@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.6be9a775

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (64) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +139 -73
  3. package/build/pkg/addon.d.ts +7 -0
  4. package/build/pkg/addon.js +111 -0
  5. package/build/pkg/addon.js.map +1 -0
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +5 -6
  10. package/build/pkg/data.js +3 -5
  11. package/build/pkg/data.js.map +1 -1
  12. package/build/pkg/gen1.d.ts +5 -4
  13. package/build/pkg/gen1.js +49 -33
  14. package/build/pkg/gen1.js.map +1 -1
  15. package/build/pkg/index.d.ts +18 -14
  16. package/build/pkg/index.js.map +1 -1
  17. package/build/pkg/protocol.d.ts +4 -2
  18. package/build/pkg/protocol.js +65 -44
  19. package/build/pkg/protocol.js.map +1 -1
  20. package/build/test/display.js +405 -0
  21. package/build/test/display.js.map +1 -0
  22. package/build/tools/debug.js +134 -0
  23. package/build/tools/debug.js.map +1 -0
  24. package/build.zig +299 -154
  25. package/package.json +89 -46
  26. package/src/bin/install-pkmn-engine +83 -41
  27. package/src/bin/pkmn-debug +62 -0
  28. package/src/lib/common/array.zig +77 -0
  29. package/src/lib/common/battle.zig +17 -0
  30. package/src/lib/common/data.zig +19 -31
  31. package/src/lib/common/debug.zig +23 -13
  32. package/src/lib/common/js.zig +120 -0
  33. package/src/lib/common/optional.zig +71 -0
  34. package/src/lib/common/options.zig +14 -3
  35. package/src/lib/common/protocol.zig +947 -403
  36. package/src/lib/common/rational.zig +447 -0
  37. package/src/lib/common/rng.zig +31 -22
  38. package/src/lib/common/util.zig +61 -0
  39. package/src/lib/gen1/calc.zig +806 -0
  40. package/src/lib/gen1/chance.zig +1167 -0
  41. package/src/lib/gen1/data/moves.zig +202 -190
  42. package/src/lib/gen1/data/species.zig +5 -5
  43. package/src/lib/gen1/data/types.zig +10 -10
  44. package/src/lib/gen1/data.zig +98 -83
  45. package/src/lib/gen1/helpers.zig +143 -42
  46. package/src/lib/gen1/mechanics.zig +1341 -864
  47. package/src/lib/gen2/calc.zig +161 -0
  48. package/src/lib/gen2/chance.zig +905 -0
  49. package/src/lib/gen2/data/items.zig +14 -20
  50. package/src/lib/gen2/data/moves.zig +664 -570
  51. package/src/lib/gen2/data/species.zig +2 -2
  52. package/src/lib/gen2/data/types.zig +137 -34
  53. package/src/lib/gen2/data.zig +129 -90
  54. package/src/lib/gen2/generated.zig +806 -0
  55. package/src/lib/gen2/helpers.zig +54 -28
  56. package/src/lib/gen2/mechanics.zig +3567 -12
  57. package/src/lib/node.zig +131 -0
  58. package/src/lib/pkmn.zig +88 -12
  59. package/src/lib/wasm.zig +13 -0
  60. package/src/test/display/pkmn.html.tmpl +368 -0
  61. package/src/lib/binding/node.zig +0 -229
  62. package/src/lib/binding/wasm.zig +0 -10
  63. package/src/lib/gen1/README.md +0 -778
  64. package/src/lib/gen2/README.md +0 -309
@@ -1,26 +1,30 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
7
+ const optional = @import("../common/optional.zig");
6
8
  const protocol = @import("../common/protocol.zig");
7
9
  const rng = @import("../common/rng.zig");
8
10
 
9
11
  const data = @import("data.zig");
12
+ const chance = @import("chance.zig");
10
13
 
11
14
  const assert = std.debug.assert;
12
15
 
13
16
  const expectEqual = std.testing.expectEqual;
14
17
 
18
+ const showdown = pkmn.options.showdown;
19
+
15
20
  const Choice = common.Choice;
16
21
  const ID = common.ID;
17
22
  const Player = common.Player;
18
23
  const Result = common.Result;
19
24
 
20
- const showdown = options.showdown;
21
-
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
27
+ const Fail = protocol.Fail;
24
28
  const Heal = protocol.Heal;
25
29
 
26
30
  const Gen12 = rng.Gen12;
@@ -56,50 +60,50 @@ const BOOSTS = &[_][2]u8{
56
60
 
57
61
  const MAX_STAT_VALUE = 999;
58
62
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
63
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
64
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
65
+ if (battle.turn == 0) return start(battle, options);
62
66
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
67
+ var s1 = false;
68
+ var s2 = false;
65
69
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
70
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
71
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
72
 
75
73
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
74
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
75
+
76
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
77
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
78
+
79
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
80
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
81
+ } else {
82
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
83
  }
83
84
 
84
- return endTurn(battle, log);
85
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
86
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
87
+
88
+ return endTurn(battle, options);
85
89
  }
86
90
 
87
- fn start(battle: anytype, log: anytype) !Result {
91
+ fn start(battle: anytype, options: anytype) !Result {
88
92
  const p1 = battle.side(.P1);
89
93
  const p2 = battle.side(.P2);
90
94
 
91
- var p1_slot = findFirstAlive(p1);
95
+ const p1_slot = findFirstAlive(p1);
92
96
  assert(!showdown or p1_slot == 1);
93
97
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
98
 
95
- var p2_slot = findFirstAlive(p2);
99
+ const p2_slot = findFirstAlive(p2);
96
100
  assert(!showdown or p2_slot == 1);
97
101
  if (p2_slot == 0) return Result.Win;
98
102
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
103
+ try switchIn(battle, .P1, p1_slot, true, options);
104
+ try switchIn(battle, .P2, p2_slot, true, options);
101
105
 
102
- return endTurn(battle, log);
106
+ return endTurn(battle, options);
103
107
  }
104
108
 
105
109
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +116,7 @@ fn selectMove(
112
116
  player: Player,
113
117
  choice: Choice,
114
118
  foe_choice: Choice,
115
- from: *?Move,
119
+ skip_turn: *bool,
116
120
  ) ?Result {
117
121
  if (choice.type == .Pass) return null;
118
122
 
@@ -121,20 +125,27 @@ fn selectMove(
121
125
  const stored = side.stored();
122
126
 
123
127
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
128
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
129
 
126
130
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
131
+ if (volatiles.Recharging) {
132
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
133
+ return null;
134
+ }
128
135
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
136
+ if (showdown) {
137
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
138
+ saveMove(battle, player, null);
139
+ }
131
140
  return null;
132
141
  }
133
142
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
143
  if (!showdown) volatiles.Flinch = false;
135
144
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
145
+ if (showdown) {
146
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
+ saveMove(battle, player, null);
148
+ }
138
149
  return null;
139
150
  }
140
151
 
@@ -144,29 +155,26 @@ fn selectMove(
144
155
  // pre-move select
145
156
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
157
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
158
+ if (showdown) {
159
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
160
+ saveMove(battle, player, choice);
161
+ }
148
162
  return null;
149
163
  }
150
164
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
165
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
166
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
167
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
168
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
157
169
  // set the selected move will not actually be used, it will just be reported as having
158
170
  // been used (this differs from how Pokémon Showdown works, but its impossible to
159
- // replicate the incorrect behavior with the correct mechanisms).
171
+ // replicate the incorrect behavior with the correct mechanisms)
160
172
  saveMove(battle, player, choice);
161
173
  } else {
162
174
  assert(choice.data == 0);
163
175
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
176
  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));
177
+ const last = side.active.move(battle.lastMove(player).index);
170
178
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
179
  if (last.id == .MirrorMove) return Result.Error;
172
180
  }
@@ -175,6 +183,7 @@ fn selectMove(
175
183
  }
176
184
 
177
185
  if (battle.foe(player).active.volatiles.Binding) {
186
+ skip_turn.* = true;
178
187
  if (showdown) {
179
188
  saveMove(battle, player, choice);
180
189
  } else {
@@ -185,19 +194,17 @@ fn selectMove(
185
194
  }
186
195
 
187
196
  // move select
197
+ volatiles.state = 0;
188
198
  if (choice.data == 0) {
189
199
  const struggle = ok: {
190
200
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
201
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
202
  }
193
203
  break :ok true;
194
204
  };
195
-
196
205
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
206
  }
207
+ saveMove(battle, player, choice);
201
208
 
202
209
  return null;
203
210
  }
@@ -210,23 +217,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
217
  if (c.data == 0) {
211
218
  side.last_selected_move = .Struggle;
212
219
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
220
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
221
  const move = side.active.move(c.data);
215
222
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
223
  // sometimes required...), but a 0 PP move can be used automatically
217
224
  assert(showdown or move.pp != 0);
218
225
 
219
226
  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
- }
227
+ battle.lastMove(player).index = @intCast(c.data);
225
228
  }
226
229
  }
227
230
  }
228
231
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
232
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
233
  var side = battle.side(player);
231
234
  var foe = battle.foe(player);
232
235
  var active = &side.active;
@@ -239,11 +242,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
242
  side.order[0] = side.order[slot - 1];
240
243
  side.order[slot - 1] = out;
241
244
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
245
+ battle.lastMove(player).index = 1;
247
246
 
248
247
  side.last_used_move = .None;
249
248
  foe.last_used_move = .None;
@@ -256,20 +255,21 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
256
255
  active.moves = incoming.moves;
257
256
 
258
257
  statusModify(incoming.status, &active.stats);
258
+ options.chance.switched(player, slot);
259
259
 
260
260
  foe.active.volatiles.Binding = false;
261
261
 
262
- try log.switched(battle.active(player), incoming);
262
+ try options.log.switched(.{ battle.active(player), incoming });
263
263
 
264
264
  if (showdown and incoming.status == Status.TOX) {
265
265
  incoming.status = Status.init(.PSN);
266
266
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
267
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
268
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
269
  }
270
270
  }
271
271
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
272
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
273
  assert(c1.type != .Pass or c2.type != .Pass);
274
274
 
275
275
  if (c1.type == .Pass) return .P2;
@@ -299,13 +299,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
299
  const spe2 = battle.side(.P2).active.stats.spe;
300
300
  if (spe1 == spe2) {
301
301
  // 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;
302
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
303
+ battle.rng.advance(1);
304
+ }
308
305
 
306
+ const p1 = try Rolls.speedTie(battle, options);
309
307
  if (!showdown) return if (p1) .P1 else .P2;
310
308
 
311
309
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +313,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
313
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
314
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
315
  // 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
316
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
317
  // won the original coin flip
320
318
  if (t1 and t2) return .P1;
321
319
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +326,55 @@ fn doTurn(
328
326
  battle: anytype,
329
327
  player: Player,
330
328
  player_choice: Choice,
331
- player_from: ?Move,
329
+ player_rewrap: bool,
330
+ player_skip: bool,
332
331
  foe_player: Player,
333
332
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
333
+ foe_rewrap: bool,
334
+ foe_skip: bool,
335
+ options: anytype,
336
336
  ) !?Result {
337
337
  assert(player_choice.type != .Pass);
338
338
 
339
339
  var residual = true;
340
340
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
341
+ if (try executeMove(
342
+ battle,
343
+ player,
344
+ player_choice,
345
+ player_rewrap,
346
+ player_skip,
347
+ &residual,
348
+ options,
349
+ )) |r| return r;
342
350
  if (!replace) {
343
351
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
352
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
345
353
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
354
+ if (residual) try handleResidual(battle, player, options);
355
+ if (try checkFaint(battle, player, false, options)) |r| return r;
348
356
  } else if (foe_choice.type == .Pass) return null;
349
357
 
358
+ if (!showdown) options.chance.clearPending();
359
+
360
+ residual = true;
350
361
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
362
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
363
+ if (if (calc) null else try executeMove(
364
+ battle,
365
+ foe_player,
366
+ foe_choice,
367
+ foe_rewrap,
368
+ foe_skip,
369
+ &residual,
370
+ options,
371
+ )) |r| return r;
352
372
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
373
+ if (!calc and foe_choice.type != .Switch) {
374
+ if (try checkFaint(battle, player, true, options)) |r| return r;
355
375
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
376
+ if (residual) try handleResidual(battle, foe_player, options);
377
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
358
378
  }
359
379
 
360
380
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +391,31 @@ fn executeMove(
371
391
  battle: anytype,
372
392
  player: Player,
373
393
  choice: Choice,
374
- from: ?Move,
394
+ rewrap: bool,
395
+ skip: bool,
375
396
  residual: *bool,
376
- log: anytype,
397
+ options: anytype,
377
398
  ) !?Result {
378
399
  var side = battle.side(player);
379
400
 
380
401
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
402
+ try switchIn(battle, player, choice.data, false, options);
382
403
  return null;
383
404
  }
384
405
 
406
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
407
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
408
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
409
  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
410
  assert(!showdown);
389
411
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
412
+ try options.log.cant(.{ battle.active(player), .Bound });
391
413
  }
392
414
  return null;
393
415
  }
394
416
 
395
417
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
418
+ var mslot: u4 = @intCast(choice.data);
397
419
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
420
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
421
  var auto = showdown and side.last_selected_move != .None;
@@ -402,17 +424,16 @@ fn executeMove(
402
424
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
425
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
426
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
427
+ mslot = @intCast(battle.lastMove(player).index);
409
428
  const stored = side.stored();
410
429
  // 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);
430
+ auto = isForced(&side.active) or
431
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
432
+ side.last_selected_move == .HyperBeam or
433
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
434
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
435
  // 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.
436
+ // index 1 and the current Pokémon has the same move in its first slot
416
437
  if (!auto) {
417
438
  // side.active.moves(slot) is safe to check even though the slot in question might not
418
439
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -426,15 +447,12 @@ fn executeMove(
426
447
  } else if (showdown and side.active.volatiles.Charging) {
427
448
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
449
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
450
+ mslot = @intCast(battle.lastMove(player).index);
433
451
  }
434
452
 
435
453
  var skip_can = false;
436
454
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
455
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
456
  .done => return null,
439
457
  .skip_can => skip_can = true,
440
458
  .skip_pp => skip_pp = true,
@@ -442,14 +460,23 @@ fn executeMove(
442
460
  .err => return @as(?Result, Result.Error),
443
461
  }
444
462
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
463
+ const can = skip_can or
464
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
465
+ if (!can) return null;
446
466
 
447
- return doMove(battle, player, mslot, auto, residual, log);
467
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
468
  }
449
469
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
470
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
471
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
472
+ fn beforeMove(
473
+ battle: anytype,
474
+ player: Player,
475
+ skip: bool,
476
+ residual: *bool,
477
+ options: anytype,
478
+ ) !BeforeMove {
479
+ var log = options.log;
453
480
  var side = battle.side(player);
454
481
  const foe = battle.foe(player);
455
482
  var active = &side.active;
@@ -458,58 +485,74 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
485
  var volatiles = &active.volatiles;
459
486
 
460
487
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
488
+ const before = stored.status;
489
+ const slf = Status.is(stored.status, .EXT);
462
490
  // 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);
491
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
492
+ .started, .ended => stored.status = 0,
493
+ .continuing => if (Status.duration(stored.status) > 1) {
494
+ stored.status -= 1;
495
+ },
496
+ else => unreachable,
497
+ } else {
498
+ stored.status -= 1;
499
+ }
500
+
501
+ const duration = Status.duration(stored.status);
502
+ try options.chance.sleep(player, if (slf)
503
+ .None
504
+ else if (duration == 0) .ended else .continuing);
505
+
506
+ if (duration == 0) {
507
+ try log.curestatus(.{ ident, before, .Message });
466
508
  stored.status = 0; // clears EXT if present
467
509
  } else {
468
- try log.cant(ident, .Sleep);
510
+ try log.cant(.{ ident, .Sleep });
469
511
  }
470
512
  side.last_used_move = .None;
471
513
  return .done;
472
514
  }
473
515
 
474
516
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
517
+ try log.cant(.{ ident, .Freeze });
476
518
  side.last_used_move = .None;
477
519
  return .done;
478
520
  }
479
521
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
522
+ if (skip or foe.active.volatiles.Binding) {
523
+ try log.cant(.{ ident, .Bound });
482
524
  return .done;
483
525
  }
484
526
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
527
+ if (volatiles.Flinch) {
528
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
529
+ // Pokémon can sometimes flinch multiple times from the same original hit
530
+ if (!showdown) volatiles.Flinch = false;
531
+ try log.cant(.{ ident, .Flinch });
488
532
  return .done;
489
533
  }
490
534
 
491
535
  if (volatiles.Recharging) {
492
536
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
537
+ try log.cant(.{ ident, .Recharge });
494
538
  return .done;
495
539
  }
496
540
 
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);
541
+ if (volatiles.disable_duration > 0) {
542
+ volatiles.disable_duration =
543
+ decrement(.disable, player, options, volatiles.disable_duration);
544
+ try options.chance.disable(
545
+ player,
546
+ if (volatiles.disable_duration == 0) .ended else .continuing,
547
+ );
548
+
549
+ if (volatiles.disable_duration == 0) {
550
+ volatiles.disable_move = 0;
551
+ try log.end(.{ ident, .Disable });
502
552
  }
503
553
  }
504
554
  // 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
- }
555
+ if (showdown and try disabled(side, ident, options)) return .done;
513
556
 
514
557
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
558
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -520,22 +563,29 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
520
563
 
521
564
  if (volatiles.Confusion) {
522
565
  assert(volatiles.confusion > 0);
566
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
567
+ .started => volatiles.confusion -= 1,
568
+ .continuing => if (volatiles.confusion > 1) {
569
+ volatiles.confusion -= 1;
570
+ },
571
+ .ended => volatiles.confusion = 0,
572
+ .overwritten => {},
573
+ else => unreachable,
574
+ } else {
575
+ volatiles.confusion -= 1;
576
+ }
577
+
578
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
523
579
 
524
- volatiles.confusion -= 1;
525
580
  if (volatiles.confusion == 0) {
526
581
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
582
+ try log.end(.{ ident, .Confusion });
528
583
  } 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;
584
+ try log.activate(.{ ident, .Confusion });
535
585
 
536
- if (confused) {
586
+ if (try Rolls.confused(battle, player, options)) {
537
587
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
588
+ if (!volatiles.Rage) volatiles.state = 0;
539
589
  volatiles.Bide = false;
540
590
  volatiles.Thrashing = false;
541
591
  volatiles.MultiHit = false;
@@ -543,6 +593,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
593
  volatiles.Charging = false;
544
594
  volatiles.Binding = false;
545
595
  volatiles.Invulnerable = false;
596
+
597
+ options.chance.observe(.attacking, player, .None);
598
+ options.chance.observe(.binding, player, .None);
546
599
  {
547
600
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
601
  // the opponent's defense with the user's defense and resets it after. As a
@@ -550,7 +603,9 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
550
603
  const def = foe.active.stats.def;
551
604
  foe.active.stats.def = active.stats.def;
552
605
  defer foe.active.stats.def = def;
553
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
606
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
607
+ return .err;
608
+ }
554
609
  }
555
610
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
556
611
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -559,87 +614,120 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
614
  player
560
615
  else
561
616
  player.foe();
617
+
618
+ const uncapped = battle.last_damage;
562
619
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
620
+ _ = try applyDamage(battle, player, target, .Confusion, options);
621
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
622
+ if (showdown) battle.last_damage = uncapped;
564
623
 
565
624
  return .done;
566
625
  }
567
626
  }
568
627
  }
569
628
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
629
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
630
 
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);
631
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
632
+ if (!volatiles.Rage) volatiles.state = 0;
633
+ volatiles.Bide = false;
634
+ volatiles.Thrashing = false;
635
+ volatiles.Charging = false;
636
+ volatiles.Binding = false;
577
637
 
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
- }
638
+ options.chance.observe(.attacking, player, .None);
639
+ options.chance.observe(.binding, player, .None);
640
+
641
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
642
+ try log.cant(.{ ident, .Paralysis });
643
+ return .done;
588
644
  }
589
645
 
590
646
  if (volatiles.Bide) {
591
647
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
648
 
593
- volatiles.state +%= battle.last_damage;
649
+ if (showdown) {
650
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
651
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
652
+ // addition because 65535 is sufficient to faint any Pokémon anyway
653
+ volatiles.state +|= battle.last_damage;
654
+ } else {
655
+ volatiles.state +%= battle.last_damage;
656
+ }
594
657
 
595
- assert(volatiles.attacks > 0);
658
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
659
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
596
660
 
597
- volatiles.attacks -= 1;
598
661
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
662
+ try log.activate(.{ ident, .Bide });
600
663
  return .done;
601
664
  }
602
665
 
603
666
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
667
+ try log.end(.{ ident, .Bide });
605
668
 
606
669
  battle.last_damage = volatiles.state *% 2;
607
670
  volatiles.state = 0;
608
671
 
609
672
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
673
+ try log.fail(.{ ident, .None });
611
674
  return .done;
612
675
  }
613
676
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
677
+ const sub = showdown and foe.active.volatiles.Substitute;
678
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
679
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
680
+
681
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
682
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
683
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
684
+ if (showdown) {
685
+ residual.* = false;
686
+ try handleResidual(battle, player, options);
687
+ }
688
+
615
689
  return .done;
616
690
  }
617
691
 
618
692
  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);
693
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
694
+
695
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
696
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
697
+
698
+ if (volatiles.attacks == 0) {
699
+ const overwritten = volatiles.Confusion;
700
+
701
+ volatiles.Thrashing = false;
702
+ volatiles.Confusion = true;
703
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
704
+
705
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
706
+ // ended (the engine's protocol is always from the omniscient perspective and clients
707
+ // can be expected to recognize this pattern and pass the information only to the
708
+ // correct player)
709
+ try log.start(.{ battle.active(player), .ConfusionSilent });
710
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
628
711
  }
712
+
713
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
714
+ // used in useMove and doesn't have the notion of skipping canMove semantics
715
+ if (showdown) side.last_used_move = side.last_selected_move;
716
+
629
717
  return .skip_can;
630
718
  }
631
719
 
632
720
  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
- );
721
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
722
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
723
+
724
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
725
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
726
+ const sub = showdown and foe.active.volatiles.Substitute;
727
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
728
+ if (battle.foe(player).stored().hp > 0 and !sub) {
729
+ try buildRage(battle, player.foe(), options);
730
+ }
643
731
  }
644
732
  return .done;
645
733
  }
@@ -653,55 +741,57 @@ fn canMove(
653
741
  mslot: u4,
654
742
  auto: bool,
655
743
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
744
+ from: Move,
745
+ residual: *bool,
746
+ options: anytype,
658
747
  ) !bool {
659
748
  var side = battle.side(player);
660
749
  const player_ident = battle.active(player);
661
750
  const move = Move.get(side.last_selected_move);
662
751
 
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
752
  if (side.active.volatiles.Charging) {
669
753
  side.active.volatiles.Charging = false;
670
754
  side.active.volatiles.Invulnerable = false;
671
755
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
756
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
757
+ setCounterable(battle, player, side, move);
758
+ try Effects.charge(battle, player, options);
674
759
  return false;
675
760
  }
676
761
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
762
+ side.last_used_move = side.last_selected_move;
763
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
764
 
680
765
  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);
766
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
767
+ setCounterable(battle, player, side, move);
689
768
 
690
769
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
770
+ try onBegin(battle, player, move, mslot, residual, options);
692
771
  return false;
693
772
  }
694
773
 
695
774
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
775
+ Effects.thrashing(battle, player, options);
697
776
  } else if (!showdown and move.effect == .Binding) {
698
777
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
778
+ try Effects.binding(battle, player, false, options);
700
779
  }
701
780
 
702
781
  return true;
703
782
  }
704
783
 
784
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
785
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
786
+ // in cases where an early return happens the data for a players last selected move does not get
787
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
788
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
789
+ // as the desync results from actually having two separate battle states that subtly disagree
790
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
791
+ (move.type == .Normal or move.type == .Fighting);
792
+ battle.lastMove(player).counterable = @intFromBool(counterable);
793
+ }
794
+
705
795
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
796
  if (side.last_selected_move == .Struggle) return;
707
797
 
@@ -711,25 +801,30 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
801
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
802
  if (volatiles.Bide) return;
713
803
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
804
+ var move_slot = active.move(mslot);
805
+ assert(move_slot.pp > 0 or auto);
806
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
807
  if (volatiles.Transform) return;
717
808
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
809
+ move_slot = side.stored().move(mslot);
810
+ assert(move_slot.pp > 0 or auto);
811
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
812
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
813
  }
722
814
 
723
- fn incrementPP(side: *Side, mslot: u4) void {
815
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
724
816
  var active = &side.active;
725
817
  const volatiles = &active.volatiles;
726
818
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
819
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
820
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
821
  if (showdown and volatiles.Transform) return;
730
822
 
823
+ const n = options.calc.overridden(player, .pp) orelse 1;
824
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
825
+
731
826
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
827
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
733
828
  }
734
829
 
735
830
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +832,12 @@ fn doMove(
737
832
  battle: anytype,
738
833
  player: Player,
739
834
  mslot: u4,
835
+ rewrap: bool,
740
836
  auto: bool,
741
837
  residual: *bool,
742
- log: anytype,
838
+ options: anytype,
743
839
  ) !?Result {
840
+ var log = options.log;
744
841
  var side = battle.side(player);
745
842
  const foe = battle.foe(player);
746
843
 
@@ -755,35 +852,44 @@ fn doMove(
755
852
  var hits: u4 = 1;
756
853
  var effectiveness = Effectiveness.neutral;
757
854
 
855
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
856
+ if (showdown and !counter) battle.last_damage = 0;
857
+
758
858
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
859
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
860
+ return specialDamage(battle, player, move, options);
761
861
  }
762
862
 
763
863
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
864
  // calling moveHit early covers most of that but we also need to check type immunity first
765
865
  var miss = showdown and miss: {
766
866
  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);
867
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
868
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
869
  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);
870
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
871
+ battle.last_damage = 0;
872
+ break :miss true;
873
+ }
874
+ break :miss (move.target != .Self and
875
+ !try moveHit(battle, player, move, &immune, &mist, options));
772
876
  };
773
877
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
878
 
879
+ var late = showdown and move.effect != .Explode;
775
880
  const skip = status or immune;
776
- if ((!showdown or (!skip or counter)) and !miss) blk: {
881
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
777
882
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
883
+ try Effects.multiHit(battle, player, move, options);
779
884
  hits = side.active.volatiles.attacks;
885
+ late = false;
780
886
  }
781
887
 
782
888
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
889
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
890
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
891
 
786
- if (counter) return counterDamage(battle, player, move, log);
892
+ if (counter) return counterDamage(battle, player, move, options);
787
893
 
788
894
  battle.last_damage = 0;
789
895
 
@@ -794,8 +900,9 @@ fn doMove(
794
900
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
795
901
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
796
902
  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)) {
903
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
904
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
905
+ if (!showdown) try options.chance.commit(player, .err);
799
906
  return @as(?Result, Result.Error);
800
907
  }
801
908
  if (battle.last_damage == 0) {
@@ -805,17 +912,16 @@ fn doMove(
805
912
  effectiveness = adjustDamage(battle, player);
806
913
  immune = effectiveness == 0;
807
914
  }
808
- randomizeDamage(battle);
915
+ try randomizeDamage(battle, player, options);
809
916
  }
810
917
  }
811
918
 
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);
919
+ var missed: bool = undefined;
920
+ const zero = battle.last_damage == 0;
921
+ if (!showdown and !skip) {
922
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
923
+ miss = missed or zero;
924
+ }
819
925
 
820
926
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
927
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +929,11 @@ fn doMove(
823
929
 
824
930
  if (!showdown or !miss) {
825
931
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
932
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
933
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
934
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
935
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
936
+ try onEnd(battle, player, move, options);
831
937
  return null;
832
938
  }
833
939
  }
@@ -839,62 +945,83 @@ fn doMove(
839
945
  ohko = (!showdown or (!immune and !invulnerable)) and
840
946
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
947
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
948
+ try log.immune(.{ foe_ident, .OHKO });
949
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
950
+ try log.immune(.{ foe_ident, .None });
951
+ if (!showdown) {
952
+ if (move.effect == .Binding) {
953
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
954
+ // then simply clears it later on if the move happens to miss in moveHit.
955
+ // However, moveHit can return true and we'll still end up in the outer miss
956
+ // handling block because attacking into an immune Pokemon does zero damage
957
+ // (considered missing)
958
+ assert(zero);
959
+ // Thus we still need to actually save the hit result (but not the crit roll).
960
+ // Using .miss for this commit would accomplish what we want, but is somewhat
961
+ // misleading as its entirely possible the move actually did hit (and the target
962
+ // is now trapped) so we use the .binding value instead which is effectively
963
+ // identical, just doesn't claim to know about the actual results of the hit
964
+ // roll)
965
+ try options.chance.commit(player, .binding);
966
+ } else {
967
+ // The .glitch option allows for conditionally committing if we are in a
968
+ // division-by-zero freeze alternative timeline scenario
969
+ try options.chance.commit(player, .glitch);
970
+ }
971
+ }
845
972
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
973
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
974
+ try log.fail(.{ foe_ident, .None });
848
975
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
976
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
977
+ try log.lastmiss(.{});
978
+ try log.miss(.{battle.active(player)});
851
979
  }
852
980
  if (move.effect == .JumpKick) {
853
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
855
983
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
985
  if (showdown and side.stored().hp == 0) residual.* = false;
858
986
  } else if (move.effect == .Explode) {
859
987
  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
- }
988
+ try buildRage(battle, player.foe(), options);
989
+ } else if (showdown and move.effect == .Disable) {
990
+ try buildRage(battle, player.foe(), options);
869
991
  }
870
992
  return null;
993
+ } else if (!showdown) {
994
+ try options.chance.commit(player, .hit);
871
995
  }
872
996
 
873
997
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
998
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
- // it up above before damage calculation).
999
+ // it up above before damage calculation)
876
1000
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
1001
+ try Effects.multiHit(battle, player, move, options);
878
1002
  hits = side.active.volatiles.attacks;
879
1003
  }
880
1004
 
1005
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1006
+ const sub = showdown and foe.active.volatiles.Substitute;
1007
+
881
1008
  var nullified = false;
882
1009
  var hit: u4 = 0;
883
1010
  while (hit < hits) {
884
1011
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
1012
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
1013
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
1014
+ try log.supereffective(.{battle.active(player.foe())});
888
1015
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
1016
+ try log.resisted(.{battle.active(player.foe())});
890
1017
  }
891
1018
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
1019
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1020
+ if (hit == 0 and ohko) try log.ohko(.{});
894
1021
  hit += 1;
895
1022
  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);
1023
+ if (!late and (!sub or move.effect == .Explode)) {
1024
+ try buildRage(battle, player.foe(), options);
898
1025
  }
899
1026
  // If the substitute breaks during a multi-hit attack, the attack ends
900
1027
  if (nullified) break;
@@ -905,33 +1032,42 @@ fn doMove(
905
1032
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
1033
  side.active.volatiles.attacks = 0;
907
1034
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1035
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1036
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
1037
+ try log.hitcount(.{ battle.active(player.foe()), hit });
911
1038
  } else if (showdown) {
912
1039
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
1040
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1041
+ try Effects.binding(battle, player, rewrap, options);
915
1042
  if (immune) {
916
1043
  battle.last_damage = 0;
1044
+ assert(foe.stored().hp > 0);
917
1045
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1046
+ if (sub) {
1047
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1048
+ } else {
1049
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1050
+ try buildRage(battle, player.foe(), options);
1051
+ }
919
1052
  return null;
920
1053
  }
921
1054
  }
922
1055
  }
923
1056
 
924
1057
  // 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.
1058
+ // if an effect was intended to "always happen" it will still get skipped
926
1059
  if (nullified) return null;
927
1060
 
928
1061
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1062
  // 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);
1063
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1064
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1065
 
933
1066
  if (foe.stored().hp == 0) return null;
934
1067
 
1068
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1069
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1070
+
935
1071
  if (!move.effect.isSpecial()) {
936
1072
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1073
  // second time here (after being executed in the "always happens" block above) but that
@@ -939,30 +1075,33 @@ fn doMove(
939
1075
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
940
1076
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
941
1077
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
- // puts the |-status| message before |-hitcount| instead of after.
1078
+ // puts the |-status| message before |-hitcount| instead of after
943
1079
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1080
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1081
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1082
+ const result = try Effects.disable(battle, player, move, options);
1083
+ if (showdown) try buildRage(battle, player.foe(), options);
1084
+ return result;
947
1085
  } else {
948
- try moveEffect(battle, player, move, log);
1086
+ try moveEffect(battle, player, move, options);
949
1087
  }
950
1088
  }
951
1089
 
952
1090
  return null;
953
1091
  }
954
1092
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1093
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1094
  const side = battle.side(player);
957
1095
 
958
1096
  // 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;
1097
+ var rate: u16 = Species.chance(side.stored().species);
1098
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1099
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1100
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1101
+
1102
+ const spurious =
1103
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
966
1105
  }
967
1106
 
968
1107
  fn calcDamage(
@@ -971,6 +1110,7 @@ fn calcDamage(
971
1110
  target_player: Player,
972
1111
  m: ?Move.Data,
973
1112
  crit: bool,
1113
+ options: anytype,
974
1114
  ) bool {
975
1115
  // Confusion (indicated when m == null) just needs a 40 BP physical move
976
1116
  const cfz = m == null;
@@ -982,28 +1122,8 @@ fn calcDamage(
982
1122
 
983
1123
  const special = move.type.special();
984
1124
 
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
1125
+ var atk = attack(side, crit, special);
1126
+ var def = defense(target, crit, special, cfz);
1007
1127
 
1008
1128
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1009
1129
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1014,9 +1134,9 @@ fn calcDamage(
1014
1134
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1015
1135
  }
1016
1136
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1137
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1138
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1139
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1140
 
1021
1141
  if (def == 0) return false;
1022
1142
 
@@ -1028,11 +1148,41 @@ fn calcDamage(
1028
1148
  d = @min(997, d);
1029
1149
  d += 2;
1030
1150
 
1031
- battle.last_damage = @intCast(u16, d);
1151
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1152
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1153
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1154
+ // that results in counter intuitive probabilities in the common case
1155
+ if (pkmn.options.chance and !showdown) {
1156
+ atk = attack(side, !crit, special);
1157
+ def = defense(target, !crit, special, false);
1158
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1159
+ }
1160
+
1161
+ battle.last_damage = @intCast(d);
1032
1162
 
1033
1163
  return true;
1034
1164
  }
1035
1165
 
1166
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1167
+ return if (crit)
1168
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1169
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1170
+ }
1171
+
1172
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1173
+ return if (crit)
1174
+ if (special) target.stored().stats.spc else target.stored().stats.def
1175
+ else
1176
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1177
+ if (special)
1178
+ target.active.stats.spc *
1179
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1180
+ else
1181
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1182
+ target.active.stats.def *
1183
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1184
+ }
1185
+
1036
1186
  fn adjustDamage(battle: anytype, player: Player) u16 {
1037
1187
  const side = battle.side(player);
1038
1188
  const foe = battle.foe(player);
@@ -1042,9 +1192,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1192
  var d = battle.last_damage;
1043
1193
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1194
 
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));
1195
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1196
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1197
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1198
 
1049
1199
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1200
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1214,85 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1214
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1215
  }
1066
1216
 
1067
- fn randomizeDamage(battle: anytype) void {
1217
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1218
  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);
1219
+ const random = try Rolls.damage(battle, player, options);
1220
+ options.calc.base(player.foe(), battle.last_damage);
1221
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1222
+ options.calc.final(player.foe(), battle.last_damage);
1080
1223
  }
1081
1224
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1225
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1226
  const side = battle.side(player);
1227
+ const foe = battle.foe(player);
1084
1228
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1229
+ if (!try checkHit(battle, player, move, options)) return null;
1086
1230
 
1087
1231
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1232
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1233
  .SeismicToss, .NightShade => side.stored().level,
1090
1234
  .SonicBoom => 20,
1091
1235
  .DragonRage => 40,
1092
1236
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1237
  .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
- }
1238
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1239
+ // GLITCH: Psywave infinite glitch loop
1240
+ if (!showdown and max <= 1) return Result.Error;
1241
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1242
  },
1106
1243
  else => unreachable,
1107
1244
  };
1108
1245
 
1109
1246
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1247
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1248
+ const sub = showdown and foe.active.volatiles.Substitute;
1249
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1250
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1251
+
1112
1252
  return null;
1113
1253
  }
1114
1254
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1255
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1256
  const foe = battle.foe(player);
1117
1257
 
1118
1258
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1259
+ try options.log.fail(.{ battle.active(player), .None });
1120
1260
  return null;
1121
1261
  }
1122
1262
 
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);
1263
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1264
  const foe_last_selected_move =
1127
1265
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1266
+ .Splash
1129
1267
  else
1130
1268
  foe.last_selected_move);
1131
1269
 
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
-
1270
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1271
  const selected = foe_last_selected_move.bp > 0 and
1138
1272
  foe.last_selected_move != .Counter and
1139
1273
  (foe_last_selected_move.type == .Normal or
1140
1274
  foe_last_selected_move.type == .Fighting);
1141
1275
 
1142
1276
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1277
+ try options.log.fail(.{ battle.active(player), .None });
1144
1278
  return null;
1145
1279
  }
1146
1280
 
1147
1281
  if (!used or !selected) {
1148
1282
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1283
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1284
+ try options.log.fail(.{ battle.active(player), .None });
1151
1285
  return null;
1152
1286
  }
1153
1287
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1288
+ battle.last_damage *|= 2;
1155
1289
 
1156
- // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1290
+ // Pokémon Showdown calls moveHit before Counter
1291
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1158
1292
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1293
+ const sub = showdown and foe.active.volatiles.Substitute;
1294
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1295
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1296
  return null;
1161
1297
  }
1162
1298
 
@@ -1165,7 +1301,7 @@ fn applyDamage(
1165
1301
  target_player: Player,
1166
1302
  sub_player: Player,
1167
1303
  reason: Damage,
1168
- log: anytype,
1304
+ options: anytype,
1169
1305
  ) !bool {
1170
1306
  assert(showdown or battle.last_damage != 0);
1171
1307
 
@@ -1180,19 +1316,20 @@ fn applyDamage(
1180
1316
  subbed.active.volatiles.substitute = 0;
1181
1317
  subbed.active.volatiles.Substitute = false;
1182
1318
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1319
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1320
+ options.calc.capped(sub_player);
1184
1321
  return true;
1185
1322
  } else {
1186
1323
  // 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);
1324
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1325
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1326
  return false;
1190
1327
  }
1191
1328
  }
1192
1329
 
1193
1330
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1331
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1332
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1333
  return false;
1197
1334
  }
1198
1335
 
@@ -1200,73 +1337,81 @@ fn mirrorMove(
1200
1337
  battle: anytype,
1201
1338
  player: Player,
1202
1339
  mslot: u4,
1340
+ rewrap: bool,
1203
1341
  auto: bool,
1204
1342
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1343
+ options: anytype,
1344
+ ) anyerror!?Result {
1207
1345
  var side = battle.side(player);
1208
1346
  const foe = battle.foe(player);
1209
1347
 
1210
1348
  side.last_selected_move = foe.last_used_move;
1211
1349
 
1212
1350
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1351
+ try options.log.fail(.{ battle.active(player), .None });
1214
1352
  return null;
1353
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1354
+ incrementPP(side, player, mslot, options);
1215
1355
  }
1216
1356
 
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);
1357
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1358
+ return null;
1359
+ }
1360
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1361
  }
1222
1362
 
1223
1363
  fn metronome(
1224
1364
  battle: anytype,
1225
1365
  player: Player,
1226
1366
  mslot: u4,
1367
+ rewrap: bool,
1227
1368
  auto: bool,
1228
1369
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1370
+ options: anytype,
1371
+ ) anyerror!?Result {
1231
1372
  var side = battle.side(player);
1232
1373
 
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);
1374
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1375
+ incrementPP(side, player, mslot, options);
1247
1376
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1377
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1378
+ return null;
1379
+ }
1380
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1381
  }
1251
1382
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1383
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1384
  var immune = false;
1254
1385
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1386
+
1387
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1388
+ if (!showdown) try options.chance.commit(player, .hit);
1389
+ return true;
1390
+ }
1391
+
1256
1392
  assert(!immune);
1257
1393
  if (mist) {
1258
1394
  assert(!showdown);
1259
1395
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1396
+ try options.log.activate(.{ foe_ident, .Mist });
1397
+ try options.log.fail(.{ foe_ident, .None });
1262
1398
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1399
+ try options.log.lastmiss(.{});
1400
+ try options.log.miss(.{battle.active(player)});
1265
1401
  }
1402
+
1403
+ if (!showdown) try options.chance.commit(player, .miss);
1266
1404
  return false;
1267
1405
  }
1268
1406
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1407
+ fn moveHit(
1408
+ battle: anytype,
1409
+ player: Player,
1410
+ move: Move.Data,
1411
+ immune: *bool,
1412
+ mist: *bool,
1413
+ options: anytype,
1414
+ ) !bool {
1270
1415
  var side = battle.side(player);
1271
1416
  const foe = battle.foe(player);
1272
1417
 
@@ -1300,23 +1445,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1445
  }
1301
1446
 
1302
1447
  // 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)];
1448
+ const state = side.active.volatiles.state;
1449
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1450
+ const overwritten = overwrite and state > 0;
1451
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1452
+
1453
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1454
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1455
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1456
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1457
  accuracy = accuracy * boost[0] / boost[1];
1311
1458
  accuracy = @min(255, @max(1, accuracy));
1312
1459
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1460
+ // Pokémon Showdown only overwrites if the volatile is present
1461
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1462
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1463
 
1315
1464
  // 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;
1465
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1466
  };
1321
1467
 
1322
1468
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,16 +1472,20 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1472
  }
1327
1473
 
1328
1474
  if (!miss) return true;
1329
- battle.last_damage = 0;
1475
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1476
+
1330
1477
  side.active.volatiles.Binding = false;
1478
+ options.chance.observe(.binding, player, .None);
1479
+
1331
1480
  return false;
1332
1481
  }
1333
1482
 
1334
1483
  fn checkFaint(
1335
1484
  battle: anytype,
1336
1485
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1486
+ cap: bool,
1487
+ options: anytype,
1488
+ ) @TypeOf(options.log).Error!?Result {
1339
1489
  const side = battle.side(player);
1340
1490
  if (side.stored().hp > 0) return null;
1341
1491
 
@@ -1343,33 +1493,32 @@ fn checkFaint(
1343
1493
  const foe_fainted = foe.stored().hp == 0;
1344
1494
 
1345
1495
  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;
1496
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1497
+ const more = player_out or foe_out;
1349
1498
 
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;
1499
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1500
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1352
1501
 
1353
1502
  assert(!side.active.volatiles.MultiHit);
1354
1503
  assert(!foe.active.volatiles.MultiHit);
1355
1504
 
1356
- if (tie) {
1357
- try log.tie();
1505
+ if (player_out and foe_out) {
1506
+ try options.log.tie(.{});
1358
1507
  return Result.Tie;
1359
1508
  } else if (player_out) {
1360
- try log.win(player.foe());
1509
+ try options.log.win(.{player.foe()});
1361
1510
  return if (player == .P1) Result.Lose else Result.Win;
1362
1511
  } else if (foe_out) {
1363
- try log.win(player);
1512
+ try options.log.win(.{player});
1364
1513
  return if (player == .P1) Result.Win else Result.Lose;
1365
1514
  }
1366
1515
 
1367
1516
  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 };
1517
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1518
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1370
1519
  }
1371
1520
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1521
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1373
1522
  var side = battle.side(player);
1374
1523
  var foe = battle.foe(player);
1375
1524
  assert(side.stored().hp == 0);
@@ -1402,35 +1551,45 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1551
  side.stored().stats.spe;
1403
1552
  }
1404
1553
 
1405
- try log.faint(battle.active(player), done);
1554
+ try options.log.faint(.{ battle.active(player), done });
1555
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1556
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1557
+ if (cap) options.calc.capped(player);
1406
1558
  return null;
1407
1559
  }
1408
1560
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1561
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1562
  var side = battle.side(player);
1411
1563
  var stored = side.stored();
1412
1564
  const ident = battle.active(player);
1413
1565
  var volatiles = &side.active.volatiles;
1414
1566
 
1415
1567
  const brn = Status.is(stored.status, .BRN);
1416
- if (brn or Status.is(stored.status, .PSN)) blk: {
1568
+ if (brn or Status.is(stored.status, .PSN)) {
1417
1569
  var damage = @max(stored.stats.hp / 16, 1);
1418
-
1419
1570
  if (volatiles.Toxic) {
1420
1571
  volatiles.toxic += 1;
1421
1572
  damage *= volatiles.toxic;
1422
1573
  }
1574
+ damage = @min(damage, stored.hp);
1423
1575
 
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);
1576
+ if (!showdown or damage > 0) {
1577
+ stored.hp -= damage;
1578
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1579
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1580
+ }
1431
1581
  }
1432
1582
 
1433
1583
  if (volatiles.LeechSeed) {
1584
+ var foe = battle.foe(player);
1585
+ var foe_stored = foe.stored();
1586
+ const foe_ident = battle.active(player.foe());
1587
+
1588
+ if (foe_stored.hp == 0) {
1589
+ assert(showdown);
1590
+ return;
1591
+ }
1592
+
1434
1593
  var damage = @max(stored.stats.hp / 16, 1);
1435
1594
 
1436
1595
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1601,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1601
  const amount = @min(damage, stored.hp);
1443
1602
  stored.hp -= amount;
1444
1603
 
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);
1604
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1605
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1451
1606
 
1452
1607
  const before = foe_stored.hp;
1453
1608
  // Uncapped damage is added back to the foe
1454
1609
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1610
  // 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);
1611
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1457
1612
  }
1458
1613
  }
1459
1614
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1615
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1616
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1617
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1618
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1619
+ battle.turn += 1;
1620
+
1621
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1622
+ try options.log.tie(.{});
1466
1623
  return Result.Tie;
1467
1624
  }
1468
1625
 
1469
- battle.turn += 1;
1470
-
1471
1626
  if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1627
+ try options.log.tie(.{});
1473
1628
  return Result.Tie;
1474
1629
  } else if (battle.turn >= 65535) {
1475
1630
  return Result.Error;
1476
1631
  }
1477
1632
 
1478
- try log.turn(battle.turn);
1633
+ try options.log.turn(.{battle.turn});
1479
1634
 
1480
1635
  return Result.Default;
1481
1636
  }
1482
1637
 
1483
1638
  fn checkEBC(battle: anytype) bool {
1484
1639
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1640
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1641
 
1487
1642
  var foe_all_ghosts = true;
1488
1643
  var foe_all_transform = true;
@@ -1534,98 +1689,126 @@ fn checkEBC(battle: anytype) bool {
1534
1689
  return false;
1535
1690
  }
1536
1691
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1538
- assert(move.effect.onBegin());
1692
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1693
+ if (side.active.volatiles.disable_move != 0) {
1694
+ // A Pokémon that transforms after being disabled may end up with less move slots
1695
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1696
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1697
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1698
+ m
1699
+ else
1700
+ side.last_selected_move;
1701
+ if (m != .None and m == last) {
1702
+ side.active.volatiles.Charging = false;
1703
+ try options.log.cant(.{ ident, .Disable, last });
1704
+ return true;
1705
+ }
1706
+ }
1707
+ return false;
1708
+ }
1709
+
1710
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1711
+ const side = battle.side(who);
1712
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1713
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1714
+ }
1715
+ }
1716
+
1717
+ fn onBegin(
1718
+ battle: anytype,
1719
+ player: Player,
1720
+ move: Move.Data,
1721
+ mslot: u8,
1722
+ residual: *bool,
1723
+ options: anytype,
1724
+ ) !void {
1539
1725
  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),
1726
+ .Confusion => Effects.confusion(battle, player, move, options),
1727
+ .Conversion => Effects.conversion(battle, player, options),
1728
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1729
+ .Haze => Effects.haze(battle, player, options),
1730
+ .Heal => Effects.heal(battle, player, options),
1731
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1732
+ .LightScreen => Effects.lightScreen(battle, player, options),
1733
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1734
+ .Mist => Effects.mist(battle, player, options),
1735
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1736
+ .Poison => Effects.poison(battle, player, move, options),
1737
+ .Reflect => Effects.reflect(battle, player, options),
1738
+ .Splash => Effects.splash(battle, player, options),
1739
+ .Substitute => Effects.substitute(battle, player, residual, options),
1740
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1741
+ .Transform => Effects.transform(battle, player, options),
1556
1742
  else => unreachable,
1557
1743
  };
1558
1744
  }
1559
1745
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1561
- assert(move.effect.onEnd());
1746
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1562
1747
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1748
+ .Bide => Effects.bide(battle, player, options),
1564
1749
  // zig fmt: off
1565
1750
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1751
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1752
+ Effects.boost(battle, player, move, options),
1568
1753
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1754
+ Effects.unboost(battle, player, move, options),
1570
1755
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1756
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1757
  else => unreachable,
1573
1758
  };
1574
1759
  }
1575
1760
 
1576
- inline fn alwaysHappens(
1761
+ fn alwaysHappens(
1577
1762
  battle: anytype,
1578
1763
  player: Player,
1579
1764
  move: Move.Data,
1580
1765
  residual: *bool,
1581
- log: anytype,
1766
+ options: anytype,
1582
1767
  ) !void {
1583
- assert(move.effect.alwaysHappens());
1584
1768
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1769
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1770
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1771
+ .PayDay => Effects.payDay(battle, player, options),
1588
1772
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1773
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1774
  .JumpKick, .Binding => {},
1591
1775
  else => unreachable,
1592
1776
  };
1593
1777
  }
1594
1778
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1779
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1780
  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),
1781
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1782
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1783
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1784
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1785
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1786
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1787
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1788
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1789
  // zig fmt: off
1606
1790
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1791
+ Effects.unboost(battle, player, move, options),
1608
1792
  // zig fmt: on
1609
1793
  else => {},
1610
1794
  };
1611
1795
  }
1612
1796
 
1613
1797
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1798
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1799
  var side = battle.side(player);
1616
1800
 
1617
1801
  side.active.volatiles.Bide = true;
1618
1802
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1803
+
1619
1804
  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);
1805
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1806
+ options.chance.observe(.attacking, player, .started);
1624
1807
 
1625
- try log.start(battle.active(player), .Bide);
1808
+ try options.log.start(.{ battle.active(player), .Bide });
1626
1809
  }
1627
1810
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1812
  var foe = battle.foe(player);
1630
1813
  var foe_stored = foe.stored();
1631
1814
 
@@ -1636,96 +1819,90 @@ pub const Effects = struct {
1636
1819
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1820
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1821
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1822
+ try options.log.curestatus(.{
1823
+ battle.active(player.foe()),
1824
+ foe_stored.status,
1825
+ .Message,
1826
+ });
1640
1827
  foe_stored.status = 0;
1641
1828
  }
1642
1829
  return;
1643
1830
  }
1644
1831
 
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;
1832
+ if (foe.active.types.includes(move.type)) return;
1833
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1834
+ return;
1835
+ }
1653
1836
 
1654
1837
  foe_stored.status = Status.init(.BRN);
1655
1838
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1839
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1840
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1658
1841
  }
1659
1842
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1843
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1844
  var side = battle.side(player);
1662
1845
  var volatiles = &side.active.volatiles;
1663
1846
 
1664
1847
  volatiles.Charging = true;
1665
1848
  const move = side.last_selected_move;
1666
1849
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1850
+ try options.log.laststill(.{});
1851
+ try options.log.prepare(.{ battle.active(player), move });
1669
1852
  }
1670
1853
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1854
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1855
  var foe = battle.foe(player);
1673
1856
  const sub = foe.active.volatiles.Substitute;
1674
1857
 
1675
1858
  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;
1859
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1860
  } else {
1682
1861
  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
- }
1862
+ if (!try checkHit(battle, player, move, options)) return;
1863
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1688
1864
  } 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
- }
1865
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1866
+ if (!try checkHit(battle, player, move, options)) return;
1694
1867
  }
1695
1868
  }
1696
1869
 
1697
1870
  if (foe.active.volatiles.Confusion) return;
1698
1871
  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
1872
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1873
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1874
+ options.chance.observe(.confusion, player.foe(), .started);
1875
+
1876
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1705
1877
  }
1706
1878
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1879
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1880
  const foe = battle.foe(player);
1709
1881
 
1710
1882
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1883
+ try options.log.lastmiss(.{});
1884
+ return options.log.miss(.{battle.active(player)});
1713
1885
  }
1714
1886
 
1715
1887
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1888
+ return options.log.start(.{
1889
+ battle.active(player),
1890
+ .TypeChange,
1891
+ foe.active.types,
1892
+ battle.active(player.foe()),
1893
+ });
1717
1894
  }
1718
1895
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1896
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1897
  var foe = battle.foe(player);
1721
1898
  var volatiles = &foe.active.volatiles;
1722
1899
  const foe_ident = battle.active(player.foe());
1723
1900
 
1724
1901
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1902
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1726
1903
 
1727
- if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1904
+ if (volatiles.disable_move != 0) {
1905
+ try options.log.fail(.{ foe_ident, .None });
1729
1906
  return null;
1730
1907
  }
1731
1908
 
@@ -1741,7 +1918,7 @@ pub const Effects = struct {
1741
1918
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1919
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
1920
  if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1921
+ try options.log.fail(.{ foe_ident, .None });
1745
1922
  return null;
1746
1923
  } else if (err) {
1747
1924
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1749,23 +1926,23 @@ pub const Effects = struct {
1749
1926
  return Result.Error;
1750
1927
  }
1751
1928
 
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);
1929
+ volatiles.disable_move =
1930
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1931
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1932
+ options.chance.observe(.disable, player.foe(), .started);
1757
1933
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1934
+ const id = foe.active.move(volatiles.disable_move).id;
1935
+ try options.log.start(.{ foe_ident, .Disable, id });
1759
1936
  return null;
1760
1937
  }
1761
1938
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1763
- var side = battle.side(player);
1764
- var stored = side.stored();
1939
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1940
+ var stored = battle.side(player).stored();
1941
+ const ident = battle.active(player);
1765
1942
 
1766
1943
  if (battle.last_damage == 0) {
1767
1944
  assert(showdown);
1768
- return;
1945
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1946
  }
1770
1947
 
1771
1948
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1951,7 @@ pub const Effects = struct {
1774
1951
  if (stored.hp == stored.stats.hp) return;
1775
1952
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1953
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1954
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1778
1955
  }
1779
1956
 
1780
1957
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1965,28 @@ pub const Effects = struct {
1788
1965
  side.active.volatiles.LeechSeed = false;
1789
1966
  }
1790
1967
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1968
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1969
  var volatiles = &battle.foe(player).active.volatiles;
1793
1970
 
1794
1971
  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;
1972
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1973
+ return;
1974
+ }
1804
1975
 
1805
1976
  volatiles.Flinch = true;
1806
1977
  volatiles.Recharging = false;
1807
1978
  }
1808
1979
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1980
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
1981
  var side = battle.side(player);
1811
1982
 
1812
1983
  if (side.active.volatiles.FocusEnergy) return;
1813
1984
  side.active.volatiles.FocusEnergy = true;
1814
1985
 
1815
- try log.start(battle.active(player), .FocusEnergy);
1986
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1816
1987
  }
1817
1988
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1989
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1990
  var foe = battle.foe(player);
1820
1991
  var foe_stored = foe.stored();
1821
1992
  const foe_ident = battle.active(player.foe());
@@ -1826,26 +1997,23 @@ pub const Effects = struct {
1826
1997
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
1998
  }
1828
1999
 
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
-
2000
+ if (foe.active.types.includes(move.type)) return;
2001
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
2002
  // Freeze Clause Mod
1836
2003
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
2004
 
1838
2005
  foe_stored.status = Status.init(.FRZ);
1839
2006
  // GLITCH: Hyper Beam recharging status is not cleared
1840
2007
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
2008
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1842
2009
  }
1843
2010
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2011
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2012
+ var log = options.log;
1845
2013
  var side = battle.side(player);
1846
2014
  var foe = battle.foe(player);
1847
2015
 
1848
- var side_stored = side.stored();
2016
+ const side_stored = side.stored();
1849
2017
  var foe_stored = foe.stored();
1850
2018
 
1851
2019
  const player_ident = battle.active(player);
@@ -1857,96 +2025,101 @@ pub const Effects = struct {
1857
2025
  side.active.stats = side_stored.stats;
1858
2026
  foe.active.stats = foe_stored.stats;
1859
2027
 
1860
- try log.activate(player_ident, .Haze);
1861
- try log.clearallboost();
2028
+ try log.activate(.{ player_ident, .Haze });
2029
+ try log.clearallboost(.{});
1862
2030
 
1863
2031
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
2032
  if (showdown) {
1865
2033
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
2034
+ const p: Player = @enumFromInt(i);
1867
2035
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
2036
  if (p != player and Status.any(s.stored().status)) {
1869
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2037
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1870
2038
  s.stored().status = 0;
2039
+ options.chance.observe(.sleep, p, .None);
1871
2040
  } else if (showdown and s.stored().status == Status.TOX) {
1872
2041
  s.stored().status = Status.init(.PSN);
1873
- try log.status(battle.active(p), s.stored().status, .None);
2042
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1874
2043
  }
1875
- try clearVolatiles(battle, p, log);
2044
+ try clearVolatiles(battle, p, options);
1876
2045
  }
1877
2046
  } else {
1878
2047
  if (Status.any(foe_stored.status)) {
1879
2048
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1880
2049
  foe.last_selected_move = .SKIP_TURN;
2050
+ options.chance.observe(.sleep, player.foe(), .None);
1881
2051
  }
1882
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2052
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1883
2053
  foe_stored.status = 0;
1884
2054
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2055
+ try clearVolatiles(battle, player, options);
2056
+ try clearVolatiles(battle, player.foe(), options);
1887
2057
  }
1888
2058
  }
1889
2059
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2061
  var side = battle.side(player);
1892
2062
  var stored = side.stored();
1893
2063
  const ident = battle.active(player);
1894
2064
 
1895
2065
  // GLITCH: HP recovery move failure glitches
1896
2066
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2067
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2068
+ return options.log.fail(.{ ident, .None });
2069
+ }
1898
2070
 
1899
2071
  const rest = side.last_selected_move == .Rest;
1900
2072
  if (rest) {
1901
2073
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2074
  if (showdown) battle.rng.advance(1);
1903
2075
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2076
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1905
2077
  stored.hp = stored.stats.hp;
1906
2078
  } else {
1907
2079
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2080
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2081
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1910
2082
  }
1911
2083
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2084
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2085
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2086
+ try options.log.mustrecharge(.{battle.active(player)});
1915
2087
  }
1916
2088
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2089
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2090
  var foe = battle.foe(player);
1919
2091
 
1920
2092
  if (showdown) {
1921
2093
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2094
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2095
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1924
2096
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2097
+ if (!try checkHit(battle, player, move, options)) return;
1926
2098
  if (foe.active.volatiles.LeechSeed) return;
1927
2099
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2100
+ if (!try checkHit(battle, player, move, options)) return;
1929
2101
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2102
+ try options.log.lastmiss(.{});
2103
+ return options.log.miss(.{battle.active(player)});
1932
2104
  }
1933
2105
  }
1934
2106
 
1935
2107
  foe.active.volatiles.LeechSeed = true;
1936
2108
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2109
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1938
2110
  }
1939
2111
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2112
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2113
  var side = battle.side(player);
2114
+ const ident = battle.active(player);
1942
2115
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2116
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1944
2117
  side.active.volatiles.LightScreen = true;
1945
2118
 
1946
- try log.start(battle.active(player), .LightScreen);
2119
+ try options.log.start(.{ ident, .LightScreen });
1947
2120
  }
1948
2121
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2122
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2123
  var side = battle.side(player);
1951
2124
  var foe = battle.foe(player);
1952
2125
 
@@ -1962,45 +2135,49 @@ pub const Effects = struct {
1962
2135
  const has_mimic = has_mimic: {
1963
2136
  for (side.active.moves, 0..) |m, i| {
1964
2137
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2138
+ oslot = @intCast(i + 1);
1966
2139
  break :has_mimic true;
1967
2140
  }
1968
2141
  }
1969
2142
  break :has_mimic false;
1970
2143
  };
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);
2144
+ if (!has_mimic) {
2145
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2146
+ if (!try checkHit(battle, player, move, options)) return;
2147
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1975
2148
  }
1976
2149
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2150
+ if (!try checkHit(battle, player, move, options)) return;
1978
2151
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2152
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2153
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2154
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2155
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1983
2156
  }
1984
2157
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2158
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2159
  var side = battle.side(player);
1987
2160
 
1988
2161
  if (side.active.volatiles.Mist) return;
1989
2162
  side.active.volatiles.Mist = true;
1990
2163
 
1991
- try log.start(battle.active(player), .Mist);
2164
+ try options.log.start(.{ battle.active(player), .Mist });
1992
2165
  }
1993
2166
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2167
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2168
  var side = battle.side(player);
1996
2169
 
1997
2170
  assert(!side.active.volatiles.MultiHit);
1998
2171
  side.active.volatiles.MultiHit = true;
1999
2172
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2173
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2174
+ try Rolls.distribution(battle, .MultiHit, player, options)
2175
+ else
2176
+ 2;
2001
2177
  }
2002
2178
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2179
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2180
+ var log = options.log;
2004
2181
  var foe = battle.foe(player);
2005
2182
  var foe_stored = foe.stored();
2006
2183
  const foe_ident = battle.active(player.foe());
@@ -2010,27 +2187,28 @@ pub const Effects = struct {
2010
2187
 
2011
2188
  if (showdown) {
2012
2189
  // 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;
2190
+ if (immune and !foe.active.volatiles.Invulnerable) {
2191
+ return log.immune(.{ foe_ident, .None });
2192
+ } else if (!try checkHit(battle, player, move, options)) return;
2015
2193
  }
2016
2194
  if (Status.any(foe_stored.status)) {
2017
- return log.fail(
2195
+ return log.fail(.{
2018
2196
  foe_ident,
2019
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2020
- );
2197
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2198
+ });
2021
2199
  }
2022
2200
  if (!showdown) {
2023
- if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2201
+ if (immune) return log.immune(.{ foe_ident, .None });
2202
+ if (!try checkHit(battle, player, move, options)) return;
2025
2203
  }
2026
2204
 
2027
2205
  foe_stored.status = Status.init(.PAR);
2028
2206
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2029
2207
 
2030
- try log.status(foe_ident, foe_stored.status, .None);
2208
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2031
2209
  }
2032
2210
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2211
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2212
  var foe = battle.foe(player);
2035
2213
  var foe_stored = foe.stored();
2036
2214
 
@@ -2041,65 +2219,59 @@ pub const Effects = struct {
2041
2219
  }
2042
2220
 
2043
2221
  // 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;
2222
+ if (foe.active.types.includes(move.type)) return;
2223
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2224
+ return;
2225
+ }
2052
2226
 
2053
2227
  foe_stored.status = Status.init(.PAR);
2054
2228
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2229
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2230
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2057
2231
  }
2058
2232
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2233
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2234
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2235
+ try options.log.fieldactivate(.{});
2236
+ }
2061
2237
  }
2062
2238
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2239
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2240
+ var log = options.log;
2064
2241
  var foe = battle.foe(player);
2065
2242
  var foe_stored = foe.stored();
2066
2243
  const foe_ident = battle.active(player.foe());
2067
2244
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2245
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2246
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2247
  return;
2071
2248
  } else if (foe.active.volatiles.Substitute) {
2072
2249
  if (move.effect != .Poison) return;
2073
- return log.fail(foe_ident, .None);
2250
+ return log.fail(.{ foe_ident, .None });
2074
2251
  } else if (Status.any(foe_stored.status)) {
2075
2252
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2076
2253
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2077
2254
  // 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))
2255
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2079
2256
  if (!showdown)
2080
- .Poison
2257
+ Fail.Poison
2081
2258
  else if (toxic == (foe_stored.status == Status.TOX))
2082
- if (toxic) .Toxic else .Poison
2259
+ if (toxic) Fail.Toxic else Fail.Poison
2083
2260
  else
2084
- .None
2261
+ Fail.None
2085
2262
  else
2086
- .None);
2263
+ Fail.None });
2087
2264
  } else if (foe.active.types.includes(.Poison)) {
2088
2265
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2089
- return log.immune(foe_ident, .None);
2266
+ return log.immune(.{ foe_ident, .None });
2090
2267
  }
2091
2268
 
2092
2269
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2270
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2094
2271
  } 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;
2272
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2273
+ return;
2274
+ }
2103
2275
  }
2104
2276
 
2105
2277
  foe_stored.status = Status.init(.PSN);
@@ -2109,39 +2281,46 @@ pub const Effects = struct {
2109
2281
  foe.active.volatiles.toxic = 0;
2110
2282
  }
2111
2283
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2284
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2285
  }
2114
2286
 
2115
2287
  fn rage(battle: anytype, player: Player) !void {
2116
2288
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2289
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2290
+ volatiles.Rage = true;
2121
2291
  }
2122
2292
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2293
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2294
  var side = battle.side(player);
2125
2295
  var stored = side.stored();
2126
2296
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2297
+ assert(showdown or battle.last_damage > 0);
2298
+ if (showdown and battle.last_damage == 0) return;
2299
+
2300
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2301
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2302
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2303
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2304
+ try options.log.damage(.{
2305
+ battle.active(player),
2306
+ stored,
2307
+ .RecoilOf,
2308
+ battle.active(player.foe()),
2309
+ });
2132
2310
  if (showdown and stored.hp == 0) residual.* = false;
2133
2311
  }
2134
2312
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2314
  var side = battle.side(player);
2315
+ const ident = battle.active(player);
2137
2316
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2317
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2139
2318
  side.active.volatiles.Reflect = true;
2140
2319
 
2141
- try log.start(battle.active(player), .Reflect);
2320
+ try options.log.start(.{ ident, .Reflect });
2142
2321
  }
2143
2322
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2323
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2324
  var foe = battle.foe(player);
2146
2325
  var foe_stored = foe.stored();
2147
2326
  const foe_ident = battle.active(player.foe());
@@ -2152,13 +2331,13 @@ pub const Effects = struct {
2152
2331
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2332
  } else {
2154
2333
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2334
+ return options.log.fail(.{
2156
2335
  foe_ident,
2157
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
- );
2336
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2337
+ });
2159
2338
  }
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;
2339
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2340
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2162
2341
  }
2163
2342
 
2164
2343
  // Sleep Clause Mod
@@ -2169,72 +2348,70 @@ pub const Effects = struct {
2169
2348
  }
2170
2349
  foe.active.volatiles.Recharging = false;
2171
2350
 
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
- });
2351
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2352
+ options.chance.observe(.sleep, player.foe(), .started);
2180
2353
 
2181
- foe_stored.status = Status.slp(duration);
2182
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2354
+ const last = battle.side(player).last_selected_move;
2355
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2183
2356
  }
2184
2357
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2358
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2359
+ try options.log.activate(.{ battle.active(player), .Splash });
2187
2360
  }
2188
2361
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2362
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2363
  var side = battle.side(player);
2191
2364
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2193
- return;
2365
+ return options.log.fail(.{ battle.active(player), .Substitute });
2194
2366
  }
2195
2367
 
2196
2368
  assert(side.stored().stats.hp <= 1023);
2197
2369
  // 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);
2370
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2371
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2372
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2373
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2374
  // avoid having to convert to floating point)
2203
2375
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2376
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2206
- return;
2377
+ return options.log.fail(.{ battle.active(player), .Weak });
2207
2378
  }
2208
2379
 
2209
2380
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2210
2381
  side.stored().hp -= hp;
2211
2382
  side.active.volatiles.substitute = hp + 1;
2212
2383
  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);
2384
+ try options.log.start(.{ battle.active(player), .Substitute });
2385
+ if (hp > 0) {
2386
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2387
+ if (showdown and side.stored().hp == 0) residual.* = false;
2388
+ }
2215
2389
  }
2216
2390
 
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);
2391
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2392
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2393
+ if (showdown) {
2394
+ if (battle.side(player).last_selected_move == .Teleport) return;
2395
+ _ = try checkHit(battle, player, move, options);
2396
+ battle.last_damage = 0;
2397
+ } else {
2398
+ try options.log.fail(.{ battle.active(player), .None });
2399
+ try options.log.laststill(.{});
2400
+ }
2222
2401
  }
2223
2402
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2403
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2404
  var volatiles = &battle.side(player).active.volatiles;
2226
2405
  assert(!volatiles.Thrashing);
2227
2406
  assert(!volatiles.Bide);
2228
2407
 
2229
2408
  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);
2409
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2410
+
2411
+ options.chance.observe(.attacking, player, .started);
2235
2412
  }
2236
2413
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2414
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2415
  var side = battle.side(player);
2239
2416
  const foe = battle.foe(player);
2240
2417
  const foe_ident = battle.active(player.foe());
@@ -2260,10 +2437,10 @@ pub const Effects = struct {
2260
2437
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2438
  }
2262
2439
 
2263
- try log.transform(battle.active(player), foe_ident);
2440
+ try options.log.transform(.{ battle.active(player), foe_ident });
2264
2441
  }
2265
2442
 
2266
- fn binding(battle: anytype, player: Player) void {
2443
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2444
  var side = battle.side(player);
2268
2445
  var foe = battle.foe(player);
2269
2446
 
@@ -2271,12 +2448,17 @@ pub const Effects = struct {
2271
2448
  side.active.volatiles.Binding = true;
2272
2449
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2273
2450
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2274
- if (!showdown) foe.active.volatiles.Recharging = false;
2451
+ if (!showdown) {
2452
+ foe.active.volatiles.Recharging = false;
2453
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2454
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2455
+ side.active.volatiles.attacks =
2456
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2457
+ options.chance.observe(.binding, player, .started);
2277
2458
  }
2278
2459
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2280
2462
  var side = battle.side(player);
2281
2463
  const ident = battle.active(player);
2282
2464
 
@@ -2286,85 +2468,87 @@ pub const Effects = struct {
2286
2468
  switch (move.effect) {
2287
2469
  .AttackUp1, .AttackUp2, .Rage => {
2288
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
- if (boosts.atk == 6) return try log.fail(ident, .None);
2471
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2290
2472
  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;
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2474
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2293
2475
  if (stats.atk == MAX_STAT_VALUE) {
2294
2476
  boosts.atk -= 1;
2295
2477
  if (showdown) {
2296
- try log.boost(ident, reason, n);
2297
- try log.boost(ident, Boost.Attack, -1);
2478
+ try log.boost(.{ ident, reason, n });
2479
+ try log.boost(.{ ident, .Attack, -1 });
2298
2480
  if (move.effect == .Rage) return;
2299
2481
  }
2300
- return try log.fail(ident, .None);
2482
+ return log.fail(.{ ident, .None });
2301
2483
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2484
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2485
+ const stat = unmodifiedStats(battle, side).atk;
2304
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
- try log.boost(ident, reason, n);
2487
+ try log.boost(.{ ident, reason, n });
2488
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2489
+ if (showdown and move.effect == .Rage) return;
2306
2490
  },
2307
2491
  .DefenseUp1, .DefenseUp2 => {
2308
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
- if (boosts.def == 6) return try log.fail(ident, .None);
2493
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2310
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2496
  if (stats.def == MAX_STAT_VALUE) {
2313
2497
  boosts.def -= 1;
2314
2498
  if (showdown) {
2315
- try log.boost(ident, .Defense, n);
2316
- try log.boost(ident, .Defense, -1);
2499
+ try log.boost(.{ ident, .Defense, n });
2500
+ try log.boost(.{ ident, .Defense, -1 });
2317
2501
  }
2318
- return try log.fail(ident, .None);
2502
+ return log.fail(.{ ident, .None });
2319
2503
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2504
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2505
+ const stat = unmodifiedStats(battle, side).def;
2322
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
- try log.boost(ident, .Defense, n);
2507
+ try log.boost(.{ ident, .Defense, n });
2324
2508
  },
2325
2509
  .SpeedUp2 => {
2326
2510
  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));
2511
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2513
  if (stats.spe == MAX_STAT_VALUE) {
2330
2514
  boosts.spe -= 1;
2331
2515
  if (showdown) {
2332
- try log.boost(ident, .Speed, 2);
2333
- try log.boost(ident, .Speed, -1);
2516
+ try log.boost(.{ ident, .Speed, 2 });
2517
+ try log.boost(.{ ident, .Speed, -1 });
2334
2518
  }
2335
- return try log.fail(ident, .None);
2519
+ return log.fail(.{ ident, .None });
2336
2520
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2521
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2522
+ const stat = unmodifiedStats(battle, side).spe;
2339
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, .Speed, 2);
2524
+ try log.boost(.{ ident, .Speed, 2 });
2341
2525
  },
2342
2526
  .SpecialUp1, .SpecialUp2 => {
2343
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
- if (boosts.spc == 6) return try log.fail(ident, .None);
2528
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2345
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2531
  if (stats.spc == MAX_STAT_VALUE) {
2348
2532
  boosts.spc -= 1;
2349
2533
  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);
2534
+ try log.boost(.{ ident, .SpecialAttack, n });
2535
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2536
+ try log.boost(.{ ident, .SpecialDefense, n });
2537
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2354
2538
  }
2355
- return try log.fail(ident, .None);
2539
+ return log.fail(.{ ident, .None });
2356
2540
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2541
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2542
+ const stat = unmodifiedStats(battle, side).spc;
2359
2543
  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);
2544
+ try log.boost(.{ ident, .SpecialAttack, n });
2545
+ try log.boost(.{ ident, .SpecialDefense, n });
2362
2546
  },
2363
2547
  .EvasionUp1 => {
2364
2548
  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);
2549
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2551
+ try log.boost(.{ ident, .Evasion, 1 });
2368
2552
  },
2369
2553
  else => unreachable,
2370
2554
  }
@@ -2373,106 +2557,105 @@ pub const Effects = struct {
2373
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2558
  }
2375
2559
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2377
2562
  var foe = battle.foe(player);
2378
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2379
2565
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2383
2567
 
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
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2392
2574
  }
2393
2575
 
2394
2576
  var stats = &foe.active.stats;
2395
2577
  var boosts = &foe.active.boosts;
2578
+ const fail = showdown or !secondary;
2396
2579
 
2397
2580
  switch (move.effect) {
2398
2581
  .AttackDown1, .AttackDownChance => {
2399
2582
  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));
2583
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2584
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2585
  if (stats.atk == 1) {
2403
2586
  boosts.atk += 1;
2404
2587
  if (showdown) {
2405
- try log.boost(foe_ident, .Attack, -1);
2406
- try log.boost(foe_ident, .Attack, 1);
2588
+ try log.boost(.{ foe_ident, .Attack, -1 });
2589
+ try log.boost(.{ foe_ident, .Attack, 1 });
2407
2590
  }
2408
- return try log.fail(foe_ident, .None);
2591
+ return log.fail(.{ foe_ident, .None });
2409
2592
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2593
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2594
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2595
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
- try log.boost(foe_ident, .Attack, -1);
2596
+ try log.boost(.{ foe_ident, .Attack, -1 });
2414
2597
  },
2415
2598
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2599
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2600
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2418
2601
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2602
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2603
  if (stats.def == 1) {
2421
2604
  boosts.def += 1;
2422
2605
  if (showdown) {
2423
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2424
- try log.boost(foe_ident, .Defense, 1);
2606
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2607
+ try log.boost(.{ foe_ident, .Defense, 1 });
2425
2608
  }
2426
- return try log.fail(foe_ident, .None);
2609
+ return log.fail(.{ foe_ident, .None });
2427
2610
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2611
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2612
+ const stat = unmodifiedStats(battle, foe).def;
2430
2613
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2614
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2432
2615
  },
2433
2616
  .SpeedDown1, .SpeedDownChance => {
2434
2617
  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));
2618
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2619
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2620
  if (stats.spe == 1) {
2438
2621
  boosts.spe += 1;
2439
2622
  if (showdown) {
2440
- try log.boost(foe_ident, .Speed, -1);
2441
- try log.boost(foe_ident, .Speed, 1);
2623
+ try log.boost(.{ foe_ident, .Speed, -1 });
2624
+ try log.boost(.{ foe_ident, .Speed, 1 });
2442
2625
  }
2443
- return try log.fail(foe_ident, .None);
2626
+ return log.fail(.{ foe_ident, .None });
2444
2627
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2628
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2629
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2630
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
- try log.boost(foe_ident, .Speed, -1);
2631
+ try log.boost(.{ foe_ident, .Speed, -1 });
2449
2632
  assert(boosts.spe >= -6);
2450
2633
  },
2451
2634
  .SpecialDownChance => {
2452
2635
  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));
2636
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2637
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2638
  if (stats.spc == 1) {
2456
2639
  boosts.spc += 1;
2457
2640
  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);
2641
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2642
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2643
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2644
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2462
2645
  }
2463
- return try log.fail(foe_ident, .None);
2646
+ return log.fail(.{ foe_ident, .None });
2464
2647
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2648
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2649
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2650
  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);
2651
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2652
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2470
2653
  },
2471
2654
  .AccuracyDown1 => {
2472
2655
  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);
2656
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2657
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2658
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2476
2659
  },
2477
2660
  else => unreachable,
2478
2661
  }
@@ -2482,8 +2665,7 @@ pub const Effects = struct {
2482
2665
  }
2483
2666
  };
2484
2667
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2668
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2669
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2670
  const id = ID.from(side.active.volatiles.transform);
2489
2671
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,37 +2679,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2679
  }
2498
2680
  }
2499
2681
 
2500
- fn isForced(active: ActivePokemon) bool {
2682
+ fn isForced(active: anytype) bool {
2501
2683
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2684
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2685
  }
2504
2686
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2687
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2688
+ var log = options.log;
2506
2689
  var side = battle.side(who);
2507
2690
  var volatiles = &side.active.volatiles;
2508
2691
  const ident = battle.active(who);
2509
2692
 
2510
- if (volatiles.disabled_move != 0) {
2511
- volatiles.disabled_move = 0;
2512
- volatiles.disabled_duration = 0;
2513
- try log.end(ident, .DisableSilent);
2693
+ if (volatiles.disable_move != 0) {
2694
+ volatiles.disable_move = 0;
2695
+ volatiles.disable_duration = 0;
2696
+ options.chance.observe(.disable, who, .None);
2697
+ try log.end(.{ ident, .DisableSilent });
2514
2698
  }
2515
2699
  if (volatiles.Confusion) {
2516
2700
  // volatiles.confusion is left unchanged
2517
2701
  volatiles.Confusion = false;
2518
- try log.end(ident, .ConfusionSilent);
2702
+ options.chance.observe(.confusion, who, .None);
2703
+ try log.end(.{ ident, .ConfusionSilent });
2519
2704
  }
2520
2705
  if (volatiles.Mist) {
2521
2706
  volatiles.Mist = false;
2522
- try log.end(ident, .Mist);
2707
+ try log.end(.{ ident, .MistSilent });
2523
2708
  }
2524
2709
  if (volatiles.FocusEnergy) {
2525
2710
  volatiles.FocusEnergy = false;
2526
- try log.end(ident, .FocusEnergy);
2711
+ try log.end(.{ ident, .FocusEnergySilent });
2527
2712
  }
2528
2713
  if (volatiles.LeechSeed) {
2529
2714
  volatiles.LeechSeed = false;
2530
- try log.end(ident, .LeechSeed);
2715
+ try log.end(.{ ident, .LeechSeedSilent });
2531
2716
  }
2532
2717
  if (!showdown and volatiles.Toxic) {
2533
2718
  volatiles.Toxic = false;
@@ -2535,95 +2720,385 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2535
2720
  }
2536
2721
  if (volatiles.LightScreen) {
2537
2722
  volatiles.LightScreen = false;
2538
- try log.end(ident, .LightScreen);
2723
+ try log.end(.{ ident, .LightScreenSilent });
2539
2724
  }
2540
2725
  if (volatiles.Reflect) {
2541
2726
  volatiles.Reflect = false;
2542
- try log.end(ident, .Reflect);
2727
+ try log.end(.{ ident, .ReflectSilent });
2543
2728
  }
2544
2729
  if (showdown and volatiles.Toxic) {
2545
2730
  volatiles.Toxic = false;
2546
2731
  // Pokémon Showdown erroneously clears the toxic counter
2547
2732
  volatiles.toxic = 0;
2548
- try log.end(ident, .Toxic);
2733
+ try log.end(.{ ident, .ToxicSilent });
2549
2734
  }
2550
2735
  }
2551
2736
 
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;
2737
+ fn decrement(
2738
+ comptime field: chance.Action.Field,
2739
+ player: Player,
2740
+ options: anytype,
2741
+ n: anytype,
2742
+ ) @TypeOf(n) {
2743
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2744
+ .started, .ended => 0,
2745
+ .continuing => if (n > 1) n - 1 else n,
2746
+ else => unreachable,
2747
+ } else n - 1;
2563
2748
  }
2564
2749
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2750
+ pub const Rolls = struct {
2751
+ fn speedTie(battle: anytype, options: anytype) !bool {
2752
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2753
+ player == .P1
2754
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2755
+ battle.rng.speedTie()
2756
+ else if (showdown)
2757
+ battle.rng.range(u8, 0, 2) == 0
2758
+ else
2759
+ battle.rng.next() < Gen12.percent(50) + 1;
2569
2760
 
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);
2761
+ try options.chance.speedTie(p1);
2762
+ return p1;
2763
+ }
2764
+
2765
+ fn criticalHit(
2766
+ battle: anytype,
2767
+ player: Player,
2768
+ rate: u8,
2769
+ spurious: bool,
2770
+ options: anytype,
2771
+ ) !bool {
2772
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2773
+ val == .true
2774
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2775
+ battle.rng.criticalHit(player, rate)
2776
+ else if (showdown)
2777
+ battle.rng.chance(u8, rate, 256)
2778
+ else
2779
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2576
2780
 
2577
- return true;
2578
- }
2781
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2782
+ return crit;
2783
+ }
2579
2784
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2785
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2786
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2787
+ val
2788
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2789
+ battle.rng.damage(player)
2790
+ else roll: {
2791
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2792
+ while (true) {
2793
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2794
+ if (r >= 217) break :roll r;
2795
+ }
2796
+ };
2581
2797
 
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
- }
2798
+ assert(roll >= 217 and roll <= 255);
2799
+ try options.chance.damage(player, roll);
2800
+ return roll;
2801
+ }
2587
2802
 
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;
2803
+ const uN = if (pkmn.options.miss) u8 else u9;
2804
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2805
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2806
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2807
+ val == .true
2808
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2809
+ battle.rng.hit(player, acc)
2810
+ else if (showdown)
2811
+ battle.rng.chance(uN, acc, 256)
2812
+ else
2813
+ battle.rng.next() < acc;
2814
+
2815
+ try options.chance.hit(player, ok, acc);
2816
+ return ok;
2817
+ }
2818
+
2819
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2820
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2821
+ val == .true
2822
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2823
+ battle.rng.confused(player)
2824
+ else if (showdown)
2825
+ !battle.rng.chance(u8, 128, 256)
2826
+ else
2827
+ battle.rng.next() >= Gen12.percent(50) + 1;
2828
+
2829
+ try options.chance.confused(player, cfz);
2830
+ return cfz;
2831
+ }
2832
+
2833
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2834
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2835
+ val == .true
2836
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2837
+ battle.rng.paralyzed(player)
2838
+ else if (showdown)
2839
+ battle.rng.chance(u8, 63, 256)
2840
+ else
2841
+ battle.rng.next() < Gen12.percent(25);
2842
+
2843
+ try options.chance.paralyzed(player, par);
2844
+ return par;
2845
+ }
2846
+
2847
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2848
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2849
+ val == .true
2850
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2851
+ battle.rng.secondaryChance(player, 25)
2852
+ else if (showdown)
2853
+ battle.rng.chance(u8, 25, 256)
2854
+ else
2855
+ battle.rng.next() < Gen12.percent(10);
2856
+
2857
+ try options.chance.secondaryChance(player, proc, 25);
2858
+ return proc;
2859
+ }
2860
+
2861
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2862
+ const rate: u8 = if (low) 26 else 77;
2863
+
2864
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2865
+ val == .true
2866
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2867
+ battle.rng.secondaryChance(player, rate)
2868
+ else if (showdown)
2869
+ battle.rng.chance(u8, rate, 256)
2870
+ else
2871
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2872
+
2873
+ try options.chance.secondaryChance(player, proc, rate);
2874
+ return proc;
2875
+ }
2876
+
2877
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2878
+ const rate: u8 = if (low) 52 else 103;
2879
+
2880
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2881
+ val == .true
2882
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2883
+ battle.rng.secondaryChance(player, rate)
2884
+ else if (showdown)
2885
+ battle.rng.chance(u8, rate, 256)
2886
+ else
2887
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2888
+
2889
+ try options.chance.secondaryChance(player, proc, rate);
2890
+ return proc;
2891
+ }
2892
+
2893
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2894
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2895
+ val == .true
2896
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2897
+ battle.rng.secondaryChance(player, 85)
2898
+ else if (showdown)
2899
+ battle.rng.chance(u8, 85, 256)
2900
+ else
2901
+ battle.rng.next() < Gen12.percent(33) + 1;
2902
+
2903
+ try options.chance.secondaryChance(player, proc, 85);
2904
+ return proc;
2905
+ }
2906
+
2907
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2908
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2909
+ val
2910
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2911
+ battle.rng.metronome(player)
2912
+ else if (showdown)
2913
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2914
+ else move: {
2915
+ while (true) {
2916
+ const r = battle.rng.next();
2917
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2918
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2919
+ break :move @enumFromInt(r);
2920
+ }
2921
+ };
2922
+
2923
+ try options.chance.metronome(player, move);
2924
+ return move;
2925
+ }
2926
+
2927
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2928
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2929
+ val - 1
2930
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2931
+ battle.rng.psywave(player)
2932
+ else if (showdown)
2933
+ battle.rng.range(u8, 0, max)
2934
+ else power: {
2935
+ while (true) {
2936
+ const r = battle.rng.next();
2937
+ if (r < max) break :power r;
2595
2938
  }
2939
+ };
2940
+
2941
+ assert(power < max);
2942
+ try options.chance.psywave(player, power, max);
2943
+ return power;
2944
+ }
2945
+
2946
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2947
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2948
+ @intCast(val)
2949
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2950
+ battle.rng.sleepDuration(player)
2951
+ else if (showdown)
2952
+ battle.rng.range(u3, 1, 8)
2953
+ else duration: {
2954
+ while (true) {
2955
+ const r = battle.rng.next() & 7;
2956
+ if (r != 0) break :duration @intCast(r);
2957
+ }
2958
+ };
2959
+
2960
+ assert(duration >= 1 and duration <= 7);
2961
+ options.chance.duration(player, duration);
2962
+ return duration;
2963
+ }
2964
+
2965
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2966
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2967
+ val
2968
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2969
+ battle.rng.disableDuration(player)
2970
+ else if (showdown)
2971
+ battle.rng.range(u4, 1, 9)
2972
+ else
2973
+ @intCast((battle.rng.next() & 7) + 1);
2974
+
2975
+ assert(duration >= 1 and duration <= 8);
2976
+ options.chance.duration(player, duration);
2977
+ return duration;
2978
+ }
2979
+
2980
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2981
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2982
+ @intCast(val)
2983
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2984
+ battle.rng.confusionDuration(player)
2985
+ else if (showdown)
2986
+ battle.rng.range(u3, 2, 6)
2987
+ else
2988
+ @intCast((battle.rng.next() & 3) + 2);
2989
+
2990
+ assert(duration >= 2 and duration <= 5);
2991
+ options.chance.duration(player, duration);
2992
+ return duration;
2993
+ }
2994
+
2995
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2996
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2997
+ @intCast(val)
2998
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2999
+ battle.rng.attackingDuration(player)
3000
+ else if (showdown)
3001
+ battle.rng.range(u3, 2, 4)
3002
+ else
3003
+ @intCast((battle.rng.next() & 1) + 2);
3004
+
3005
+ assert(duration >= 2 and duration <= 3);
3006
+ options.chance.duration(player, duration);
3007
+ return duration;
3008
+ }
3009
+
3010
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
3011
+
3012
+ fn distribution(
3013
+ battle: anytype,
3014
+ comptime effect: Move.Effect,
3015
+ player: Player,
3016
+ options: anytype,
3017
+ ) !u3 {
3018
+ const roll = if (effect == .Binding) .duration else .multi_hit;
3019
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
3020
+ @intCast(val)
3021
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
3022
+ battle.rng.distribution(player)
3023
+ else if (showdown)
3024
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
3025
+ else n: {
3026
+ const r = (battle.rng.next() & 3);
3027
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
3028
+ };
3029
+
3030
+ assert(n >= 2 and n <= 5);
3031
+ if (effect == .Binding) {
3032
+ options.chance.duration(player, n);
2596
3033
  } 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;
3034
+ try options.chance.multiHit(player, n);
3035
+ }
3036
+ return n;
3037
+ }
3038
+
3039
+ fn moveSlot(
3040
+ battle: anytype,
3041
+ player: Player,
3042
+ moves: []MoveSlot,
3043
+ check_pp: u4,
3044
+ options: anytype,
3045
+ ) !u4 {
3046
+ // TODO: consider throwing error instead of rerolling?
3047
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
3048
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
3049
+ val
3050
+ else
3051
+ null
3052
+ else
3053
+ null;
3054
+
3055
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
3056
+ battle.rng.moveSlot(player, moves, check_pp)
3057
+ else slot: {
3058
+ if (showdown) {
3059
+ if (check_pp == 0) {
3060
+ var i: usize = moves.len;
3061
+ while (i > 0) {
3062
+ i -= 1;
3063
+ if (moves[i].id != .None) {
3064
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3065
+ }
3066
+ }
3067
+ } else {
3068
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3069
+ var i: usize = 0;
3070
+ while (i < moves.len and r > 0) : (i += 1) {
3071
+ if (moves[i].pp > 0) {
3072
+ r -= 1;
3073
+ if (r == 0) break :slot @intCast(i + 1);
3074
+ }
3075
+ }
2603
3076
  }
2604
3077
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
3078
 
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;
3079
+ while (true) {
3080
+ const r: u4 = @intCast(battle.rng.next() & 3);
3081
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3082
+ }
3083
+ };
3084
+
3085
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3086
+ return slot;
2612
3087
  }
2613
- }
3088
+ };
2614
3089
 
2615
3090
  test "RNG agreement" {
2616
3091
  if (!showdown) return;
2617
3092
  var expected: [256]u32 = undefined;
2618
3093
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
3094
+ expected[i] = @intCast(i * 0x1000000);
2620
3095
  }
2621
3096
 
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 };
3097
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3098
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3099
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3100
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3101
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2627
3102
 
2628
3103
  for (0..expected.len) |i| {
2629
3104
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2659,11 +3134,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3134
  const side = battle.side(player);
2660
3135
  const foe = battle.foe(player);
2661
3136
 
2662
- var active = side.active;
3137
+ const active = &side.active;
2663
3138
  const stored = side.stored();
2664
3139
 
2665
3140
  // 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.
3141
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
2667
3142
  //
2668
3143
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
2669
3144
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -2671,9 +3146,9 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2671
3146
  // passing due to being forced into using a move. Instead of introducing another option
2672
3147
  // we simply repurpose Move with no move slot, even though pedantically this is not
2673
3148
  // strictly correct as the player would not have been presented the option to move or
2674
- // switch at all.
3149
+ // switch at all
2675
3150
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3151
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3152
  n += 1;
2678
3153
  return n;
2679
3154
  }
@@ -2690,7 +3165,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2690
3165
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
2691
3166
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
2692
3167
  // either disables all other moves in the case of limited or requires you to select a
2693
- // move normally if sleeping/frozen/bound.
3168
+ // move normally if sleeping/frozen/bound
2694
3169
  if (!showdown and (limited or foe.active.volatiles.Binding or
2695
3170
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
2696
3171
  {
@@ -2703,16 +3178,18 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2703
3178
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
2704
3179
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
2705
3180
  // 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.
3181
+ // proc-ed move in their moveset) and disabling all other moves
2707
3182
  if (limited) {
2708
3183
  assert(showdown);
2709
3184
  assert(side.last_selected_move != .None);
2710
3185
  while (slot <= 4) : (slot += 1) {
2711
3186
  const m = active.moves[slot - 1];
2712
3187
  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;
3188
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3189
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3190
+ const struggle =
3191
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3192
+ const s = if (struggle) 0 else slot;
2716
3193
  out[n] = .{ .type = .Move, .data = s };
2717
3194
  n += 1;
2718
3195
  return n;
@@ -2726,7 +3203,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2726
3203
  const m = active.moves[slot - 1];
2727
3204
  if (m.id == .None) break;
2728
3205
  if (m.pp == 0) continue;
2729
- if (active.volatiles.disabled_move == slot) continue;
3206
+ if (active.volatiles.disable_move == slot) continue;
2730
3207
  out[n] = .{ .type = .Move, .data = slot };
2731
3208
  n += 1;
2732
3209
  }