@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.6c5fdce2

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Files changed (60) hide show
  1. package/README.md +103 -64
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/ids.json +12 -12
  6. package/build/pkg/data/layout.json +27 -5
  7. package/build/pkg/data/protocol.json +69 -12
  8. package/build/pkg/data.d.ts +4 -4
  9. package/build/pkg/data.js +3 -5
  10. package/build/pkg/data.js.map +1 -1
  11. package/build/pkg/gen1.d.ts +5 -4
  12. package/build/pkg/gen1.js +49 -33
  13. package/build/pkg/gen1.js.map +1 -1
  14. package/build/pkg/index.d.ts +17 -13
  15. package/build/pkg/index.js.map +1 -1
  16. package/build/pkg/protocol.d.ts +4 -2
  17. package/build/pkg/protocol.js +61 -40
  18. package/build/pkg/protocol.js.map +1 -1
  19. package/build/test/display.js +400 -0
  20. package/build/test/display.js.map +1 -0
  21. package/build/tools/debug.js +135 -0
  22. package/build/tools/debug.js.map +1 -0
  23. package/build.zig +136 -105
  24. package/package.json +75 -42
  25. package/src/bin/install-pkmn-engine +68 -36
  26. package/src/bin/pkmn-debug +62 -0
  27. package/src/lib/binding/node.zig +47 -142
  28. package/src/lib/binding/wasm.zig +6 -4
  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 +21 -11
  32. package/src/lib/common/js.zig +118 -0
  33. package/src/lib/common/optional.zig +67 -0
  34. package/src/lib/common/options.zig +12 -3
  35. package/src/lib/common/protocol.zig +931 -387
  36. package/src/lib/common/rational.zig +357 -0
  37. package/src/lib/common/rng.zig +24 -15
  38. package/src/lib/common/util.zig +12 -0
  39. package/src/lib/gen1/README.md +309 -193
  40. package/src/lib/gen1/calc.zig +426 -0
  41. package/src/lib/gen1/chance.zig +1060 -0
  42. package/src/lib/gen1/data/moves.zig +202 -190
  43. package/src/lib/gen1/data/species.zig +4 -4
  44. package/src/lib/gen1/data/types.zig +10 -10
  45. package/src/lib/gen1/data.zig +90 -76
  46. package/src/lib/gen1/helpers.zig +577 -36
  47. package/src/lib/gen1/mechanics.zig +1193 -813
  48. package/src/lib/gen2/README.md +105 -85
  49. package/src/lib/gen2/calc.zig +143 -0
  50. package/src/lib/gen2/chance.zig +1314 -0
  51. package/src/lib/gen2/data/items.zig +14 -20
  52. package/src/lib/gen2/data/moves.zig +664 -570
  53. package/src/lib/gen2/data/species.zig +2 -2
  54. package/src/lib/gen2/data/types.zig +137 -34
  55. package/src/lib/gen2/data.zig +128 -90
  56. package/src/lib/gen2/generated.zig +808 -0
  57. package/src/lib/gen2/helpers.zig +16 -22
  58. package/src/lib/gen2/mechanics.zig +3511 -12
  59. package/src/lib/pkmn.zig +68 -9
  60. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,8 +1,9 @@
1
1
  const std = @import("std");
2
2
 
3
+ const pkmn = @import("../pkmn.zig");
4
+
3
5
  const common = @import("../common/data.zig");
4
6
  const DEBUG = @import("../common/debug.zig").print;
5
- const options = @import("../common/options.zig");
6
7
  const protocol = @import("../common/protocol.zig");
7
8
  const rng = @import("../common/rng.zig");
8
9
 
@@ -12,15 +13,16 @@ const assert = std.debug.assert;
12
13
 
13
14
  const expectEqual = std.testing.expectEqual;
14
15
 
16
+ const showdown = pkmn.options.showdown;
17
+
15
18
  const Choice = common.Choice;
16
19
  const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
21
-
22
23
  const Boost = protocol.Boost;
23
24
  const Damage = protocol.Damage;
25
+ const Fail = protocol.Fail;
24
26
  const Heal = protocol.Heal;
25
27
 
26
28
  const Gen12 = rng.Gen12;
@@ -56,50 +58,50 @@ const BOOSTS = &[_][2]u8{
56
58
 
57
59
  const MAX_STAT_VALUE = 999;
58
60
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
61
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
60
62
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
63
+ if (battle.turn == 0) return start(battle, options);
62
64
 
63
- var f1: ?Move = null;
64
- var f2: ?Move = null;
65
+ var s1 = false;
66
+ var s2 = false;
65
67
 
66
- if (selectMove(battle, .P1, c1, c2, &f1)) |r| return r;
67
- if (selectMove(battle, .P2, c2, c1, &f2)) |r| return r;
68
-
69
- if (turnOrder(battle, c1, c2) == .P1) {
70
- if (try doTurn(battle, .P1, c1, f1, .P2, c2, f2, log)) |r| return r;
71
- } else {
72
- if (try doTurn(battle, .P2, c2, f2, .P1, c1, f1, log)) |r| return r;
73
- }
68
+ if (selectMove(battle, .P1, c1, c2, &s1)) |r| return r;
69
+ if (selectMove(battle, .P2, c2, c1, &s2)) |r| return r;
74
70
 
75
71
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
72
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
73
+
74
+ const r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
75
+ const r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
76
+
77
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
78
+ if (try doTurn(battle, .P1, c1, r1, s1, .P2, c2, r2, s2, options)) |r| return r;
79
+ } else {
80
+ if (try doTurn(battle, .P2, c2, r2, s2, .P1, c1, r1, s1, options)) |r| return r;
82
81
  }
83
82
 
84
- return endTurn(battle, log);
83
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
84
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
85
+
86
+ return endTurn(battle, options);
85
87
  }
86
88
 
87
- fn start(battle: anytype, log: anytype) !Result {
89
+ fn start(battle: anytype, options: anytype) !Result {
88
90
  const p1 = battle.side(.P1);
89
91
  const p2 = battle.side(.P2);
90
92
 
91
- var p1_slot = findFirstAlive(p1);
93
+ const p1_slot = findFirstAlive(p1);
92
94
  assert(!showdown or p1_slot == 1);
93
95
  if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
94
96
 
95
- var p2_slot = findFirstAlive(p2);
97
+ const p2_slot = findFirstAlive(p2);
96
98
  assert(!showdown or p2_slot == 1);
97
99
  if (p2_slot == 0) return Result.Win;
98
100
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
101
+ try switchIn(battle, .P1, p1_slot, true, options);
102
+ try switchIn(battle, .P2, p2_slot, true, options);
101
103
 
102
- return endTurn(battle, log);
104
+ return endTurn(battle, options);
103
105
  }
104
106
 
105
107
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,7 +114,7 @@ fn selectMove(
112
114
  player: Player,
113
115
  choice: Choice,
114
116
  foe_choice: Choice,
115
- from: *?Move,
117
+ skip_turn: *bool,
116
118
  ) ?Result {
117
119
  if (choice.type == .Pass) return null;
118
120
 
@@ -121,20 +123,27 @@ fn selectMove(
121
123
  const stored = side.stored();
122
124
 
123
125
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
126
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
127
 
126
128
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
129
+ if (volatiles.Recharging) {
130
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
131
+ return null;
132
+ }
128
133
  if (volatiles.Rage) {
129
- from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
134
+ if (showdown) {
135
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
136
+ saveMove(battle, player, null);
137
+ }
131
138
  return null;
132
139
  }
133
140
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
141
  if (!showdown) volatiles.Flinch = false;
135
142
  if (volatiles.Thrashing or volatiles.Charging) {
136
- from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
143
+ if (showdown) {
144
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
145
+ saveMove(battle, player, null);
146
+ }
138
147
  return null;
139
148
  }
140
149
 
@@ -144,13 +153,14 @@ fn selectMove(
144
153
  // pre-move select
145
154
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
155
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
156
+ if (showdown) {
157
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
158
+ saveMove(battle, player, choice);
159
+ }
148
160
  return null;
149
161
  }
150
162
  if (volatiles.Binding) {
151
- from.* = side.last_used_move;
152
163
  if (showdown) {
153
- if (foe_choice.type == .Switch) from.* = null;
154
164
  // Pokémon Showdown overwrites Mirror Move with whatever was selected - really this
155
165
  // should set side.last_selected_move = last.id to reuse Mirror Move and fail in order
156
166
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
@@ -162,11 +172,7 @@ fn selectMove(
162
172
  assert(choice.data == 0);
163
173
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
174
  if (foe_choice.type == .Switch) {
165
- const slot = if (player == .P1)
166
- battle.last_selected_indexes.p1
167
- else
168
- battle.last_selected_indexes.p2;
169
- const last = side.active.move(@intCast(u4, slot));
175
+ const last = side.active.move(battle.lastMove(player).index);
170
176
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
177
  if (last.id == .MirrorMove) return Result.Error;
172
178
  }
@@ -175,6 +181,7 @@ fn selectMove(
175
181
  }
176
182
 
177
183
  if (battle.foe(player).active.volatiles.Binding) {
184
+ skip_turn.* = true;
178
185
  if (showdown) {
179
186
  saveMove(battle, player, choice);
180
187
  } else {
@@ -185,19 +192,17 @@ fn selectMove(
185
192
  }
186
193
 
187
194
  // move select
195
+ volatiles.state = 0;
188
196
  if (choice.data == 0) {
189
197
  const struggle = ok: {
190
198
  for (side.active.moves, 0..) |move, i| {
191
- if (move.pp > 0 and volatiles.disabled_move != i + 1) break :ok false;
199
+ if (move.pp > 0 and volatiles.disable_move != i + 1) break :ok false;
192
200
  }
193
201
  break :ok true;
194
202
  };
195
-
196
203
  assert(struggle);
197
- saveMove(battle, player, choice);
198
- } else {
199
- saveMove(battle, player, choice);
200
204
  }
205
+ saveMove(battle, player, choice);
201
206
 
202
207
  return null;
203
208
  }
@@ -210,23 +215,19 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
210
215
  if (c.data == 0) {
211
216
  side.last_selected_move = .Struggle;
212
217
  } else {
213
- assert(showdown or side.active.volatiles.disabled_move != c.data);
218
+ assert(showdown or side.active.volatiles.disable_move != c.data);
214
219
  const move = side.active.move(c.data);
215
220
  // You cannot *select* a move with 0 PP (except on Pokémon Showdown where that is
216
221
  // sometimes required...), but a 0 PP move can be used automatically
217
222
  assert(showdown or move.pp != 0);
218
223
 
219
224
  side.last_selected_move = move.id;
220
- if (player == .P1) {
221
- battle.last_selected_indexes.p1 = @intCast(u4, c.data);
222
- } else {
223
- battle.last_selected_indexes.p2 = @intCast(u4, c.data);
224
- }
225
+ battle.lastMove(player).index = @intCast(c.data);
225
226
  }
226
227
  }
227
228
  }
228
229
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
230
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
231
  var side = battle.side(player);
231
232
  var foe = battle.foe(player);
232
233
  var active = &side.active;
@@ -239,11 +240,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
240
  side.order[0] = side.order[slot - 1];
240
241
  side.order[slot - 1] = out;
241
242
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
243
+ battle.lastMove(player).index = 1;
247
244
 
248
245
  side.last_used_move = .None;
249
246
  foe.last_used_move = .None;
@@ -259,17 +256,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
256
 
260
257
  foe.active.volatiles.Binding = false;
261
258
 
262
- try log.switched(battle.active(player), incoming);
259
+ try options.log.switched(.{ battle.active(player), incoming });
260
+ options.chance.switched(player, side.order[0], out);
263
261
 
264
262
  if (showdown and incoming.status == Status.TOX) {
265
263
  incoming.status = Status.init(.PSN);
266
264
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
265
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
266
+ try options.log.status(.{ battle.active(player), incoming.status, .Silent });
269
267
  }
270
268
  }
271
269
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
270
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
271
  assert(c1.type != .Pass or c2.type != .Pass);
274
272
 
275
273
  if (c1.type == .Pass) return .P2;
@@ -299,13 +297,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
297
  const spe2 = battle.side(.P2).active.stats.spe;
300
298
  if (spe1 == spe2) {
301
299
  // Pokémon Showdown's beforeTurnCallback shenanigans
302
- if (showdown and m1 == .Counter and m2 == .Counter) battle.rng.advance(1);
303
-
304
- const p1 = if (showdown)
305
- battle.rng.range(u8, 0, 2) == 0
306
- else
307
- battle.rng.next() < Gen12.percent(50) + 1;
300
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
301
+ battle.rng.advance(1);
302
+ }
308
303
 
304
+ const p1 = try Rolls.speedTie(battle, options);
309
305
  if (!showdown) return if (p1) .P1 else .P2;
310
306
 
311
307
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +311,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
311
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
312
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
313
  // If *both* sides are thrashing it really should be another speed tie, but we've patched
318
- // that out and enforce host ordering of events, so P1 just goes first reqgardless of who
314
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
315
  // won the original coin flip
320
316
  if (t1 and t2) return .P1;
321
317
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +324,55 @@ fn doTurn(
328
324
  battle: anytype,
329
325
  player: Player,
330
326
  player_choice: Choice,
331
- player_from: ?Move,
327
+ player_rewrap: bool,
328
+ player_skip: bool,
332
329
  foe_player: Player,
333
330
  foe_choice: Choice,
334
- foe_from: ?Move,
335
- log: anytype,
331
+ foe_rewrap: bool,
332
+ foe_skip: bool,
333
+ options: anytype,
336
334
  ) !?Result {
337
335
  assert(player_choice.type != .Pass);
338
336
 
339
337
  var residual = true;
340
338
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
339
+ if (try executeMove(
340
+ battle,
341
+ player,
342
+ player_choice,
343
+ player_rewrap,
344
+ player_skip,
345
+ &residual,
346
+ options,
347
+ )) |r| return r;
342
348
  if (!replace) {
343
349
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
350
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
351
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
352
+ if (residual) try handleResidual(battle, player, options);
353
+ if (try checkFaint(battle, player, options)) |r| return r;
348
354
  } else if (foe_choice.type == .Pass) return null;
349
355
 
356
+ options.chance.clearPending();
357
+
358
+ residual = true;
350
359
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
360
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
361
+ if (if (calc) null else try executeMove(
362
+ battle,
363
+ foe_player,
364
+ foe_choice,
365
+ foe_rewrap,
366
+ foe_skip,
367
+ &residual,
368
+ options,
369
+ )) |r| return r;
352
370
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
371
+ if (!calc and foe_choice.type != .Switch) {
372
+ if (try checkFaint(battle, player, options)) |r| return r;
355
373
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
374
+ if (residual) try handleResidual(battle, foe_player, options);
375
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
376
  }
359
377
 
360
378
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +389,31 @@ fn executeMove(
371
389
  battle: anytype,
372
390
  player: Player,
373
391
  choice: Choice,
374
- from: ?Move,
392
+ rewrap: bool,
393
+ skip: bool,
375
394
  residual: *bool,
376
- log: anytype,
395
+ options: anytype,
377
396
  ) !?Result {
378
397
  var side = battle.side(player);
379
398
 
380
399
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
400
+ try switchIn(battle, player, choice.data, false, options);
382
401
  return null;
383
402
  }
384
403
 
404
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
405
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
406
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
407
  if (side.last_selected_move == .SKIP_TURN) {
386
- // Pokémon Showdown overwrites the SKIP_TURN sentinel with its botched move select,
387
- // Binding instead gets handled in beforeMove after sleep and freeze
388
408
  assert(!showdown);
389
409
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
410
+ try options.log.cant(.{ battle.active(player), .Bound });
391
411
  }
392
412
  return null;
393
413
  }
394
414
 
395
415
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
416
+ var mslot: u4 = @intCast(choice.data);
397
417
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
418
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
419
  var auto = showdown and side.last_selected_move != .None;
@@ -402,14 +422,13 @@ fn executeMove(
402
422
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
423
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
424
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
425
+ mslot = @intCast(battle.lastMove(player).index);
409
426
  const stored = side.stored();
410
427
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
- auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
412
- from != null or Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
428
+ auto = isForced(&side.active) or
429
+ side.active.volatiles.Binding or side.active.volatiles.Bide or
430
+ side.last_selected_move == .HyperBeam or
431
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
413
432
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
414
433
  // thawed, in which case we will desync unless the last_selected_move happened to be at
415
434
  // index 1 and the current Pokémon has the same move in its first slot.
@@ -426,15 +445,12 @@ fn executeMove(
426
445
  } else if (showdown and side.active.volatiles.Charging) {
427
446
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
447
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
448
+ mslot = @intCast(battle.lastMove(player).index);
433
449
  }
434
450
 
435
451
  var skip_can = false;
436
452
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
453
+ switch (try beforeMove(battle, player, skip, residual, options)) {
438
454
  .done => return null,
439
455
  .skip_can => skip_can = true,
440
456
  .skip_pp => skip_pp = true,
@@ -442,14 +458,23 @@ fn executeMove(
442
458
  .err => return @as(?Result, Result.Error),
443
459
  }
444
460
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
461
+ const can = skip_can or
462
+ try canMove(battle, player, mslot, auto, skip_pp, .None, residual, options);
463
+ if (!can) return null;
446
464
 
447
- return doMove(battle, player, mslot, auto, residual, log);
465
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
466
  }
449
467
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
468
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
469
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
470
+ fn beforeMove(
471
+ battle: anytype,
472
+ player: Player,
473
+ skip: bool,
474
+ residual: *bool,
475
+ options: anytype,
476
+ ) !BeforeMove {
477
+ var log = options.log;
453
478
  var side = battle.side(player);
454
479
  const foe = battle.foe(player);
455
480
  var active = &side.active;
@@ -458,58 +483,69 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
483
  var volatiles = &active.volatiles;
459
484
 
460
485
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
486
+ const before = stored.status;
462
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
463
- stored.status -= 1;
464
- if (Status.duration(stored.status) == 0) {
465
- try log.curestatus(ident, status, .Message);
488
+ if (options.calc.modify(player, .sleep)) |extend| {
489
+ if (!extend) stored.status = 0;
490
+ } else {
491
+ stored.status -= 1;
492
+ }
493
+
494
+ const duration = Status.duration(stored.status);
495
+ if (!Status.is(stored.status, .EXT)) {
496
+ try options.chance.sleep(player, duration);
497
+ }
498
+
499
+ if (duration == 0) {
500
+ try log.curestatus(.{ ident, before, .Message });
466
501
  stored.status = 0; // clears EXT if present
467
502
  } else {
468
- try log.cant(ident, .Sleep);
503
+ try log.cant(.{ ident, .Sleep });
469
504
  }
470
505
  side.last_used_move = .None;
471
506
  return .done;
472
507
  }
473
508
 
474
509
  if (Status.is(stored.status, .FRZ)) {
475
- try log.cant(ident, .Freeze);
510
+ try log.cant(.{ ident, .Freeze });
476
511
  side.last_used_move = .None;
477
512
  return .done;
478
513
  }
479
514
 
480
- if (foe.active.volatiles.Binding) {
481
- try log.cant(ident, .Bound);
515
+ if (skip or foe.active.volatiles.Binding) {
516
+ try log.cant(.{ ident, .Bound });
482
517
  return .done;
483
518
  }
484
519
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
487
- try log.cant(ident, .Flinch);
520
+ if (volatiles.Flinch) {
521
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
522
+ // Pokémon can sometimes flinch multiple times from the same original hit
523
+ if (!showdown) volatiles.Flinch = false;
524
+ try log.cant(.{ ident, .Flinch });
488
525
  return .done;
489
526
  }
490
527
 
491
528
  if (volatiles.Recharging) {
492
529
  volatiles.Recharging = false;
493
- try log.cant(ident, .Recharge);
530
+ try log.cant(.{ ident, .Recharge });
494
531
  return .done;
495
532
  }
496
533
 
497
- if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
499
- if (volatiles.disabled_duration == 0) {
500
- volatiles.disabled_move = 0;
501
- try log.end(ident, .Disable);
534
+ if (volatiles.disable_duration > 0) {
535
+ if (options.calc.modify(player, .disable)) |extend| {
536
+ if (!extend) volatiles.disable_duration = 0;
537
+ } else {
538
+ volatiles.disable_duration -= 1;
502
539
  }
503
- }
504
- // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
540
+ try options.chance.disable(player, volatiles.disable_duration);
506
541
 
507
- // Pokémon Showdown checks for Flinch *after* instead of before
508
- if (showdown and volatiles.Flinch) {
509
- volatiles.Flinch = false;
510
- try log.cant(ident, .Flinch);
511
- return .done;
542
+ if (volatiles.disable_duration == 0) {
543
+ volatiles.disable_move = 0;
544
+ try log.end(.{ ident, .Disable });
545
+ }
512
546
  }
547
+ // Pokémon Showdown's disable condition has a single onBeforeMove handler
548
+ if (showdown and try disabled(side, ident, options)) return .done;
513
549
 
514
550
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
551
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -521,21 +557,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
521
557
  if (volatiles.Confusion) {
522
558
  assert(volatiles.confusion > 0);
523
559
 
524
- volatiles.confusion -= 1;
560
+ if (options.calc.modify(player, .confusion)) |extend| {
561
+ if (!extend) volatiles.confusion = 0;
562
+ } else {
563
+ volatiles.confusion -= 1;
564
+ }
565
+ try options.chance.confusion(player, volatiles.confusion);
566
+
525
567
  if (volatiles.confusion == 0) {
526
568
  volatiles.Confusion = false;
527
- try log.end(ident, .Confusion);
569
+ try log.end(.{ ident, .Confusion });
528
570
  } else {
529
- try log.activate(ident, .Confusion);
571
+ try log.activate(.{ ident, .Confusion });
530
572
 
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
535
-
536
- if (confused) {
573
+ if (try Rolls.confused(battle, player, options)) {
537
574
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
575
+ if (!volatiles.Rage) volatiles.state = 0;
539
576
  volatiles.Bide = false;
540
577
  volatiles.Thrashing = false;
541
578
  volatiles.MultiHit = false;
@@ -543,6 +580,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
580
  volatiles.Charging = false;
544
581
  volatiles.Binding = false;
545
582
  volatiles.Invulnerable = false;
583
+ options.chance.clearDurations(player, null);
546
584
  {
547
585
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
586
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,87 +597,126 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
597
  player
560
598
  else
561
599
  player.foe();
600
+
601
+ const uncapped = battle.last_damage;
562
602
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
603
+ _ = try applyDamage(battle, player, target, .Confusion, options);
604
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
605
+ if (showdown) battle.last_damage = uncapped;
564
606
 
565
607
  return .done;
566
608
  }
567
609
  }
568
610
  }
569
611
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
613
 
572
- if (Status.is(stored.status, .PAR)) {
573
- const paralyzed = if (showdown)
574
- battle.rng.chance(u8, 63, 256)
575
- else
576
- battle.rng.next() < Gen12.percent(25);
577
-
578
- if (paralyzed) {
579
- volatiles.state = 0;
580
- volatiles.Bide = false;
581
- volatiles.Thrashing = false;
582
- volatiles.Charging = false;
583
- volatiles.Binding = false;
584
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
585
- try log.cant(ident, .Paralysis);
586
- return .done;
587
- }
614
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
615
+ if (!volatiles.Rage) volatiles.state = 0;
616
+ volatiles.Bide = false;
617
+ volatiles.Thrashing = false;
618
+ volatiles.Charging = false;
619
+ volatiles.Binding = false;
620
+ options.chance.clearDurations(player, null);
621
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
+ try log.cant(.{ ident, .Paralysis });
623
+ return .done;
588
624
  }
589
625
 
590
626
  if (volatiles.Bide) {
591
627
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
628
 
593
- volatiles.state +%= battle.last_damage;
629
+ if (showdown) {
630
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
631
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
632
+ // addition because 65535 is sufficient to faint any Pokémon anyway
633
+ volatiles.state +|= battle.last_damage;
634
+ } else {
635
+ volatiles.state +%= battle.last_damage;
636
+ }
594
637
 
595
638
  assert(volatiles.attacks > 0);
596
639
 
597
- volatiles.attacks -= 1;
640
+ if (options.calc.modify(player, .attacking)) |extend| {
641
+ if (!extend) volatiles.attacks = 0;
642
+ } else {
643
+ volatiles.attacks -= 1;
644
+ }
645
+ try options.chance.attacking(player, volatiles.attacks);
646
+
598
647
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
648
+ try log.activate(.{ ident, .Bide });
600
649
  return .done;
601
650
  }
602
651
 
603
652
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
653
+ try log.end(.{ ident, .Bide });
605
654
 
606
655
  battle.last_damage = volatiles.state *% 2;
607
656
  volatiles.state = 0;
608
657
 
609
658
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
659
+ try log.fail(.{ ident, .None });
611
660
  return .done;
612
661
  }
613
662
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
663
+ const sub = showdown and foe.active.volatiles.Substitute;
664
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
665
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
666
+
667
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
668
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
669
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
670
+ if (showdown) {
671
+ residual.* = false;
672
+ try handleResidual(battle, player, options);
673
+ }
674
+
615
675
  return .done;
616
676
  }
617
677
 
618
678
  if (volatiles.Thrashing) {
619
679
  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);
680
+
681
+ if (options.calc.modify(player, .attacking)) |extend| {
682
+ if (!extend) volatiles.attacks = 0;
683
+ } else {
684
+ volatiles.attacks -= 1;
685
+ }
686
+ try options.chance.attacking(player, volatiles.attacks);
687
+
688
+ if (!showdown and handleThrashing(battle, active, player, options)) {
689
+ try log.start(.{ battle.active(player), .ConfusionSilent });
624
690
  }
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);
691
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
692
+ if (showdown) {
693
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
694
+ // used in useMove and doesn't have the notion of skipping canMove semantics
695
+ side.last_used_move = side.last_selected_move;
696
+ if (handleThrashing(battle, active, player, options)) {
697
+ try log.start(.{ battle.active(player), .ConfusionSilent });
698
+ }
628
699
  }
629
700
  return .skip_can;
630
701
  }
631
702
 
632
703
  if (volatiles.Binding) {
633
704
  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
- );
705
+
706
+ if (options.calc.modify(player, .binding)) |extend| {
707
+ if (!extend) volatiles.attacks = 0;
708
+ } else {
709
+ volatiles.attacks -= 1;
710
+ }
711
+ try options.chance.binding(player, volatiles.attacks);
712
+
713
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
714
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
715
+ const sub = showdown and foe.active.volatiles.Substitute;
716
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
717
+ if (battle.foe(player).stored().hp > 0 and !sub) {
718
+ try buildRage(battle, player.foe(), options);
719
+ }
643
720
  }
644
721
  return .done;
645
722
  }
@@ -653,55 +730,57 @@ fn canMove(
653
730
  mslot: u4,
654
731
  auto: bool,
655
732
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
733
+ from: Move,
734
+ residual: *bool,
735
+ options: anytype,
658
736
  ) !bool {
659
737
  var side = battle.side(player);
660
738
  const player_ident = battle.active(player);
661
739
  const move = Move.get(side.last_selected_move);
662
740
 
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
741
  if (side.active.volatiles.Charging) {
669
742
  side.active.volatiles.Charging = false;
670
743
  side.active.volatiles.Invulnerable = false;
671
744
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
745
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
746
+ setCounterable(battle, player, side, move);
747
+ try Effects.charge(battle, player, options);
674
748
  return false;
675
749
  }
676
750
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
751
+ side.last_used_move = side.last_selected_move;
752
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
753
 
680
754
  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);
755
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
756
+ setCounterable(battle, player, side, move);
689
757
 
690
758
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
759
+ try onBegin(battle, player, move, mslot, residual, options);
692
760
  return false;
693
761
  }
694
762
 
695
763
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
764
+ Effects.thrashing(battle, player, options);
697
765
  } else if (!showdown and move.effect == .Binding) {
698
766
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
767
+ try Effects.binding(battle, player, false, options);
700
768
  }
701
769
 
702
770
  return true;
703
771
  }
704
772
 
773
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
774
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
775
+ // in cases where an early return happens the data for a players last selected move does not get
776
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
777
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
778
+ // as the desync results from actually having two separate battle states that subtly disagree
779
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
780
+ (move.type == .Normal or move.type == .Fighting);
781
+ battle.lastMove(player).counterable = @intFromBool(counterable);
782
+ }
783
+
705
784
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
785
  if (side.last_selected_move == .Struggle) return;
707
786
 
@@ -711,12 +790,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
790
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
791
  if (volatiles.Bide) return;
713
792
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
793
+ var move_slot = active.move(mslot);
794
+ assert(move_slot.pp > 0 or auto);
795
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
796
  if (volatiles.Transform) return;
717
797
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
798
+ move_slot = side.stored().move(mslot);
799
+ assert(move_slot.pp > 0 or auto);
800
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
801
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
802
  }
722
803
 
@@ -724,12 +805,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
805
  var active = &side.active;
725
806
  const volatiles = &active.volatiles;
726
807
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
808
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
809
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
810
  if (showdown and volatiles.Transform) return;
730
811
 
731
812
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
813
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
814
  }
734
815
 
735
816
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +818,12 @@ fn doMove(
737
818
  battle: anytype,
738
819
  player: Player,
739
820
  mslot: u4,
821
+ rewrap: bool,
740
822
  auto: bool,
741
823
  residual: *bool,
742
- log: anytype,
824
+ options: anytype,
743
825
  ) !?Result {
826
+ var log = options.log;
744
827
  var side = battle.side(player);
745
828
  const foe = battle.foe(player);
746
829
 
@@ -755,35 +838,44 @@ fn doMove(
755
838
  var hits: u4 = 1;
756
839
  var effectiveness = Effectiveness.neutral;
757
840
 
841
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
842
+ if (showdown and !counter) battle.last_damage = 0;
843
+
758
844
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
845
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
846
+ return specialDamage(battle, player, move, options);
761
847
  }
762
848
 
763
849
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
850
  // calling moveHit early covers most of that but we also need to check type immunity first
765
851
  var miss = showdown and miss: {
766
852
  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);
853
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
854
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
855
  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);
856
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
857
+ battle.last_damage = 0;
858
+ break :miss true;
859
+ }
860
+ break :miss (move.target != .Self and
861
+ !moveHit(battle, player, move, &immune, &mist, options));
772
862
  };
773
863
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
864
 
865
+ var late = showdown and move.effect != .Explode;
775
866
  const skip = status or immune;
776
867
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
868
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
869
+ try Effects.multiHit(battle, player, move, options);
779
870
  hits = side.active.volatiles.attacks;
871
+ late = false;
780
872
  }
781
873
 
782
874
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
875
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
876
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
877
 
786
- if (counter) return counterDamage(battle, player, move, log);
878
+ if (counter) return counterDamage(battle, player, move, options);
787
879
 
788
880
  battle.last_damage = 0;
789
881
 
@@ -805,17 +897,15 @@ fn doMove(
805
897
  effectiveness = adjustDamage(battle, player);
806
898
  immune = effectiveness == 0;
807
899
  }
808
- randomizeDamage(battle);
900
+ try randomizeDamage(battle, player, options);
809
901
  }
810
902
  }
811
903
 
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
-
904
+ const zero = battle.last_damage == 0;
815
905
  miss = if (showdown or skip)
816
906
  miss
817
907
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
908
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
819
909
 
820
910
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
911
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +913,11 @@ fn doMove(
823
913
 
824
914
  if (!showdown or !miss) {
825
915
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
916
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
917
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
918
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
919
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
920
+ try onEnd(battle, player, move, options);
831
921
  return null;
832
922
  }
833
923
  }
@@ -839,62 +929,64 @@ fn doMove(
839
929
  ohko = (!showdown or (!immune and !invulnerable)) and
840
930
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
931
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
932
+ try log.immune(.{ foe_ident, .OHKO });
933
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
934
+ try log.immune(.{ foe_ident, .None });
845
935
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
936
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
937
+ try log.fail(.{ foe_ident, .None });
848
938
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
939
+ if (showdown or !zero) try options.chance.commit(player, .miss);
940
+ try log.lastmiss(.{});
941
+ try log.miss(.{battle.active(player)});
851
942
  }
852
943
  if (move.effect == .JumpKick) {
853
944
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
945
+ assert(showdown or battle.last_damage == 0);
855
946
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
947
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
948
  if (showdown and side.stored().hp == 0) residual.* = false;
858
949
  } else if (move.effect == .Explode) {
859
950
  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
- }
951
+ try buildRage(battle, player.foe(), options);
952
+ } else if (showdown and move.effect == .Disable) {
953
+ try buildRage(battle, player.foe(), options);
954
+ } else if (!showdown and immune and move.effect == .Binding) {
955
+ try options.chance.commit(player, .binding);
869
956
  }
870
957
  return null;
958
+ } else {
959
+ try options.chance.commit(player, .hit);
871
960
  }
872
961
 
873
962
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
963
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
964
  // it up above before damage calculation).
876
965
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
966
+ try Effects.multiHit(battle, player, move, options);
878
967
  hits = side.active.volatiles.attacks;
879
968
  }
880
969
 
970
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
971
+ const sub = showdown and foe.active.volatiles.Substitute;
972
+
881
973
  var nullified = false;
882
974
  var hit: u4 = 0;
883
975
  while (hit < hits) {
884
976
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
977
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
978
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
979
+ try log.supereffective(.{battle.active(player.foe())});
888
980
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
981
+ try log.resisted(.{battle.active(player.foe())});
890
982
  }
891
983
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
984
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
985
+ if (hit == 0 and ohko) try log.ohko(.{});
894
986
  hit += 1;
895
987
  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);
988
+ if (!late and (!sub or move.effect == .Explode)) {
989
+ try buildRage(battle, player.foe(), options);
898
990
  }
899
991
  // If the substitute breaks during a multi-hit attack, the attack ends
900
992
  if (nullified) break;
@@ -905,17 +997,23 @@ fn doMove(
905
997
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
998
  side.active.volatiles.attacks = 0;
907
999
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1000
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1001
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
1002
+ try log.hitcount(.{ battle.active(player.foe()), hit });
911
1003
  } else if (showdown) {
912
1004
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
1005
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1006
+ try Effects.binding(battle, player, rewrap, options);
915
1007
  if (immune) {
916
1008
  battle.last_damage = 0;
1009
+ assert(foe.stored().hp > 0);
917
1010
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1011
+ if (sub) {
1012
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1013
+ } else {
1014
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1015
+ try buildRage(battle, player.foe(), options);
1016
+ }
919
1017
  return null;
920
1018
  }
921
1019
  }
@@ -928,10 +1026,13 @@ fn doMove(
928
1026
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1027
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
1028
  // 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);
1029
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1030
 
933
1031
  if (foe.stored().hp == 0) return null;
934
1032
 
1033
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1034
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1035
+
935
1036
  if (!move.effect.isSpecial()) {
936
1037
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1038
  // second time here (after being executed in the "always happens" block above) but that
@@ -941,28 +1042,29 @@ fn doMove(
941
1042
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
1043
  // puts the |-status| message before |-hitcount| instead of after.
943
1044
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1045
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1046
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1047
+ const result = try Effects.disable(battle, player, move, options);
1048
+ if (showdown) try buildRage(battle, player.foe(), options);
1049
+ return result;
947
1050
  } else {
948
- try moveEffect(battle, player, move, log);
1051
+ try moveEffect(battle, player, move, options);
949
1052
  }
950
1053
  }
951
1054
 
952
1055
  return null;
953
1056
  }
954
1057
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1058
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1059
  const side = battle.side(player);
957
1060
 
958
1061
  // 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;
1062
+ var rate = @as(u16, Species.chance(side.stored().species));
1063
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1064
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1065
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
963
1066
 
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1067
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
966
1068
  }
967
1069
 
968
1070
  fn calcDamage(
@@ -1028,7 +1130,7 @@ fn calcDamage(
1028
1130
  d = @min(997, d);
1029
1131
  d += 2;
1030
1132
 
1031
- battle.last_damage = @intCast(u16, d);
1133
+ battle.last_damage = @intCast(d);
1032
1134
 
1033
1135
  return true;
1034
1136
  }
@@ -1042,9 +1144,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1144
  var d = battle.last_damage;
1043
1145
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1146
 
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));
1147
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1148
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1149
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1150
 
1049
1151
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1152
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1166,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1166
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1167
  }
1066
1168
 
1067
- fn randomizeDamage(battle: anytype) void {
1169
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1170
  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);
1171
+ const random = try Rolls.damage(battle, player, options);
1172
+ options.calc.base(player.foe(), battle.last_damage);
1173
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1174
+ options.calc.final(player.foe(), battle.last_damage);
1080
1175
  }
1081
1176
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1177
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1178
  const side = battle.side(player);
1179
+ const foe = battle.foe(player);
1084
1180
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1181
+ if (!try checkHit(battle, player, move, options)) return null;
1182
+ try options.chance.commit(player, .hit);
1086
1183
 
1087
1184
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1185
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1186
  .SeismicToss, .NightShade => side.stored().level,
1090
1187
  .SonicBoom => 20,
1091
1188
  .DragonRage => 40,
1092
1189
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1190
  .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
- }
1191
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1192
+ // GLITCH: Psywave infinite glitch loop
1193
+ if (!showdown and max <= 1) return Result.Error;
1194
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1195
  },
1106
1196
  else => unreachable,
1107
1197
  };
1108
1198
 
1109
1199
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1200
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1201
+ const sub = showdown and foe.active.volatiles.Substitute;
1202
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1203
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1204
+
1112
1205
  return null;
1113
1206
  }
1114
1207
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1208
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1209
  const foe = battle.foe(player);
1117
1210
 
1118
1211
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1212
+ try options.log.fail(.{ battle.active(player), .None });
1120
1213
  return null;
1121
1214
  }
1122
1215
 
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);
1216
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1217
  const foe_last_selected_move =
1127
1218
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1219
+ .Splash
1129
1220
  else
1130
1221
  foe.last_selected_move);
1131
1222
 
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
-
1223
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1224
  const selected = foe_last_selected_move.bp > 0 and
1138
1225
  foe.last_selected_move != .Counter and
1139
1226
  (foe_last_selected_move.type == .Normal or
1140
1227
  foe_last_selected_move.type == .Fighting);
1141
1228
 
1142
1229
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1230
+ try options.log.fail(.{ battle.active(player), .None });
1144
1231
  return null;
1145
1232
  }
1146
1233
 
1147
1234
  if (!used or !selected) {
1148
1235
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1236
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1237
+ try options.log.fail(.{ battle.active(player), .None });
1151
1238
  return null;
1152
1239
  }
1153
1240
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1241
+ battle.last_damage *|= 2;
1155
1242
 
1156
1243
  // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1244
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1245
+ try options.chance.commit(player, .hit);
1158
1246
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1247
+ const sub = showdown and foe.active.volatiles.Substitute;
1248
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1249
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1250
  return null;
1161
1251
  }
1162
1252
 
@@ -1165,7 +1255,7 @@ fn applyDamage(
1165
1255
  target_player: Player,
1166
1256
  sub_player: Player,
1167
1257
  reason: Damage,
1168
- log: anytype,
1258
+ options: anytype,
1169
1259
  ) !bool {
1170
1260
  assert(showdown or battle.last_damage != 0);
1171
1261
 
@@ -1180,19 +1270,20 @@ fn applyDamage(
1180
1270
  subbed.active.volatiles.substitute = 0;
1181
1271
  subbed.active.volatiles.Substitute = false;
1182
1272
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1273
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1274
+ options.calc.capped(target_player);
1184
1275
  return true;
1185
1276
  } else {
1186
1277
  // 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);
1278
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1279
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1280
  return false;
1190
1281
  }
1191
1282
  }
1192
1283
 
1193
1284
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1285
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1286
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1287
  return false;
1197
1288
  }
1198
1289
 
@@ -1200,73 +1291,78 @@ fn mirrorMove(
1200
1291
  battle: anytype,
1201
1292
  player: Player,
1202
1293
  mslot: u4,
1294
+ rewrap: bool,
1203
1295
  auto: bool,
1204
1296
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1297
+ options: anytype,
1298
+ ) anyerror!?Result {
1207
1299
  var side = battle.side(player);
1208
1300
  const foe = battle.foe(player);
1209
1301
 
1210
1302
  side.last_selected_move = foe.last_used_move;
1211
1303
 
1212
1304
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1305
+ try options.log.fail(.{ battle.active(player), .None });
1214
1306
  return null;
1307
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1308
+ incrementPP(side, mslot);
1215
1309
  }
1216
1310
 
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);
1311
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1312
+ return null;
1313
+ }
1314
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1315
  }
1222
1316
 
1223
1317
  fn metronome(
1224
1318
  battle: anytype,
1225
1319
  player: Player,
1226
1320
  mslot: u4,
1321
+ rewrap: bool,
1227
1322
  auto: bool,
1228
1323
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1324
+ options: anytype,
1325
+ ) anyerror!?Result {
1231
1326
  var side = battle.side(player);
1232
1327
 
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
-
1328
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1329
  incrementPP(side, mslot);
1247
1330
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1331
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1332
+ return null;
1333
+ }
1334
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1335
  }
1251
1336
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1337
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1338
  var immune = false;
1254
1339
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1340
+
1341
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1342
+
1256
1343
  assert(!immune);
1257
1344
  if (mist) {
1258
1345
  assert(!showdown);
1259
1346
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1347
+ try options.log.activate(.{ foe_ident, .Mist });
1348
+ try options.log.fail(.{ foe_ident, .None });
1262
1349
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1350
+ try options.chance.commit(player, .miss);
1351
+ try options.log.lastmiss(.{});
1352
+ try options.log.miss(.{battle.active(player)});
1265
1353
  }
1354
+
1266
1355
  return false;
1267
1356
  }
1268
1357
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1358
+ fn moveHit(
1359
+ battle: anytype,
1360
+ player: Player,
1361
+ move: Move.Data,
1362
+ immune: *bool,
1363
+ mist: *bool,
1364
+ options: anytype,
1365
+ ) bool {
1270
1366
  var side = battle.side(player);
1271
1367
  const foe = battle.foe(player);
1272
1368
 
@@ -1300,23 +1396,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1396
  }
1301
1397
 
1302
1398
  // 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)];
1399
+ const state = side.active.volatiles.state;
1400
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1401
+ const overwritten = overwrite and state > 0;
1402
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1403
+
1404
+ var accuracy = if (overwritten) state else @as(u16, move.accuracy);
1405
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1406
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1407
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1408
  accuracy = accuracy * boost[0] / boost[1];
1311
1409
  accuracy = @min(255, @max(1, accuracy));
1312
1410
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1411
+ // Pokémon Showdown only overwrites if the volatile is present
1412
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1413
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1414
 
1315
1415
  // 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;
1416
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1417
  };
1321
1418
 
1322
1419
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,7 +1423,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1423
  }
1327
1424
 
1328
1425
  if (!miss) return true;
1329
- battle.last_damage = 0;
1426
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1330
1427
  side.active.volatiles.Binding = false;
1331
1428
  return false;
1332
1429
  }
@@ -1334,8 +1431,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1334
1431
  fn checkFaint(
1335
1432
  battle: anytype,
1336
1433
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1434
+ options: anytype,
1435
+ ) @TypeOf(options.log).Error!?Result {
1339
1436
  const side = battle.side(player);
1340
1437
  if (side.stored().hp > 0) return null;
1341
1438
 
@@ -1343,33 +1440,32 @@ fn checkFaint(
1343
1440
  const foe_fainted = foe.stored().hp == 0;
1344
1441
 
1345
1442
  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;
1443
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1444
+ const more = player_out or foe_out;
1349
1445
 
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;
1446
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1447
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1352
1448
 
1353
1449
  assert(!side.active.volatiles.MultiHit);
1354
1450
  assert(!foe.active.volatiles.MultiHit);
1355
1451
 
1356
- if (tie) {
1357
- try log.tie();
1452
+ if (player_out and foe_out) {
1453
+ try options.log.tie(.{});
1358
1454
  return Result.Tie;
1359
1455
  } else if (player_out) {
1360
- try log.win(player.foe());
1456
+ try options.log.win(.{player.foe()});
1361
1457
  return if (player == .P1) Result.Lose else Result.Win;
1362
1458
  } else if (foe_out) {
1363
- try log.win(player);
1459
+ try options.log.win(.{player});
1364
1460
  return if (player == .P1) Result.Win else Result.Lose;
1365
1461
  }
1366
1462
 
1367
1463
  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 };
1464
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1465
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1370
1466
  }
1371
1467
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1468
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1373
1469
  var side = battle.side(player);
1374
1470
  var foe = battle.foe(player);
1375
1471
  assert(side.stored().hp == 0);
@@ -1402,35 +1498,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1498
  side.stored().stats.spe;
1403
1499
  }
1404
1500
 
1405
- try log.faint(battle.active(player), done);
1501
+ try options.log.faint(.{ battle.active(player), done });
1502
+ options.calc.capped(player);
1406
1503
  return null;
1407
1504
  }
1408
1505
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1506
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1507
  var side = battle.side(player);
1411
1508
  var stored = side.stored();
1412
1509
  const ident = battle.active(player);
1413
1510
  var volatiles = &side.active.volatiles;
1414
1511
 
1415
1512
  const brn = Status.is(stored.status, .BRN);
1416
- if (brn or Status.is(stored.status, .PSN)) blk: {
1513
+ if (brn or Status.is(stored.status, .PSN)) {
1417
1514
  var damage = @max(stored.stats.hp / 16, 1);
1418
-
1419
1515
  if (volatiles.Toxic) {
1420
1516
  volatiles.toxic += 1;
1421
1517
  damage *= volatiles.toxic;
1422
1518
  }
1519
+ damage = @min(damage, stored.hp);
1423
1520
 
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);
1521
+ if (!showdown or damage > 0) {
1522
+ stored.hp -= damage;
1523
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1524
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1525
+ }
1431
1526
  }
1432
1527
 
1433
1528
  if (volatiles.LeechSeed) {
1529
+ var foe = battle.foe(player);
1530
+ var foe_stored = foe.stored();
1531
+ const foe_ident = battle.active(player.foe());
1532
+
1533
+ if (foe_stored.hp == 0) {
1534
+ assert(showdown);
1535
+ return;
1536
+ }
1537
+
1434
1538
  var damage = @max(stored.stats.hp / 16, 1);
1435
1539
 
1436
1540
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1546,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1546
  const amount = @min(damage, stored.hp);
1443
1547
  stored.hp -= amount;
1444
1548
 
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);
1549
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1550
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1451
1551
 
1452
1552
  const before = foe_stored.hp;
1453
1553
  // Uncapped damage is added back to the foe
1454
1554
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1555
  // 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);
1556
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1457
1557
  }
1458
1558
  }
1459
1559
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1560
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1561
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1562
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1563
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1564
+ battle.turn += 1;
1565
+
1566
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1567
+ try options.log.tie(.{});
1466
1568
  return Result.Tie;
1467
1569
  }
1468
1570
 
1469
- battle.turn += 1;
1470
-
1471
1571
  if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1572
+ try options.log.tie(.{});
1473
1573
  return Result.Tie;
1474
1574
  } else if (battle.turn >= 65535) {
1475
1575
  return Result.Error;
1476
1576
  }
1477
1577
 
1478
- try log.turn(battle.turn);
1578
+ try options.log.turn(.{battle.turn});
1479
1579
 
1480
1580
  return Result.Default;
1481
1581
  }
1482
1582
 
1483
1583
  fn checkEBC(battle: anytype) bool {
1484
1584
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1585
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1586
 
1487
1587
  var foe_all_ghosts = true;
1488
1588
  var foe_all_transform = true;
@@ -1534,98 +1634,138 @@ fn checkEBC(battle: anytype) bool {
1534
1634
  return false;
1535
1635
  }
1536
1636
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1637
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1638
+ if (side.active.volatiles.disable_move != 0) {
1639
+ // A Pokémon that transforms after being disabled may end up with less move slots
1640
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1641
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1642
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1643
+ m
1644
+ else
1645
+ side.last_selected_move;
1646
+ if (m != .None and m == last) {
1647
+ side.active.volatiles.Charging = false;
1648
+ try options.log.cant(.{ ident, .Disable, last });
1649
+ return true;
1650
+ }
1651
+ }
1652
+ return false;
1653
+ }
1654
+
1655
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1656
+ const side = battle.side(who);
1657
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1658
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1659
+ }
1660
+ }
1661
+
1662
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1663
+ var volatiles = &active.volatiles;
1664
+ assert(volatiles.Thrashing);
1665
+ if (volatiles.attacks > 0) return false;
1666
+
1667
+ volatiles.Thrashing = false;
1668
+ volatiles.Confusion = true;
1669
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1670
+ return true;
1671
+ }
1672
+
1673
+ fn onBegin(
1674
+ battle: anytype,
1675
+ player: Player,
1676
+ move: Move.Data,
1677
+ mslot: u8,
1678
+ residual: *bool,
1679
+ options: anytype,
1680
+ ) !void {
1538
1681
  assert(move.effect.onBegin());
1539
1682
  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),
1683
+ .Confusion => Effects.confusion(battle, player, move, options),
1684
+ .Conversion => Effects.conversion(battle, player, options),
1685
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1686
+ .Haze => Effects.haze(battle, player, options),
1687
+ .Heal => Effects.heal(battle, player, options),
1688
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1689
+ .LightScreen => Effects.lightScreen(battle, player, options),
1690
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1691
+ .Mist => Effects.mist(battle, player, options),
1692
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1693
+ .Poison => Effects.poison(battle, player, move, options),
1694
+ .Reflect => Effects.reflect(battle, player, options),
1695
+ .Splash => Effects.splash(battle, player, options),
1696
+ .Substitute => Effects.substitute(battle, player, residual, options),
1697
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1698
+ .Transform => Effects.transform(battle, player, options),
1556
1699
  else => unreachable,
1557
1700
  };
1558
1701
  }
1559
1702
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1703
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1561
1704
  assert(move.effect.onEnd());
1562
1705
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1706
+ .Bide => Effects.bide(battle, player, options),
1564
1707
  // zig fmt: off
1565
1708
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1709
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1710
+ Effects.boost(battle, player, move, options),
1568
1711
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1712
+ Effects.unboost(battle, player, move, options),
1570
1713
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1714
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1715
  else => unreachable,
1573
1716
  };
1574
1717
  }
1575
1718
 
1576
- inline fn alwaysHappens(
1719
+ fn alwaysHappens(
1577
1720
  battle: anytype,
1578
1721
  player: Player,
1579
1722
  move: Move.Data,
1580
1723
  residual: *bool,
1581
- log: anytype,
1724
+ options: anytype,
1582
1725
  ) !void {
1583
1726
  assert(move.effect.alwaysHappens());
1584
1727
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1728
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1729
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1730
+ .PayDay => Effects.payDay(battle, player, options),
1588
1731
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1732
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1733
  .JumpKick, .Binding => {},
1591
1734
  else => unreachable,
1592
1735
  };
1593
1736
  }
1594
1737
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1738
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1739
  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),
1740
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1741
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1742
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1743
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1744
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1745
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1746
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1747
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1748
  // zig fmt: off
1606
1749
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1750
+ Effects.unboost(battle, player, move, options),
1608
1751
  // zig fmt: on
1609
1752
  else => {},
1610
1753
  };
1611
1754
  }
1612
1755
 
1613
1756
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1757
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1758
  var side = battle.side(player);
1616
1759
 
1617
1760
  side.active.volatiles.Bide = true;
1618
1761
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1619
1762
  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);
1763
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1624
1764
 
1625
- try log.start(battle.active(player), .Bide);
1765
+ try options.log.start(.{ battle.active(player), .Bide });
1626
1766
  }
1627
1767
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1768
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1769
  var foe = battle.foe(player);
1630
1770
  var foe_stored = foe.stored();
1631
1771
 
@@ -1636,96 +1776,92 @@ pub const Effects = struct {
1636
1776
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1777
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1778
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1779
+ try options.log.curestatus(.{
1780
+ battle.active(player.foe()),
1781
+ foe_stored.status,
1782
+ .Message,
1783
+ });
1640
1784
  foe_stored.status = 0;
1641
1785
  }
1642
1786
  return;
1643
1787
  }
1644
1788
 
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;
1789
+ if (foe.active.types.includes(move.type)) return;
1790
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1791
+ return;
1792
+ }
1653
1793
 
1654
1794
  foe_stored.status = Status.init(.BRN);
1655
1795
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1796
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1797
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1658
1798
  }
1659
1799
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1800
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1801
  var side = battle.side(player);
1662
1802
  var volatiles = &side.active.volatiles;
1663
1803
 
1664
1804
  volatiles.Charging = true;
1665
1805
  const move = side.last_selected_move;
1666
1806
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1807
+ try options.log.laststill(.{});
1808
+ try options.log.prepare(.{ battle.active(player), move });
1669
1809
  }
1670
1810
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1811
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1812
  var foe = battle.foe(player);
1673
1813
  const sub = foe.active.volatiles.Substitute;
1674
1814
 
1675
1815
  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;
1816
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1817
  } else {
1682
1818
  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
- }
1819
+ if (!try checkHit(battle, player, move, options)) return;
1820
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1688
1821
  } 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
- }
1822
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1823
+ if (!try checkHit(battle, player, move, options)) return;
1694
1824
  }
1825
+ try options.chance.commit(player, .hit);
1695
1826
  }
1696
1827
 
1697
1828
  if (foe.active.volatiles.Confusion) return;
1698
1829
  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);
1830
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1703
1831
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1832
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1705
1833
  }
1706
1834
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1835
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1836
  const foe = battle.foe(player);
1709
1837
 
1710
1838
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1839
+ try options.log.lastmiss(.{});
1840
+ return options.log.miss(.{battle.active(player)});
1713
1841
  }
1714
1842
 
1715
1843
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1844
+ return options.log.start(.{
1845
+ battle.active(player),
1846
+ .TypeChange,
1847
+ foe.active.types,
1848
+ battle.active(player.foe()),
1849
+ });
1717
1850
  }
1718
1851
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1852
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1853
  var foe = battle.foe(player);
1721
1854
  var volatiles = &foe.active.volatiles;
1722
1855
  const foe_ident = battle.active(player.foe());
1723
1856
 
1724
1857
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1858
+ if (!showdown) {
1859
+ if (!try checkHit(battle, player, move, options)) return null;
1860
+ try options.chance.commit(player, .hit);
1861
+ }
1726
1862
 
1727
- if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1863
+ if (volatiles.disable_move != 0) {
1864
+ try options.log.fail(.{ foe_ident, .None });
1729
1865
  return null;
1730
1866
  }
1731
1867
 
@@ -1741,7 +1877,7 @@ pub const Effects = struct {
1741
1877
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1878
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
1879
  if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1880
+ try options.log.fail(.{ foe_ident, .None });
1745
1881
  return null;
1746
1882
  } else if (err) {
1747
1883
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1749,23 +1885,22 @@ pub const Effects = struct {
1749
1885
  return Result.Error;
1750
1886
  }
1751
1887
 
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);
1888
+ volatiles.disable_move =
1889
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1890
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1757
1891
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1892
+ const id = foe.active.move(volatiles.disable_move).id;
1893
+ try options.log.start(.{ foe_ident, .Disable, id });
1759
1894
  return null;
1760
1895
  }
1761
1896
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1763
- var side = battle.side(player);
1764
- var stored = side.stored();
1897
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1898
+ var stored = battle.side(player).stored();
1899
+ const ident = battle.active(player);
1765
1900
 
1766
1901
  if (battle.last_damage == 0) {
1767
1902
  assert(showdown);
1768
- return;
1903
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1904
  }
1770
1905
 
1771
1906
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1909,7 @@ pub const Effects = struct {
1774
1909
  if (stored.hp == stored.stats.hp) return;
1775
1910
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1911
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1912
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1778
1913
  }
1779
1914
 
1780
1915
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1923,28 @@ pub const Effects = struct {
1788
1923
  side.active.volatiles.LeechSeed = false;
1789
1924
  }
1790
1925
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1926
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1927
  var volatiles = &battle.foe(player).active.volatiles;
1793
1928
 
1794
1929
  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;
1930
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1931
+ return;
1932
+ }
1804
1933
 
1805
1934
  volatiles.Flinch = true;
1806
1935
  volatiles.Recharging = false;
1807
1936
  }
1808
1937
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1938
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
1939
  var side = battle.side(player);
1811
1940
 
1812
1941
  if (side.active.volatiles.FocusEnergy) return;
1813
1942
  side.active.volatiles.FocusEnergy = true;
1814
1943
 
1815
- try log.start(battle.active(player), .FocusEnergy);
1944
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1816
1945
  }
1817
1946
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1947
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1948
  var foe = battle.foe(player);
1820
1949
  var foe_stored = foe.stored();
1821
1950
  const foe_ident = battle.active(player.foe());
@@ -1826,26 +1955,23 @@ pub const Effects = struct {
1826
1955
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
1956
  }
1828
1957
 
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
-
1958
+ if (foe.active.types.includes(move.type)) return;
1959
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
1960
  // Freeze Clause Mod
1836
1961
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
1962
 
1838
1963
  foe_stored.status = Status.init(.FRZ);
1839
1964
  // GLITCH: Hyper Beam recharging status is not cleared
1840
1965
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
1966
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1842
1967
  }
1843
1968
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1969
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1970
+ var log = options.log;
1845
1971
  var side = battle.side(player);
1846
1972
  var foe = battle.foe(player);
1847
1973
 
1848
- var side_stored = side.stored();
1974
+ const side_stored = side.stored();
1849
1975
  var foe_stored = foe.stored();
1850
1976
 
1851
1977
  const player_ident = battle.active(player);
@@ -1857,96 +1983,100 @@ pub const Effects = struct {
1857
1983
  side.active.stats = side_stored.stats;
1858
1984
  foe.active.stats = foe_stored.stats;
1859
1985
 
1860
- try log.activate(player_ident, .Haze);
1861
- try log.clearallboost();
1986
+ try log.activate(.{ player_ident, .Haze });
1987
+ try log.clearallboost(.{});
1862
1988
 
1863
1989
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
1990
  if (showdown) {
1865
1991
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
1992
+ const p: Player = @enumFromInt(i);
1867
1993
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
1994
  if (p != player and Status.any(s.stored().status)) {
1869
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1995
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1870
1996
  s.stored().status = 0;
1871
1997
  } else if (showdown and s.stored().status == Status.TOX) {
1872
1998
  s.stored().status = Status.init(.PSN);
1873
- try log.status(battle.active(p), s.stored().status, .None);
1999
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1874
2000
  }
1875
- try clearVolatiles(battle, p, log);
2001
+ try clearVolatiles(battle, p, p != player, options);
1876
2002
  }
1877
2003
  } else {
1878
2004
  if (Status.any(foe_stored.status)) {
1879
2005
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1880
2006
  foe.last_selected_move = .SKIP_TURN;
1881
2007
  }
1882
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
2008
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1883
2009
  foe_stored.status = 0;
1884
2010
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2011
+ try clearVolatiles(battle, player, false, options);
2012
+ try clearVolatiles(battle, player.foe(), true, options);
1887
2013
  }
1888
2014
  }
1889
2015
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2016
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2017
  var side = battle.side(player);
1892
2018
  var stored = side.stored();
1893
2019
  const ident = battle.active(player);
1894
2020
 
1895
2021
  // GLITCH: HP recovery move failure glitches
1896
2022
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2023
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2024
+ return options.log.fail(.{ ident, .None });
2025
+ }
1898
2026
 
1899
2027
  const rest = side.last_selected_move == .Rest;
1900
2028
  if (rest) {
1901
2029
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2030
  if (showdown) battle.rng.advance(1);
1903
2031
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2032
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1905
2033
  stored.hp = stored.stats.hp;
1906
2034
  } else {
1907
2035
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2036
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2037
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1910
2038
  }
1911
2039
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2040
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2041
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2042
+ try options.log.mustrecharge(.{battle.active(player)});
1915
2043
  }
1916
2044
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2045
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2046
  var foe = battle.foe(player);
1919
2047
 
1920
2048
  if (showdown) {
1921
2049
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2050
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2051
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1924
2052
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2053
+ if (!try checkHit(battle, player, move, options)) return;
1926
2054
  if (foe.active.volatiles.LeechSeed) return;
1927
2055
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2056
+ if (!try checkHit(battle, player, move, options)) return;
1929
2057
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2058
+ try options.log.lastmiss(.{});
2059
+ return options.log.miss(.{battle.active(player)});
1932
2060
  }
1933
2061
  }
1934
2062
 
2063
+ try options.chance.commit(player, .hit);
1935
2064
  foe.active.volatiles.LeechSeed = true;
1936
2065
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2066
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1938
2067
  }
1939
2068
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2069
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2070
  var side = battle.side(player);
2071
+ const ident = battle.active(player);
1942
2072
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2073
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1944
2074
  side.active.volatiles.LightScreen = true;
1945
2075
 
1946
- try log.start(battle.active(player), .LightScreen);
2076
+ try options.log.start(.{ ident, .LightScreen });
1947
2077
  }
1948
2078
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2079
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2080
  var side = battle.side(player);
1951
2081
  var foe = battle.foe(player);
1952
2082
 
@@ -1962,45 +2092,51 @@ pub const Effects = struct {
1962
2092
  const has_mimic = has_mimic: {
1963
2093
  for (side.active.moves, 0..) |m, i| {
1964
2094
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2095
+ oslot = @intCast(i + 1);
1966
2096
  break :has_mimic true;
1967
2097
  }
1968
2098
  }
1969
2099
  break :has_mimic false;
1970
2100
  };
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);
2101
+ if (!has_mimic) {
2102
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2103
+ if (!try checkHit(battle, player, move, options)) return;
2104
+ try options.chance.commit(player, .hit);
2105
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1975
2106
  }
1976
2107
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2108
+ if (!try checkHit(battle, player, move, options)) return;
2109
+ try options.chance.commit(player, .hit);
1978
2110
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2111
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2112
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2113
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2114
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1983
2115
  }
1984
2116
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2117
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2118
  var side = battle.side(player);
1987
2119
 
1988
2120
  if (side.active.volatiles.Mist) return;
1989
2121
  side.active.volatiles.Mist = true;
1990
2122
 
1991
- try log.start(battle.active(player), .Mist);
2123
+ try options.log.start(.{ battle.active(player), .Mist });
1992
2124
  }
1993
2125
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2126
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2127
  var side = battle.side(player);
1996
2128
 
1997
2129
  assert(!side.active.volatiles.MultiHit);
1998
2130
  side.active.volatiles.MultiHit = true;
1999
2131
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2132
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2133
+ try Rolls.distribution(battle, .MultiHit, player, options)
2134
+ else
2135
+ 2;
2001
2136
  }
2002
2137
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2138
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2139
+ var log = options.log;
2004
2140
  var foe = battle.foe(player);
2005
2141
  var foe_stored = foe.stored();
2006
2142
  const foe_ident = battle.active(player.foe());
@@ -2010,27 +2146,29 @@ pub const Effects = struct {
2010
2146
 
2011
2147
  if (showdown) {
2012
2148
  // 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;
2149
+ if (immune and !foe.active.volatiles.Invulnerable) {
2150
+ return log.immune(.{ foe_ident, .None });
2151
+ } else if (!try checkHit(battle, player, move, options)) return;
2015
2152
  }
2016
2153
  if (Status.any(foe_stored.status)) {
2017
- return log.fail(
2154
+ return log.fail(.{
2018
2155
  foe_ident,
2019
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2020
- );
2156
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2157
+ });
2021
2158
  }
2022
2159
  if (!showdown) {
2023
- if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2160
+ if (immune) return log.immune(.{ foe_ident, .None });
2161
+ if (!try checkHit(battle, player, move, options)) return;
2025
2162
  }
2163
+ try options.chance.commit(player, .hit);
2026
2164
 
2027
2165
  foe_stored.status = Status.init(.PAR);
2028
2166
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2029
2167
 
2030
- try log.status(foe_ident, foe_stored.status, .None);
2168
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2031
2169
  }
2032
2170
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2171
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2172
  var foe = battle.foe(player);
2035
2173
  var foe_stored = foe.stored();
2036
2174
 
@@ -2041,65 +2179,60 @@ pub const Effects = struct {
2041
2179
  }
2042
2180
 
2043
2181
  // 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;
2182
+ if (foe.active.types.includes(move.type)) return;
2183
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2184
+ return;
2185
+ }
2052
2186
 
2053
2187
  foe_stored.status = Status.init(.PAR);
2054
2188
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2189
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2190
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2057
2191
  }
2058
2192
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2193
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2194
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2195
+ try options.log.fieldactivate(.{});
2196
+ }
2061
2197
  }
2062
2198
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2199
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2200
+ var log = options.log;
2064
2201
  var foe = battle.foe(player);
2065
2202
  var foe_stored = foe.stored();
2066
2203
  const foe_ident = battle.active(player.foe());
2067
2204
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2205
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2206
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2207
  return;
2071
2208
  } else if (foe.active.volatiles.Substitute) {
2072
2209
  if (move.effect != .Poison) return;
2073
- return log.fail(foe_ident, .None);
2210
+ return log.fail(.{ foe_ident, .None });
2074
2211
  } else if (Status.any(foe_stored.status)) {
2075
2212
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2076
2213
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2077
2214
  // 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))
2215
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2079
2216
  if (!showdown)
2080
- .Poison
2217
+ Fail.Poison
2081
2218
  else if (toxic == (foe_stored.status == Status.TOX))
2082
- if (toxic) .Toxic else .Poison
2219
+ if (toxic) Fail.Toxic else Fail.Poison
2083
2220
  else
2084
- .None
2221
+ Fail.None
2085
2222
  else
2086
- .None);
2223
+ Fail.None });
2087
2224
  } else if (foe.active.types.includes(.Poison)) {
2088
2225
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2089
- return log.immune(foe_ident, .None);
2226
+ return log.immune(.{ foe_ident, .None });
2090
2227
  }
2091
2228
 
2092
2229
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2230
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2231
+ try options.chance.commit(player, .hit);
2094
2232
  } 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;
2233
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2234
+ return;
2235
+ }
2103
2236
  }
2104
2237
 
2105
2238
  foe_stored.status = Status.init(.PSN);
@@ -2109,39 +2242,46 @@ pub const Effects = struct {
2109
2242
  foe.active.volatiles.toxic = 0;
2110
2243
  }
2111
2244
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2245
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2246
  }
2114
2247
 
2115
2248
  fn rage(battle: anytype, player: Player) !void {
2116
2249
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2250
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2251
+ volatiles.Rage = true;
2121
2252
  }
2122
2253
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2254
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2255
  var side = battle.side(player);
2125
2256
  var stored = side.stored();
2126
2257
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2258
+ assert(showdown or battle.last_damage > 0);
2259
+ if (showdown and battle.last_damage == 0) return;
2260
+
2261
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2262
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2263
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2264
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2265
+ try options.log.damage(.{
2266
+ battle.active(player),
2267
+ stored,
2268
+ .RecoilOf,
2269
+ battle.active(player.foe()),
2270
+ });
2132
2271
  if (showdown and stored.hp == 0) residual.* = false;
2133
2272
  }
2134
2273
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2274
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2275
  var side = battle.side(player);
2276
+ const ident = battle.active(player);
2137
2277
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2278
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2139
2279
  side.active.volatiles.Reflect = true;
2140
2280
 
2141
- try log.start(battle.active(player), .Reflect);
2281
+ try options.log.start(.{ ident, .Reflect });
2142
2282
  }
2143
2283
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2284
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2285
  var foe = battle.foe(player);
2146
2286
  var foe_stored = foe.stored();
2147
2287
  const foe_ident = battle.active(player.foe());
@@ -2152,13 +2292,14 @@ pub const Effects = struct {
2152
2292
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2293
  } else {
2154
2294
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2295
+ return options.log.fail(.{
2156
2296
  foe_ident,
2157
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
- );
2297
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2298
+ });
2159
2299
  }
2160
2300
  // 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;
2301
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2302
+ try options.chance.commit(player, .hit);
2162
2303
  }
2163
2304
 
2164
2305
  // Sleep Clause Mod
@@ -2169,72 +2310,68 @@ pub const Effects = struct {
2169
2310
  }
2170
2311
  foe.active.volatiles.Recharging = false;
2171
2312
 
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
- });
2180
-
2181
- foe_stored.status = Status.slp(duration);
2182
- try log.statusFrom(foe_ident, foe_stored.status, battle.side(player).last_selected_move);
2313
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2314
+ const last = battle.side(player).last_selected_move;
2315
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2183
2316
  }
2184
2317
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2318
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2319
+ try options.log.activate(.{ battle.active(player), .Splash });
2187
2320
  }
2188
2321
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2322
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2323
  var side = battle.side(player);
2191
2324
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2193
- return;
2325
+ return options.log.fail(.{ battle.active(player), .Substitute });
2194
2326
  }
2195
2327
 
2196
2328
  assert(side.stored().stats.hp <= 1023);
2197
2329
  // 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);
2330
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2331
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2332
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2333
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2334
  // avoid having to convert to floating point)
2203
2335
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2336
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2206
- return;
2337
+ return options.log.fail(.{ battle.active(player), .Weak });
2207
2338
  }
2208
2339
 
2209
2340
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2210
2341
  side.stored().hp -= hp;
2211
2342
  side.active.volatiles.substitute = hp + 1;
2212
2343
  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);
2344
+ try options.log.start(.{ battle.active(player), .Substitute });
2345
+ if (hp > 0) {
2346
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2347
+ if (showdown and side.stored().hp == 0) residual.* = false;
2348
+ }
2215
2349
  }
2216
2350
 
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);
2351
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2352
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2353
+ if (showdown) {
2354
+ if (battle.side(player).last_selected_move == .Teleport) return;
2355
+ if (try checkHit(battle, player, move, options)) {
2356
+ try options.chance.commit(player, .hit);
2357
+ }
2358
+ battle.last_damage = 0;
2359
+ } else {
2360
+ try options.log.fail(.{ battle.active(player), .None });
2361
+ try options.log.laststill(.{});
2362
+ }
2222
2363
  }
2223
2364
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2365
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2366
  var volatiles = &battle.side(player).active.volatiles;
2226
2367
  assert(!volatiles.Thrashing);
2227
2368
  assert(!volatiles.Bide);
2228
2369
 
2229
2370
  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);
2371
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2235
2372
  }
2236
2373
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2374
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2375
  var side = battle.side(player);
2239
2376
  const foe = battle.foe(player);
2240
2377
  const foe_ident = battle.active(player.foe());
@@ -2260,10 +2397,10 @@ pub const Effects = struct {
2260
2397
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2398
  }
2262
2399
 
2263
- try log.transform(battle.active(player), foe_ident);
2400
+ try options.log.transform(.{ battle.active(player), foe_ident });
2264
2401
  }
2265
2402
 
2266
- fn binding(battle: anytype, player: Player) void {
2403
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2404
  var side = battle.side(player);
2268
2405
  var foe = battle.foe(player);
2269
2406
 
@@ -2271,12 +2408,16 @@ pub const Effects = struct {
2271
2408
  side.active.volatiles.Binding = true;
2272
2409
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2273
2410
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2274
- if (!showdown) foe.active.volatiles.Recharging = false;
2411
+ if (!showdown) {
2412
+ foe.active.volatiles.Recharging = false;
2413
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2414
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2415
+ side.active.volatiles.attacks =
2416
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2277
2417
  }
2278
2418
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2419
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2420
+ var log = options.log;
2280
2421
  var side = battle.side(player);
2281
2422
  const ident = battle.active(player);
2282
2423
 
@@ -2286,85 +2427,87 @@ pub const Effects = struct {
2286
2427
  switch (move.effect) {
2287
2428
  .AttackUp1, .AttackUp2, .Rage => {
2288
2429
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
- if (boosts.atk == 6) return try log.fail(ident, .None);
2430
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2290
2431
  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;
2432
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2433
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2293
2434
  if (stats.atk == MAX_STAT_VALUE) {
2294
2435
  boosts.atk -= 1;
2295
2436
  if (showdown) {
2296
- try log.boost(ident, reason, n);
2297
- try log.boost(ident, Boost.Attack, -1);
2437
+ try log.boost(.{ ident, reason, n });
2438
+ try log.boost(.{ ident, .Attack, -1 });
2298
2439
  if (move.effect == .Rage) return;
2299
2440
  }
2300
- return try log.fail(ident, .None);
2441
+ return log.fail(.{ ident, .None });
2301
2442
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2443
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2444
+ const stat = unmodifiedStats(battle, side).atk;
2304
2445
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
- try log.boost(ident, reason, n);
2446
+ try log.boost(.{ ident, reason, n });
2447
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2448
+ if (showdown and move.effect == .Rage) return;
2306
2449
  },
2307
2450
  .DefenseUp1, .DefenseUp2 => {
2308
2451
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
- if (boosts.def == 6) return try log.fail(ident, .None);
2452
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2310
2453
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2454
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2455
  if (stats.def == MAX_STAT_VALUE) {
2313
2456
  boosts.def -= 1;
2314
2457
  if (showdown) {
2315
- try log.boost(ident, .Defense, n);
2316
- try log.boost(ident, .Defense, -1);
2458
+ try log.boost(.{ ident, .Defense, n });
2459
+ try log.boost(.{ ident, .Defense, -1 });
2317
2460
  }
2318
- return try log.fail(ident, .None);
2461
+ return log.fail(.{ ident, .None });
2319
2462
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2463
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2464
+ const stat = unmodifiedStats(battle, side).def;
2322
2465
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
- try log.boost(ident, .Defense, n);
2466
+ try log.boost(.{ ident, .Defense, n });
2324
2467
  },
2325
2468
  .SpeedUp2 => {
2326
2469
  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));
2470
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2471
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2472
  if (stats.spe == MAX_STAT_VALUE) {
2330
2473
  boosts.spe -= 1;
2331
2474
  if (showdown) {
2332
- try log.boost(ident, .Speed, 2);
2333
- try log.boost(ident, .Speed, -1);
2475
+ try log.boost(.{ ident, .Speed, 2 });
2476
+ try log.boost(.{ ident, .Speed, -1 });
2334
2477
  }
2335
- return try log.fail(ident, .None);
2478
+ return log.fail(.{ ident, .None });
2336
2479
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2480
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2481
+ const stat = unmodifiedStats(battle, side).spe;
2339
2482
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, .Speed, 2);
2483
+ try log.boost(.{ ident, .Speed, 2 });
2341
2484
  },
2342
2485
  .SpecialUp1, .SpecialUp2 => {
2343
2486
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
- if (boosts.spc == 6) return try log.fail(ident, .None);
2487
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2345
2488
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2489
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2490
  if (stats.spc == MAX_STAT_VALUE) {
2348
2491
  boosts.spc -= 1;
2349
2492
  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);
2493
+ try log.boost(.{ ident, .SpecialAttack, n });
2494
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2496
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2354
2497
  }
2355
- return try log.fail(ident, .None);
2498
+ return log.fail(.{ ident, .None });
2356
2499
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2500
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2501
+ const stat = unmodifiedStats(battle, side).spc;
2359
2502
  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);
2503
+ try log.boost(.{ ident, .SpecialAttack, n });
2504
+ try log.boost(.{ ident, .SpecialDefense, n });
2362
2505
  },
2363
2506
  .EvasionUp1 => {
2364
2507
  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);
2508
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2509
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2510
+ try log.boost(.{ ident, .Evasion, 1 });
2368
2511
  },
2369
2512
  else => unreachable,
2370
2513
  }
@@ -2373,106 +2516,106 @@ pub const Effects = struct {
2373
2516
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2517
  }
2375
2518
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2519
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2520
+ var log = options.log;
2377
2521
  var foe = battle.foe(player);
2378
2522
  const foe_ident = battle.active(player.foe());
2523
+ const secondary = move.effect.isStatDownChance();
2379
2524
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2525
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2383
2526
 
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
2527
+ if (secondary) {
2528
+ const proc = try Rolls.unboost(battle, player, options);
2529
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2530
+ } else {
2531
+ // checkHit already checks for Invulnerable
2532
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2533
+ try options.chance.commit(player, .hit);
2392
2534
  }
2393
2535
 
2394
2536
  var stats = &foe.active.stats;
2395
2537
  var boosts = &foe.active.boosts;
2538
+ const fail = showdown or !secondary;
2396
2539
 
2397
2540
  switch (move.effect) {
2398
2541
  .AttackDown1, .AttackDownChance => {
2399
2542
  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));
2543
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2544
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2545
  if (stats.atk == 1) {
2403
2546
  boosts.atk += 1;
2404
2547
  if (showdown) {
2405
- try log.boost(foe_ident, .Attack, -1);
2406
- try log.boost(foe_ident, .Attack, 1);
2548
+ try log.boost(.{ foe_ident, .Attack, -1 });
2549
+ try log.boost(.{ foe_ident, .Attack, 1 });
2407
2550
  }
2408
- return try log.fail(foe_ident, .None);
2551
+ return log.fail(.{ foe_ident, .None });
2409
2552
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2553
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2554
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2555
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
- try log.boost(foe_ident, .Attack, -1);
2556
+ try log.boost(.{ foe_ident, .Attack, -1 });
2414
2557
  },
2415
2558
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2559
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2560
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2418
2561
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2562
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2563
  if (stats.def == 1) {
2421
2564
  boosts.def += 1;
2422
2565
  if (showdown) {
2423
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2424
- try log.boost(foe_ident, .Defense, 1);
2566
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2567
+ try log.boost(.{ foe_ident, .Defense, 1 });
2425
2568
  }
2426
- return try log.fail(foe_ident, .None);
2569
+ return log.fail(.{ foe_ident, .None });
2427
2570
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2571
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2572
+ const stat = unmodifiedStats(battle, foe).def;
2430
2573
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2574
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2432
2575
  },
2433
2576
  .SpeedDown1, .SpeedDownChance => {
2434
2577
  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));
2578
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2579
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2580
  if (stats.spe == 1) {
2438
2581
  boosts.spe += 1;
2439
2582
  if (showdown) {
2440
- try log.boost(foe_ident, .Speed, -1);
2441
- try log.boost(foe_ident, .Speed, 1);
2583
+ try log.boost(.{ foe_ident, .Speed, -1 });
2584
+ try log.boost(.{ foe_ident, .Speed, 1 });
2442
2585
  }
2443
- return try log.fail(foe_ident, .None);
2586
+ return log.fail(.{ foe_ident, .None });
2444
2587
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2588
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2589
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2590
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
- try log.boost(foe_ident, .Speed, -1);
2591
+ try log.boost(.{ foe_ident, .Speed, -1 });
2449
2592
  assert(boosts.spe >= -6);
2450
2593
  },
2451
2594
  .SpecialDownChance => {
2452
2595
  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));
2596
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2597
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2598
  if (stats.spc == 1) {
2456
2599
  boosts.spc += 1;
2457
2600
  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);
2601
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2604
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2462
2605
  }
2463
- return try log.fail(foe_ident, .None);
2606
+ return log.fail(.{ foe_ident, .None });
2464
2607
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2608
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2609
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2610
  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);
2611
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2612
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2470
2613
  },
2471
2614
  .AccuracyDown1 => {
2472
2615
  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);
2616
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2617
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2618
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2476
2619
  },
2477
2620
  else => unreachable,
2478
2621
  }
@@ -2482,8 +2625,7 @@ pub const Effects = struct {
2482
2625
  }
2483
2626
  };
2484
2627
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2628
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2629
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2630
  const id = ID.from(side.active.volatiles.transform);
2489
2631
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,37 +2639,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2639
  }
2498
2640
  }
2499
2641
 
2500
- fn isForced(active: ActivePokemon) bool {
2642
+ fn isForced(active: anytype) bool {
2501
2643
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2644
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2645
  }
2504
2646
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2647
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2648
+ var log = options.log;
2506
2649
  var side = battle.side(who);
2507
2650
  var volatiles = &side.active.volatiles;
2508
2651
  const ident = battle.active(who);
2509
2652
 
2510
- if (volatiles.disabled_move != 0) {
2511
- volatiles.disabled_move = 0;
2512
- volatiles.disabled_duration = 0;
2513
- try log.end(ident, .DisableSilent);
2653
+ options.chance.clearDurations(who, clear);
2654
+
2655
+ if (volatiles.disable_move != 0) {
2656
+ volatiles.disable_move = 0;
2657
+ volatiles.disable_duration = 0;
2658
+ try log.end(.{ ident, .DisableSilent });
2514
2659
  }
2515
2660
  if (volatiles.Confusion) {
2516
2661
  // volatiles.confusion is left unchanged
2517
2662
  volatiles.Confusion = false;
2518
- try log.end(ident, .ConfusionSilent);
2663
+ try log.end(.{ ident, .ConfusionSilent });
2519
2664
  }
2520
2665
  if (volatiles.Mist) {
2521
2666
  volatiles.Mist = false;
2522
- try log.end(ident, .Mist);
2667
+ try log.end(.{ ident, .MistSilent });
2523
2668
  }
2524
2669
  if (volatiles.FocusEnergy) {
2525
2670
  volatiles.FocusEnergy = false;
2526
- try log.end(ident, .FocusEnergy);
2671
+ try log.end(.{ ident, .FocusEnergySilent });
2527
2672
  }
2528
2673
  if (volatiles.LeechSeed) {
2529
2674
  volatiles.LeechSeed = false;
2530
- try log.end(ident, .LeechSeed);
2675
+ try log.end(.{ ident, .LeechSeedSilent });
2531
2676
  }
2532
2677
  if (!showdown and volatiles.Toxic) {
2533
2678
  volatiles.Toxic = false;
@@ -2535,95 +2680,328 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2535
2680
  }
2536
2681
  if (volatiles.LightScreen) {
2537
2682
  volatiles.LightScreen = false;
2538
- try log.end(ident, .LightScreen);
2683
+ try log.end(.{ ident, .LightScreenSilent });
2539
2684
  }
2540
2685
  if (volatiles.Reflect) {
2541
2686
  volatiles.Reflect = false;
2542
- try log.end(ident, .Reflect);
2687
+ try log.end(.{ ident, .ReflectSilent });
2543
2688
  }
2544
2689
  if (showdown and volatiles.Toxic) {
2545
2690
  volatiles.Toxic = false;
2546
2691
  // Pokémon Showdown erroneously clears the toxic counter
2547
2692
  volatiles.toxic = 0;
2548
- try log.end(ident, .Toxic);
2693
+ try log.end(.{ ident, .ToxicSilent });
2549
2694
  }
2550
2695
  }
2551
2696
 
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
- }
2697
+ pub const Rolls = struct {
2698
+ fn speedTie(battle: anytype, options: anytype) !bool {
2699
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2700
+ player == .P1
2701
+ else if (showdown)
2702
+ battle.rng.range(u8, 0, 2) == 0
2703
+ else
2704
+ battle.rng.next() < Gen12.percent(50) + 1;
2705
+
2706
+ try options.chance.speedTie(p1);
2707
+ return p1;
2561
2708
  }
2562
- return false;
2563
- }
2564
2709
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2710
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2711
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2712
+ val == .true
2713
+ else if (showdown)
2714
+ battle.rng.chance(u8, rate, 256)
2715
+ else
2716
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2569
2717
 
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);
2718
+ try options.chance.criticalHit(player, crit, rate);
2719
+ return crit;
2720
+ }
2576
2721
 
2577
- return true;
2578
- }
2722
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2723
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2724
+ val
2725
+ else roll: {
2726
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2727
+ while (true) {
2728
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2729
+ if (r >= 217) break :roll r;
2730
+ }
2731
+ };
2579
2732
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2733
+ assert(roll >= 217 and roll <= 255);
2734
+ try options.chance.damage(player, roll);
2735
+ return roll;
2736
+ }
2581
2737
 
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
- }
2738
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2739
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2740
+ val == .true
2741
+ else if (showdown)
2742
+ battle.rng.chance(u8, accuracy, 256)
2743
+ else
2744
+ battle.rng.next() < accuracy;
2587
2745
 
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;
2746
+ options.chance.hit(ok, accuracy);
2747
+ return ok;
2748
+ }
2749
+
2750
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2751
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2752
+ val == .true
2753
+ else if (showdown)
2754
+ !battle.rng.chance(u8, 128, 256)
2755
+ else
2756
+ battle.rng.next() >= Gen12.percent(50) + 1;
2757
+
2758
+ try options.chance.confused(player, cfz);
2759
+ return cfz;
2760
+ }
2761
+
2762
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2763
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2764
+ val == .true
2765
+ else if (showdown)
2766
+ battle.rng.chance(u8, 63, 256)
2767
+ else
2768
+ battle.rng.next() < Gen12.percent(25);
2769
+
2770
+ try options.chance.paralyzed(player, par);
2771
+ return par;
2772
+ }
2773
+
2774
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2775
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2776
+ val == .true
2777
+ else if (showdown)
2778
+ battle.rng.chance(u8, 25, 256)
2779
+ else
2780
+ battle.rng.next() < Gen12.percent(10);
2781
+
2782
+ try options.chance.secondaryChance(player, proc, 25);
2783
+ return proc;
2784
+ }
2785
+
2786
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2787
+ const rate: u8 = if (low) 26 else 77;
2788
+
2789
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2790
+ val == .true
2791
+ else if (showdown)
2792
+ battle.rng.chance(u8, rate, 256)
2793
+ else
2794
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2795
+
2796
+ try options.chance.secondaryChance(player, proc, rate);
2797
+ return proc;
2798
+ }
2799
+
2800
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2801
+ const rate: u8 = if (low) 52 else 103;
2802
+
2803
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2804
+ val == .true
2805
+ else if (showdown)
2806
+ battle.rng.chance(u8, rate, 256)
2807
+ else
2808
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2809
+
2810
+ try options.chance.secondaryChance(player, proc, rate);
2811
+ return proc;
2812
+ }
2813
+
2814
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2815
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2816
+ val == .true
2817
+ else if (showdown)
2818
+ battle.rng.chance(u8, 85, 256)
2819
+ else
2820
+ battle.rng.next() < Gen12.percent(33) + 1;
2821
+
2822
+ try options.chance.secondaryChance(player, proc, 85);
2823
+ return proc;
2824
+ }
2825
+
2826
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2827
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2828
+ val
2829
+ else if (showdown)
2830
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2831
+ else move: {
2832
+ while (true) {
2833
+ const r = battle.rng.next();
2834
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2835
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2836
+ break :move @enumFromInt(r);
2837
+ }
2838
+ };
2839
+
2840
+ try options.chance.metronome(player, move);
2841
+ return move;
2842
+ }
2843
+
2844
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2845
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2846
+ val - 1
2847
+ else if (showdown)
2848
+ battle.rng.range(u8, 0, max)
2849
+ else power: {
2850
+ while (true) {
2851
+ const r = battle.rng.next();
2852
+ if (r < max) break :power r;
2853
+ }
2854
+ };
2855
+
2856
+ assert(power < max);
2857
+ try options.chance.psywave(player, power, max);
2858
+ return power;
2859
+ }
2860
+
2861
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2862
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2863
+ @intCast(val)
2864
+ else if (showdown)
2865
+ battle.rng.range(u3, 1, 8)
2866
+ else duration: {
2867
+ while (true) {
2868
+ const r = battle.rng.next() & 7;
2869
+ if (r != 0) break :duration @intCast(r);
2595
2870
  }
2871
+ };
2872
+
2873
+ assert(duration >= 1 and duration <= 7);
2874
+ options.chance.duration(.sleep, player, player.foe(), duration);
2875
+ return duration;
2876
+ }
2877
+
2878
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2879
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2880
+ val
2881
+ else if (showdown)
2882
+ battle.rng.range(u4, 1, 9)
2883
+ else
2884
+ @intCast((battle.rng.next() & 7) + 1);
2885
+
2886
+ assert(duration >= 1 and duration <= 8);
2887
+ options.chance.duration(.disable, player, player.foe(), duration);
2888
+ return duration;
2889
+ }
2890
+
2891
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2892
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2893
+ @intCast(val)
2894
+ else if (showdown)
2895
+ battle.rng.range(u3, 2, 6)
2896
+ else
2897
+ @intCast((battle.rng.next() & 3) + 2);
2898
+
2899
+ assert(duration >= 2 and duration <= 5);
2900
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2901
+ return duration;
2902
+ }
2903
+
2904
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2905
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2906
+ @intCast(val)
2907
+ else if (showdown)
2908
+ battle.rng.range(u3, 2, 4)
2909
+ else
2910
+ @intCast((battle.rng.next() & 1) + 2);
2911
+
2912
+ assert(duration >= 2 and duration <= 3);
2913
+ options.chance.duration(.attacking, player, player, duration);
2914
+ return duration;
2915
+ }
2916
+
2917
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2918
+
2919
+ fn distribution(
2920
+ battle: anytype,
2921
+ comptime effect: Move.Effect,
2922
+ player: Player,
2923
+ options: anytype,
2924
+ ) !u3 {
2925
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2926
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2927
+ @intCast(val)
2928
+ else if (showdown)
2929
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2930
+ else n: {
2931
+ const r = (battle.rng.next() & 3);
2932
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2933
+ };
2934
+
2935
+ assert(n >= 2 and n <= 5);
2936
+ if (effect == .Binding) {
2937
+ options.chance.duration(.binding, player, player, n);
2596
2938
  } 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;
2939
+ try options.chance.multiHit(player, n);
2940
+ }
2941
+ return n;
2942
+ }
2943
+
2944
+ fn moveSlot(
2945
+ battle: anytype,
2946
+ player: Player,
2947
+ moves: []MoveSlot,
2948
+ check_pp: u4,
2949
+ options: anytype,
2950
+ ) !u4 {
2951
+ // TODO: consider throwing error instead of rerolling?
2952
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2953
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2954
+ val
2955
+ else
2956
+ null
2957
+ else
2958
+ null;
2959
+
2960
+ const slot: u4 = overridden orelse slot: {
2961
+ if (showdown) {
2962
+ if (check_pp == 0) {
2963
+ var i: usize = moves.len;
2964
+ while (i > 0) {
2965
+ i -= 1;
2966
+ if (moves[i].id != .None) {
2967
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2968
+ }
2969
+ }
2970
+ } else {
2971
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2972
+ var i: usize = 0;
2973
+ while (i < moves.len and r > 0) : (i += 1) {
2974
+ if (moves[i].pp > 0) {
2975
+ r -= 1;
2976
+ if (r == 0) break :slot @intCast(i + 1);
2977
+ }
2978
+ }
2603
2979
  }
2604
2980
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
2981
 
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;
2982
+ while (true) {
2983
+ const r: u4 = @intCast(battle.rng.next() & 3);
2984
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
2985
+ }
2986
+ };
2987
+
2988
+ try options.chance.moveSlot(player, slot, moves, check_pp);
2989
+ return slot;
2612
2990
  }
2613
- }
2991
+ };
2614
2992
 
2615
2993
  test "RNG agreement" {
2616
2994
  if (!showdown) return;
2617
2995
  var expected: [256]u32 = undefined;
2618
2996
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
2997
+ expected[i] = @intCast(i * 0x1000000);
2620
2998
  }
2621
2999
 
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 };
3000
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3001
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3002
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3003
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3004
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2627
3005
 
2628
3006
  for (0..expected.len) |i| {
2629
3007
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2659,7 +3037,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3037
  const side = battle.side(player);
2660
3038
  const foe = battle.foe(player);
2661
3039
 
2662
- var active = side.active;
3040
+ const active = &side.active;
2663
3041
  const stored = side.stored();
2664
3042
 
2665
3043
  // While players are not given any input options on the cartridge in these cases,
@@ -2673,7 +3051,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3051
  // strictly correct as the player would not have been presented the option to move or
2674
3052
  // switch at all.
2675
3053
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3054
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3055
  n += 1;
2678
3056
  return n;
2679
3057
  }
@@ -2710,9 +3088,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2710
3088
  while (slot <= 4) : (slot += 1) {
2711
3089
  const m = active.moves[slot - 1];
2712
3090
  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;
3091
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3092
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3093
+ const struggle =
3094
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3095
+ const s = if (struggle) 0 else slot;
2716
3096
  out[n] = .{ .type = .Move, .data = s };
2717
3097
  n += 1;
2718
3098
  return n;
@@ -2726,7 +3106,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2726
3106
  const m = active.moves[slot - 1];
2727
3107
  if (m.id == .None) break;
2728
3108
  if (m.pp == 0) continue;
2729
- if (active.volatiles.disabled_move == slot) continue;
3109
+ if (active.volatiles.disable_move == slot) continue;
2730
3110
  out[n] = .{ .type = .Move, .data = slot };
2731
3111
  n += 1;
2732
3112
  }