853
+ return cfz;
2854
+ }
2855
+
2856
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2857
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2858
+ val == .true
2859
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2860
+ battle.rng.paralyzed(player)
2861
+ else if (showdown)
2862
+ battle.rng.chance(u8, 63, 256)
2863
+ else
2864
+ battle.rng.next() < Gen12.percent(25);
2865
+
2866
+ try options.chance.paralyzed(player, par);
2867
+ return par;
2868
+ }
2869
+
2870
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2871
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2872
+ val == .true
2873
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2874
+ battle.rng.secondaryChance(player, 25)
2875
+ else if (showdown)
2876
+ battle.rng.chance(u8, 25, 256)
2877
+ else
2878
+ battle.rng.next() < Gen12.percent(10);
2879
+
2880
+ try options.chance.secondaryChance(player, proc, 25);
2881
+ return proc;
2882
+ }
2883
+
2884
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2885
+ const rate: u8 = if (low) 26 else 77;
2886
+
2887
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2888
+ val == .true
2889
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2890
+ battle.rng.secondaryChance(player, rate)
2891
+ else if (showdown)
2892
+ battle.rng.chance(u8, rate, 256)
2893
+ else
2894
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2895
+
2896
+ try options.chance.secondaryChance(player, proc, rate);
2897
+ return proc;
2898
+ }
2899
+
2900
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2901
+ const rate: u8 = if (low) 52 else 103;
2902
+
2903
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2904
+ val == .true
2905
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2906
+ battle.rng.secondaryChance(player, rate)
2907
+ else if (showdown)
2908
+ battle.rng.chance(u8, rate, 256)
2909
+ else
2910
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2911
+
2912
+ try options.chance.secondaryChance(player, proc, rate);
2913
+ return proc;
2914
+ }
2915
+
2916
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2917
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2918
+ val == .true
2919
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2920
+ battle.rng.secondaryChance(player, 85)
2921
+ else if (showdown)
2922
+ battle.rng.chance(u8, 85, 256)
2923
+ else
2924
+ battle.rng.next() < Gen12.percent(33) + 1;
2925
+
2926
+ try options.chance.secondaryChance(player, proc, 85);
2927
+ return proc;
2928
+ }
2929
+
2930
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2931
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2932
+ val
2933
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2934
+ battle.rng.metronome(player)
2935
+ else if (showdown)
2936
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2937
+ else move: {
2938
+ while (true) {
2939
+ const r = battle.rng.next();
2940
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2941
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2942
+ break :move @enumFromInt(r);
2595
2943
  }
2944
+ };
2945
+
2946
+ try options.chance.metronome(player, move);
2947
+ return move;
2948
+ }
2949
+
2950
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2951
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2952
+ val - 1
2953
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2954
+ battle.rng.psywave(player)
2955
+ else if (showdown)
2956
+ battle.rng.range(u8, 0, max)
2957
+ else power: {
2958
+ while (true) {
2959
+ const r = battle.rng.next();
2960
+ if (r < max) break :power r;
2961
+ }
2962
+ };
2963
+
2964
+ assert(power < max);
2965
+ try options.chance.psywave(player, power, max);
2966
+ return power;
2967
+ }
2968
+
2969
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2970
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
2971
+ if (val >= 1 and val <= 7) @as(u3, @intCast(val)) else null
2972
+ else
2973
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2974
+ battle.rng.sleepDuration(player)
2975
+ else if (showdown)
2976
+ battle.rng.range(u3, 1, 8)
2977
+ else duration: {
2978
+ while (true) {
2979
+ const r = battle.rng.next() & 7;
2980
+ if (r != 0) break :duration @intCast(r);
2981
+ }
2982
+ };
2983
+
2984
+ assert(duration >= 1 and duration <= 7);
2985
+ options.chance.duration(player, duration);
2986
+ return duration;
2987
+ }
2988
+
2989
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2990
+ const duration: u4 = (if (options.calc.overridden(player, .duration)) |val|
2991
+ if (val >= 1 and val <= 8) val else null
2992
+ else
2993
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2994
+ battle.rng.disableDuration(player)
2995
+ else if (showdown)
2996
+ battle.rng.range(u4, 1, 9)
2997
+ else
2998
+ @intCast((battle.rng.next() & 7) + 1);
2999
+
3000
+ assert(duration >= 1 and duration <= 8);
3001
+ options.chance.duration(player, duration);
3002
+ return duration;
3003
+ }
3004
+
3005
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
3006
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3007
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3008
+ else
3009
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
3010
+ battle.rng.confusionDuration(player)
3011
+ else if (showdown)
3012
+ battle.rng.range(u3, 2, 6)
3013
+ else
3014
+ @intCast((battle.rng.next() & 3) + 2);
3015
+
3016
+ assert(duration >= 2 and duration <= 5);
3017
+ options.chance.duration(player, duration);
3018
+ return duration;
3019
+ }
3020
+
3021
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
3022
+ const duration: u3 = (if (options.calc.overridden(player, .duration)) |val|
3023
+ if (val >= 2 and val <= 3) @as(u3, @intCast(val)) else null
3024
+ else
3025
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
3026
+ battle.rng.attackingDuration(player)
3027
+ else if (showdown)
3028
+ battle.rng.range(u3, 2, 4)
3029
+ else
3030
+ @intCast((battle.rng.next() & 1) + 2);
3031
+
3032
+ assert(duration >= 2 and duration <= 3);
3033
+ options.chance.duration(player, duration);
3034
+ return duration;
3035
+ }
3036
+
3037
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3038
+
3039
+ fn distribution(
3040
+ battle: anytype,
3041
+ comptime effect: Move.Effect,
3042
+ player: Player,
3043
+ options: anytype,
3044
+ ) !u3 {
3045
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3046
+ const n: u3 = (if (options.calc.overridden(player, roll)) |val|
3047
+ if (val >= 2 and val <= 5) @as(u3, @intCast(val)) else null
3048
+ else
3049
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3050
+ battle.rng.distribution(player)
3051
+ else if (showdown)
3052
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3053
+ else n: {
3054
+ const r = (battle.rng.next() & 3);
3055
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3056
+ };
3057
+
3058
+ assert(n >= 2 and n <= 5);
3059
+ if (effect == .Binding) {
3060
+ options.chance.duration(player, n);
2596
3061
  } 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;
3062
+ try options.chance.multiHit(player, n);
3063
+ }
3064
+ return n;
3065
+ }
3066
+
3067
+ fn moveSlot(
3068
+ battle: anytype,
3069
+ player: Player,
3070
+ moves: []MoveSlot,
3071
+ check_pp: u4,
3072
+ options: anytype,
3073
+ ) !u4 {
3074
+ // TODO: consider throwing error instead of rerolling?
3075
+ const slot: u4 = (if (options.calc.overridden(player, .move_slot)) |val|
3076
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3077
+ val
3078
+ else
3079
+ null
3080
+ else
3081
+ null) orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3082
+ battle.rng.moveSlot(player, moves, check_pp)
3083
+ else slot: {
3084
+ if (showdown) {
3085
+ if (check_pp == 0) {
3086
+ var i: usize = moves.len;
3087
+ while (i > 0) {
3088
+ i -= 1;
3089
+ if (moves[i].id != .None) {
3090
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3091
+ }
3092
+ }
3093
+ } else {
3094
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3095
+ var i: usize = 0;
3096
+ while (i < moves.len and r > 0) : (i += 1) {
3097
+ if (moves[i].pp > 0) {
3098
+ r -= 1;
3099
+ if (r == 0) break :slot @intCast(i + 1);
3100
+ }
3101
+ }
2603
3102
  }
2604
3103
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
3104
 
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;
3105
+ while (true) {
3106
+ const r: u4 = @intCast(battle.rng.next() & 3);
3107
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3108
+ }
3109
+ };
3110
+
3111
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3112
+ return slot;
2612
3113
  }
2613
- }
3114
+ };
2614
3115
 
2615
3116
  test "RNG agreement" {
2616
3117
  if (!showdown) return;
2617
3118
  var expected: [256]u32 = undefined;
2618
3119
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
3120
+ expected[i] = @intCast(i * 0x1000000);
2620
3121
  }
2621
3122
 
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 };
3123
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3124
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3125
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3126
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3127
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2627
3128
 
2628
3129
  for (0..expected.len) |i| {
2629
3130
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2659,11 +3160,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3160
  const side = battle.side(player);
2660
3161
  const foe = battle.foe(player);
2661
3162
 
2662
- var active = side.active;
3163
+ const active = &side.active;
2663
3164
  const stored = side.stored();
2664
3165
 
2665
3166
  // 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.
3167
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2667
3168
  //
2668
3169
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2669
3170
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2671,9 +3172,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2671
3172
  // passing due to being forced into using a move. Instead of introducing another option
2672
3173
  // we simply repurpose Move with no move slot, even though pedantically this is not
2673
3174
  // strictly correct as the player would not have been presented the option to move or
2674
- // switch at all.
3175
+ // switch at all
2675
3176
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3177
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3178
  n += 1;
2678
3179
  return n;
2679
3180
  }
@@ -2690,7 +3191,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2690
3191
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2691
3192
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2692
3193
  // either disables all other moves in the case of limited or requires you to select a
2693
- // move normally if sleeping/frozen/bound.
3194
+ // move normally if sleeping/frozen/bound
2694
3195
  if (!showdown and (limited or foe.active.volatiles.Binding or
2695
3196
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2696
3197
  {
@@ -2703,16 +3204,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2703
3204
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2704
3205
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2705
3206
  // 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.
3207
+ // proc-ed move in their moveset) and disabling all other moves
2707
3208
  if (limited) {
2708
3209
  assert(showdown);
2709
3210
  assert(side.last_selected_move != .None);
2710
3211
  while (slot <= 4) : (slot += 1) {
2711
3212
  const m = active.moves[slot - 1];
2712
3213
  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;
3214
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3215
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3216
+ const struggle =
3217
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3218
+ const s = if (struggle) 0 else slot;
2716
3219
  out[n] = .{ .type = .Move, .data = s };
2717
3220
  n += 1;
2718
3221
  return n;
@@ -2726,14 +3229,14 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2726
3229
  const m = active.moves[slot - 1];
2727
3230
  if (m.id == .None) break;
2728
3231
  if (m.pp == 0) continue;
2729
- if (active.volatiles.disabled_move == slot) continue;
3232
+ if (active.volatiles.disable_move == slot) continue;
2730
3233
  out[n] = .{ .type = .Move, .data = slot };
2731
3234
  n += 1;
2732
3235
  }
2733
3236
  // Struggle (Pokémon Showdown would use 'move 1' here)
2734
3237
  if (n == before) {
2735
3238
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
2736
- if (!showdown) {
3239
+ if (!pkmn.options.mod) {
2737
3240
  while (slot <= 4) : (slot += 1) {
2738
3241
  if (active.moves[slot - 1].pp != 0) return n;
2739
3242
  }