@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.6cc9e067

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Files changed (63) hide show
  1. package/LICENSE +1 -3
  2. package/README.md +135 -73
  3. package/build/pkg/addon.d.ts +7 -0
  4. package/build/pkg/addon.js +111 -0
  5. package/build/pkg/addon.js.map +1 -0
  6. package/build/pkg/data/ids.json +12 -12
  7. package/build/pkg/data/layout.json +27 -5
  8. package/build/pkg/data/protocol.json +69 -12
  9. package/build/pkg/data.d.ts +5 -6
  10. package/build/pkg/data.js +3 -5
  11. package/build/pkg/data.js.map +1 -1
  12. package/build/pkg/gen1.d.ts +5 -4
  13. package/build/pkg/gen1.js +49 -33
  14. package/build/pkg/gen1.js.map +1 -1
  15. package/build/pkg/index.d.ts +17 -13
  16. package/build/pkg/index.js.map +1 -1
  17. package/build/pkg/protocol.d.ts +4 -2
  18. package/build/pkg/protocol.js +65 -44
  19. package/build/pkg/protocol.js.map +1 -1
  20. package/build/test/display.js +400 -0
  21. package/build/test/display.js.map +1 -0
  22. package/build/tools/debug.js +134 -0
  23. package/build/tools/debug.js.map +1 -0
  24. package/build.zig +168 -140
  25. package/package.json +86 -46
  26. package/src/bin/install-pkmn-engine +79 -39
  27. package/src/bin/pkmn-debug +62 -0
  28. package/src/lib/common/battle.zig +17 -0
  29. package/src/lib/common/data.zig +19 -31
  30. package/src/lib/common/debug.zig +21 -11
  31. package/src/lib/common/js.zig +118 -0
  32. package/src/lib/common/optional.zig +67 -0
  33. package/src/lib/common/options.zig +12 -3
  34. package/src/lib/common/protocol.zig +942 -403
  35. package/src/lib/common/rational.zig +357 -0
  36. package/src/lib/common/rng.zig +35 -26
  37. package/src/lib/common/util.zig +12 -0
  38. package/src/lib/gen1/calc.zig +426 -0
  39. package/src/lib/gen1/chance.zig +1061 -0
  40. package/src/lib/gen1/data/moves.zig +202 -190
  41. package/src/lib/gen1/data/species.zig +5 -5
  42. package/src/lib/gen1/data/types.zig +10 -10
  43. package/src/lib/gen1/data.zig +106 -92
  44. package/src/lib/gen1/helpers.zig +602 -41
  45. package/src/lib/gen1/mechanics.zig +1228 -821
  46. package/src/lib/gen2/calc.zig +143 -0
  47. package/src/lib/gen2/chance.zig +1315 -0
  48. package/src/lib/gen2/data/items.zig +14 -20
  49. package/src/lib/gen2/data/moves.zig +664 -570
  50. package/src/lib/gen2/data/species.zig +2 -2
  51. package/src/lib/gen2/data/types.zig +137 -34
  52. package/src/lib/gen2/data.zig +134 -96
  53. package/src/lib/gen2/generated.zig +806 -0
  54. package/src/lib/gen2/helpers.zig +50 -26
  55. package/src/lib/gen2/mechanics.zig +3591 -12
  56. package/src/lib/node.zig +131 -0
  57. package/src/lib/pkmn.zig +86 -12
  58. package/src/lib/wasm.zig +13 -0
  59. package/src/test/display/pkmn.html.tmpl +368 -0
  60. package/src/lib/binding/node.zig +0 -229
  61. package/src/lib/binding/wasm.zig +0 -10
  62. package/src/lib/gen1/README.md +0 -778
  63. package/src/lib/gen2/README.md +0 -309
@@ -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);
530
-
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
571
+ try log.activate(.{ ident, .Confusion });
535
572
 
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 +597,120 @@ 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;
571
-
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);
612
+ if (!showdown and try disabled(side, ident, options)) return .done;
577
613
 
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
- assert(volatiles.attacks > 0);
638
+ if (options.calc.modify(player, .attacking)) |extend| {
639
+ if (!extend) volatiles.attacks = 0;
640
+ } else {
641
+ volatiles.attacks -= 1;
642
+ }
643
+ try options.chance.attacking(player, volatiles.attacks);
596
644
 
597
- volatiles.attacks -= 1;
598
645
  if (volatiles.attacks != 0) {
599
- try log.activate(ident, .Bide);
646
+ try log.activate(.{ ident, .Bide });
600
647
  return .done;
601
648
  }
602
649
 
603
650
  volatiles.Bide = false;
604
- try log.end(ident, .Bide);
651
+ try log.end(.{ ident, .Bide });
605
652
 
606
653
  battle.last_damage = volatiles.state *% 2;
607
654
  volatiles.state = 0;
608
655
 
609
656
  if (battle.last_damage == 0) {
610
- try log.fail(ident, .None);
657
+ try log.fail(.{ ident, .None });
611
658
  return .done;
612
659
  }
613
660
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
661
+ const sub = showdown and foe.active.volatiles.Substitute;
662
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
663
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
664
+
665
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
666
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
667
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
668
+ if (showdown) {
669
+ residual.* = false;
670
+ try handleResidual(battle, player, options);
671
+ }
672
+
615
673
  return .done;
616
674
  }
617
675
 
618
676
  if (volatiles.Thrashing) {
619
- assert(volatiles.attacks > 0);
620
- assert(from != null);
621
- volatiles.attacks -= 1;
622
- if (!showdown and handleThrashing(battle, active)) {
623
- try log.start(battle.active(player), .ConfusionSilent);
677
+ if (options.calc.modify(player, .attacking)) |extend| {
678
+ if (!extend) volatiles.attacks = 0;
679
+ } else {
680
+ volatiles.attacks -= 1;
624
681
  }
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);
682
+ try options.chance.attacking(player, volatiles.attacks);
683
+
684
+ if (!showdown and handleThrashing(battle, active, player, options)) {
685
+ try log.start(.{ battle.active(player), .ConfusionSilent });
686
+ }
687
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
+ if (showdown) {
689
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
+ // used in useMove and doesn't have the notion of skipping canMove semantics
691
+ side.last_used_move = side.last_selected_move;
692
+ if (handleThrashing(battle, active, player, options)) {
693
+ try log.start(.{ battle.active(player), .ConfusionSilent });
694
+ }
628
695
  }
629
696
  return .skip_can;
630
697
  }
631
698
 
632
699
  if (volatiles.Binding) {
633
- assert(volatiles.attacks > 0);
634
- volatiles.attacks -= 1;
635
- try log.move(
636
- battle.active(player),
637
- side.last_selected_move,
638
- battle.active(player.foe()),
639
- side.last_selected_move,
640
- );
700
+ if (options.calc.modify(player, .binding)) |extend| {
701
+ if (!extend) volatiles.attacks = 0;
702
+ } else {
703
+ volatiles.attacks -= 1;
704
+ }
705
+ try options.chance.binding(player, volatiles.attacks);
706
+
707
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
641
708
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
709
+ const sub = showdown and foe.active.volatiles.Substitute;
710
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
711
+ if (battle.foe(player).stored().hp > 0 and !sub) {
712
+ try buildRage(battle, player.foe(), options);
713
+ }
643
714
  }
644
715
  return .done;
645
716
  }
@@ -653,55 +724,57 @@ fn canMove(
653
724
  mslot: u4,
654
725
  auto: bool,
655
726
  skip_pp: bool,
656
- from: ?Move,
657
- log: anytype,
727
+ from: Move,
728
+ residual: *bool,
729
+ options: anytype,
658
730
  ) !bool {
659
731
  var side = battle.side(player);
660
732
  const player_ident = battle.active(player);
661
733
  const move = Move.get(side.last_selected_move);
662
734
 
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
735
  if (side.active.volatiles.Charging) {
669
736
  side.active.volatiles.Charging = false;
670
737
  side.active.volatiles.Invulnerable = false;
671
738
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
739
+ try options.log.move(.{ player_ident, side.last_selected_move, ID{}, from });
740
+ setCounterable(battle, player, side, move);
741
+ try Effects.charge(battle, player, options);
674
742
  return false;
675
743
  }
676
744
 
677
- if (!showdown or !special) side.last_used_move = side.last_selected_move;
678
- if (!skip) decrementPP(side, mslot, auto);
745
+ side.last_used_move = side.last_selected_move;
746
+ if (!skip_pp) decrementPP(side, mslot, auto);
679
747
 
680
748
  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);
749
+ try options.log.move(.{ player_ident, side.last_selected_move, battle.active(target), from });
750
+ setCounterable(battle, player, side, move);
689
751
 
690
752
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
753
+ try onBegin(battle, player, move, mslot, residual, options);
692
754
  return false;
693
755
  }
694
756
 
695
757
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
758
+ Effects.thrashing(battle, player, options);
697
759
  } else if (!showdown and move.effect == .Binding) {
698
760
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
761
+ try Effects.binding(battle, player, false, options);
700
762
  }
701
763
 
702
764
  return true;
703
765
  }
704
766
 
767
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
768
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
769
+ // in cases where an early return happens the data for a players last selected move does not get
770
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
771
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
772
+ // as the desync results from actually having two separate battle states that subtly disagree
773
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
774
+ (move.type == .Normal or move.type == .Fighting);
775
+ battle.lastMove(player).counterable = @intFromBool(counterable);
776
+ }
777
+
705
778
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
779
  if (side.last_selected_move == .Struggle) return;
707
780
 
@@ -711,12 +784,14 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
711
784
  assert(!volatiles.Rage and !volatiles.Thrashing and !volatiles.MultiHit);
712
785
  if (volatiles.Bide) return;
713
786
 
714
- assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
787
+ var move_slot = active.move(mslot);
788
+ assert(move_slot.pp > 0 or auto);
789
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
716
790
  if (volatiles.Transform) return;
717
791
 
718
- assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
792
+ move_slot = side.stored().move(mslot);
793
+ assert(move_slot.pp > 0 or auto);
794
+ move_slot.pp = @as(u6, @intCast(move_slot.pp)) -% 1;
720
795
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
796
  }
722
797
 
@@ -724,12 +799,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
799
  var active = &side.active;
725
800
  const volatiles = &active.volatiles;
726
801
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
802
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
803
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
804
  if (showdown and volatiles.Transform) return;
730
805
 
731
806
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
807
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
808
  }
734
809
 
735
810
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +812,12 @@ fn doMove(
737
812
  battle: anytype,
738
813
  player: Player,
739
814
  mslot: u4,
815
+ rewrap: bool,
740
816
  auto: bool,
741
817
  residual: *bool,
742
- log: anytype,
818
+ options: anytype,
743
819
  ) !?Result {
820
+ var log = options.log;
744
821
  var side = battle.side(player);
745
822
  const foe = battle.foe(player);
746
823
 
@@ -755,35 +832,44 @@ fn doMove(
755
832
  var hits: u4 = 1;
756
833
  var effectiveness = Effectiveness.neutral;
757
834
 
835
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
836
+ if (showdown and !counter) battle.last_damage = 0;
837
+
758
838
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
839
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
840
+ return specialDamage(battle, player, move, options);
761
841
  }
762
842
 
763
843
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
844
  // calling moveHit early covers most of that but we also need to check type immunity first
765
845
  var miss = showdown and miss: {
766
846
  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);
847
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
848
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
849
  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);
850
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
851
+ battle.last_damage = 0;
852
+ break :miss true;
853
+ }
854
+ break :miss (move.target != .Self and
855
+ !moveHit(battle, player, move, &immune, &mist, options));
772
856
  };
773
857
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
858
 
859
+ var late = showdown and move.effect != .Explode;
775
860
  const skip = status or immune;
776
861
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
862
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
863
+ try Effects.multiHit(battle, player, move, options);
779
864
  hits = side.active.volatiles.attacks;
865
+ late = false;
780
866
  }
781
867
 
782
868
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
869
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
870
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
871
 
786
- if (counter) return counterDamage(battle, player, move, log);
872
+ if (counter) return counterDamage(battle, player, move, options);
787
873
 
788
874
  battle.last_damage = 0;
789
875
 
@@ -805,17 +891,15 @@ fn doMove(
805
891
  effectiveness = adjustDamage(battle, player);
806
892
  immune = effectiveness == 0;
807
893
  }
808
- randomizeDamage(battle);
894
+ try randomizeDamage(battle, player, options);
809
895
  }
810
896
  }
811
897
 
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
-
898
+ const zero = battle.last_damage == 0;
815
899
  miss = if (showdown or skip)
816
900
  miss
817
901
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
902
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
819
903
 
820
904
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
905
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +907,11 @@ fn doMove(
823
907
 
824
908
  if (!showdown or !miss) {
825
909
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
910
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
911
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
912
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
913
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
914
+ try onEnd(battle, player, move, options);
831
915
  return null;
832
916
  }
833
917
  }
@@ -839,62 +923,64 @@ fn doMove(
839
923
  ohko = (!showdown or (!immune and !invulnerable)) and
840
924
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
925
  if (ohko) {
842
- try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
844
- try log.immune(foe_ident, .None);
926
+ try log.immune(.{ foe_ident, .OHKO });
927
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
+ try log.immune(.{ foe_ident, .None });
845
929
  } else if (mist) {
846
- if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
- try log.fail(foe_ident, .None);
930
+ if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
+ try log.fail(.{ foe_ident, .None });
848
932
  } else {
849
- try log.lastmiss();
850
- try log.miss(battle.active(player));
933
+ if (showdown or !zero) try options.chance.commit(player, .miss);
934
+ try log.lastmiss(.{});
935
+ try log.miss(.{battle.active(player)});
851
936
  }
852
937
  if (move.effect == .JumpKick) {
853
938
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
939
+ assert(showdown or battle.last_damage == 0);
855
940
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
941
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
942
  if (showdown and side.stored().hp == 0) residual.* = false;
858
943
  } else if (move.effect == .Explode) {
859
944
  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
- }
945
+ try buildRage(battle, player.foe(), options);
946
+ } else if (showdown and move.effect == .Disable) {
947
+ try buildRage(battle, player.foe(), options);
948
+ } else if (!showdown and immune and move.effect == .Binding) {
949
+ try options.chance.commit(player, .binding);
869
950
  }
870
951
  return null;
952
+ } else {
953
+ try options.chance.commit(player, .hit);
871
954
  }
872
955
 
873
956
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
957
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
958
  // it up above before damage calculation).
876
959
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
960
+ try Effects.multiHit(battle, player, move, options);
878
961
  hits = side.active.volatiles.attacks;
879
962
  }
880
963
 
964
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
965
+ const sub = showdown and foe.active.volatiles.Substitute;
966
+
881
967
  var nullified = false;
882
968
  var hit: u4 = 0;
883
969
  while (hit < hits) {
884
970
  if (hit == 0) {
885
- if (crit) try log.crit(battle.active(player.foe()));
971
+ if (crit) try log.crit(.{battle.active(player.foe())});
886
972
  if (effectiveness > Effectiveness.neutral) {
887
- try log.supereffective(battle.active(player.foe()));
973
+ try log.supereffective(.{battle.active(player.foe())});
888
974
  } else if (effectiveness < Effectiveness.neutral) {
889
- try log.resisted(battle.active(player.foe()));
975
+ try log.resisted(.{battle.active(player.foe())});
890
976
  }
891
977
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
893
- if (hit == 0 and ohko) try log.ohko();
978
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
979
+ if (hit == 0 and ohko) try log.ohko(.{});
894
980
  hit += 1;
895
981
  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);
982
+ if (!late and (!sub or move.effect == .Explode)) {
983
+ try buildRage(battle, player.foe(), options);
898
984
  }
899
985
  // If the substitute breaks during a multi-hit attack, the attack ends
900
986
  if (nullified) break;
@@ -905,17 +991,23 @@ fn doMove(
905
991
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
992
  side.active.volatiles.attacks = 0;
907
993
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
994
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
995
  }
910
- try log.hitcount(battle.active(player.foe()), hit);
996
+ try log.hitcount(.{ battle.active(player.foe()), hit });
911
997
  } else if (showdown) {
912
998
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
999
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1000
+ try Effects.binding(battle, player, rewrap, options);
915
1001
  if (immune) {
916
1002
  battle.last_damage = 0;
1003
+ assert(foe.stored().hp > 0);
917
1004
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1005
+ if (sub) {
1006
+ try log.activate(.{ battle.active(player.foe()), .Substitute });
1007
+ } else {
1008
+ try log.damage(.{ battle.active(player.foe()), foe.stored(), .None });
1009
+ try buildRage(battle, player.foe(), options);
1010
+ }
919
1011
  return null;
920
1012
  }
921
1013
  }
@@ -928,10 +1020,13 @@ fn doMove(
928
1020
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1021
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
1022
  // 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);
1023
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1024
 
933
1025
  if (foe.stored().hp == 0) return null;
934
1026
 
1027
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1028
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1029
+
935
1030
  if (!move.effect.isSpecial()) {
936
1031
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1032
  // second time here (after being executed in the "always happens" block above) but that
@@ -941,28 +1036,29 @@ fn doMove(
941
1036
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
1037
  // puts the |-status| message before |-hitcount| instead of after.
943
1038
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1039
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1040
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1041
+ const result = try Effects.disable(battle, player, move, options);
1042
+ if (showdown) try buildRage(battle, player.foe(), options);
1043
+ return result;
947
1044
  } else {
948
- try moveEffect(battle, player, move, log);
1045
+ try moveEffect(battle, player, move, options);
949
1046
  }
950
1047
  }
951
1048
 
952
1049
  return null;
953
1050
  }
954
1051
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1052
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1053
  const side = battle.side(player);
957
1054
 
958
1055
  // 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;
1056
+ var rate: u16 = Species.chance(side.stored().species);
1057
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1058
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
963
1060
 
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1061
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
966
1062
  }
967
1063
 
968
1064
  fn calcDamage(
@@ -1014,9 +1110,9 @@ fn calcDamage(
1014
1110
  def = @max((def / 4) & 255, if (showdown) 1 else 0);
1015
1111
  }
1016
1112
 
1017
- const lvl = @as(u32, side.stored().level * @as(u2, if (crit) 2 else 1));
1113
+ const lvl: u32 = side.stored().level * @as(u2, if (crit) 2 else 1);
1018
1114
 
1019
- def = @as(u32, if (move.effect == .Explode) @max(def / 2, 1) else def);
1115
+ def = if (move.effect == .Explode) @max(def / 2, 1) else def;
1020
1116
 
1021
1117
  if (def == 0) return false;
1022
1118
 
@@ -1028,7 +1124,7 @@ fn calcDamage(
1028
1124
  d = @min(997, d);
1029
1125
  d += 2;
1030
1126
 
1031
- battle.last_damage = @intCast(u16, d);
1127
+ battle.last_damage = @intCast(d);
1032
1128
 
1033
1129
  return true;
1034
1130
  }
@@ -1042,9 +1138,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1138
  var d = battle.last_damage;
1043
1139
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1140
 
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));
1141
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1142
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1143
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1144
 
1049
1145
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1146
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1160,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1160
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1161
  }
1066
1162
 
1067
- fn randomizeDamage(battle: anytype) void {
1163
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1164
  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);
1165
+ const random = try Rolls.damage(battle, player, options);
1166
+ options.calc.base(player.foe(), battle.last_damage);
1167
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1168
+ options.calc.final(player.foe(), battle.last_damage);
1080
1169
  }
1081
1170
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1171
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1172
  const side = battle.side(player);
1173
+ const foe = battle.foe(player);
1084
1174
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1175
+ if (!try checkHit(battle, player, move, options)) return null;
1176
+ try options.chance.commit(player, .hit);
1086
1177
 
1087
1178
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1179
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1180
  .SeismicToss, .NightShade => side.stored().level,
1090
1181
  .SonicBoom => 20,
1091
1182
  .DragonRage => 40,
1092
1183
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1184
  .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
- }
1185
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1186
+ // GLITCH: Psywave infinite glitch loop
1187
+ if (!showdown and max <= 1) return Result.Error;
1188
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1189
  },
1106
1190
  else => unreachable,
1107
1191
  };
1108
1192
 
1109
1193
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1194
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1195
+ const sub = showdown and foe.active.volatiles.Substitute;
1196
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1197
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1198
+
1112
1199
  return null;
1113
1200
  }
1114
1201
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1202
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1203
  const foe = battle.foe(player);
1117
1204
 
1118
1205
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1206
+ try options.log.fail(.{ battle.active(player), .None });
1120
1207
  return null;
1121
1208
  }
1122
1209
 
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);
1210
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1211
  const foe_last_selected_move =
1127
1212
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1213
+ .Splash
1129
1214
  else
1130
1215
  foe.last_selected_move);
1131
1216
 
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
-
1217
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1218
  const selected = foe_last_selected_move.bp > 0 and
1138
1219
  foe.last_selected_move != .Counter and
1139
1220
  (foe_last_selected_move.type == .Normal or
1140
1221
  foe_last_selected_move.type == .Fighting);
1141
1222
 
1142
1223
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1224
+ try options.log.fail(.{ battle.active(player), .None });
1144
1225
  return null;
1145
1226
  }
1146
1227
 
1147
1228
  if (!used or !selected) {
1148
1229
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1230
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1231
+ try options.log.fail(.{ battle.active(player), .None });
1151
1232
  return null;
1152
1233
  }
1153
1234
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1235
+ battle.last_damage *|= 2;
1155
1236
 
1156
1237
  // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1238
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
+ try options.chance.commit(player, .hit);
1158
1240
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1241
+ const sub = showdown and foe.active.volatiles.Substitute;
1242
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1243
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1244
  return null;
1161
1245
  }
1162
1246
 
@@ -1165,7 +1249,7 @@ fn applyDamage(
1165
1249
  target_player: Player,
1166
1250
  sub_player: Player,
1167
1251
  reason: Damage,
1168
- log: anytype,
1252
+ options: anytype,
1169
1253
  ) !bool {
1170
1254
  assert(showdown or battle.last_damage != 0);
1171
1255
 
@@ -1180,19 +1264,20 @@ fn applyDamage(
1180
1264
  subbed.active.volatiles.substitute = 0;
1181
1265
  subbed.active.volatiles.Substitute = false;
1182
1266
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1267
+ try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
+ options.calc.capped(target_player);
1184
1269
  return true;
1185
1270
  } else {
1186
1271
  // 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);
1272
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1273
+ try options.log.activate(.{ battle.active(sub_player), .Substitute });
1189
1274
  return false;
1190
1275
  }
1191
1276
  }
1192
1277
 
1193
1278
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1279
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1280
+ try options.log.damage(.{ battle.active(target_player), target.stored(), reason });
1196
1281
  return false;
1197
1282
  }
1198
1283
 
@@ -1200,73 +1285,78 @@ fn mirrorMove(
1200
1285
  battle: anytype,
1201
1286
  player: Player,
1202
1287
  mslot: u4,
1288
+ rewrap: bool,
1203
1289
  auto: bool,
1204
1290
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1291
+ options: anytype,
1292
+ ) anyerror!?Result {
1207
1293
  var side = battle.side(player);
1208
1294
  const foe = battle.foe(player);
1209
1295
 
1210
1296
  side.last_selected_move = foe.last_used_move;
1211
1297
 
1212
1298
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1299
+ try options.log.fail(.{ battle.active(player), .None });
1214
1300
  return null;
1301
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1302
+ incrementPP(side, mslot);
1215
1303
  }
1216
1304
 
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);
1305
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1306
+ return null;
1307
+ }
1308
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1309
  }
1222
1310
 
1223
1311
  fn metronome(
1224
1312
  battle: anytype,
1225
1313
  player: Player,
1226
1314
  mslot: u4,
1315
+ rewrap: bool,
1227
1316
  auto: bool,
1228
1317
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1318
+ options: anytype,
1319
+ ) anyerror!?Result {
1231
1320
  var side = battle.side(player);
1232
1321
 
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
-
1322
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1323
  incrementPP(side, mslot);
1247
1324
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1325
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
+ return null;
1327
+ }
1328
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1329
  }
1251
1330
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1331
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1332
  var immune = false;
1254
1333
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1334
+
1335
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1336
+
1256
1337
  assert(!immune);
1257
1338
  if (mist) {
1258
1339
  assert(!showdown);
1259
1340
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1341
+ try options.log.activate(.{ foe_ident, .Mist });
1342
+ try options.log.fail(.{ foe_ident, .None });
1262
1343
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1344
+ try options.chance.commit(player, .miss);
1345
+ try options.log.lastmiss(.{});
1346
+ try options.log.miss(.{battle.active(player)});
1265
1347
  }
1348
+
1266
1349
  return false;
1267
1350
  }
1268
1351
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1352
+ fn moveHit(
1353
+ battle: anytype,
1354
+ player: Player,
1355
+ move: Move.Data,
1356
+ immune: *bool,
1357
+ mist: *bool,
1358
+ options: anytype,
1359
+ ) bool {
1270
1360
  var side = battle.side(player);
1271
1361
  const foe = battle.foe(player);
1272
1362
 
@@ -1300,23 +1390,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1390
  }
1301
1391
 
1302
1392
  // 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)];
1393
+ const state = side.active.volatiles.state;
1394
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1395
+ const overwritten = overwrite and state > 0;
1396
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1397
+
1398
+ var accuracy: u16 = if (overwritten) state else move.accuracy;
1399
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1400
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1401
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1402
  accuracy = accuracy * boost[0] / boost[1];
1311
1403
  accuracy = @min(255, @max(1, accuracy));
1312
1404
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1405
+ // Pokémon Showdown only overwrites if the volatile is present
1406
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1407
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1408
 
1315
1409
  // 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;
1410
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1411
  };
1321
1412
 
1322
1413
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,7 +1417,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1417
  }
1327
1418
 
1328
1419
  if (!miss) return true;
1329
- battle.last_damage = 0;
1420
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1330
1421
  side.active.volatiles.Binding = false;
1331
1422
  return false;
1332
1423
  }
@@ -1334,8 +1425,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1334
1425
  fn checkFaint(
1335
1426
  battle: anytype,
1336
1427
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1428
+ options: anytype,
1429
+ ) @TypeOf(options.log).Error!?Result {
1339
1430
  const side = battle.side(player);
1340
1431
  if (side.stored().hp > 0) return null;
1341
1432
 
@@ -1343,33 +1434,32 @@ fn checkFaint(
1343
1434
  const foe_fainted = foe.stored().hp == 0;
1344
1435
 
1345
1436
  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;
1437
+ const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
+ const more = player_out or foe_out;
1349
1439
 
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;
1440
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1352
1442
 
1353
1443
  assert(!side.active.volatiles.MultiHit);
1354
1444
  assert(!foe.active.volatiles.MultiHit);
1355
1445
 
1356
- if (tie) {
1357
- try log.tie();
1446
+ if (player_out and foe_out) {
1447
+ try options.log.tie(.{});
1358
1448
  return Result.Tie;
1359
1449
  } else if (player_out) {
1360
- try log.win(player.foe());
1450
+ try options.log.win(.{player.foe()});
1361
1451
  return if (player == .P1) Result.Lose else Result.Win;
1362
1452
  } else if (foe_out) {
1363
- try log.win(player);
1453
+ try options.log.win(.{player});
1364
1454
  return if (player == .P1) Result.Win else Result.Lose;
1365
1455
  }
1366
1456
 
1367
1457
  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 };
1458
+ if (player == .P1) return .{ .p1 = .Switch, .p2 = foe_choice };
1459
+ return .{ .p1 = foe_choice, .p2 = .Switch };
1370
1460
  }
1371
1461
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1462
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1373
1463
  var side = battle.side(player);
1374
1464
  var foe = battle.foe(player);
1375
1465
  assert(side.stored().hp == 0);
@@ -1402,35 +1492,43 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1492
  side.stored().stats.spe;
1403
1493
  }
1404
1494
 
1405
- try log.faint(battle.active(player), done);
1495
+ try options.log.faint(.{ battle.active(player), done });
1496
+ options.calc.capped(player);
1406
1497
  return null;
1407
1498
  }
1408
1499
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1500
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1501
  var side = battle.side(player);
1411
1502
  var stored = side.stored();
1412
1503
  const ident = battle.active(player);
1413
1504
  var volatiles = &side.active.volatiles;
1414
1505
 
1415
1506
  const brn = Status.is(stored.status, .BRN);
1416
- if (brn or Status.is(stored.status, .PSN)) blk: {
1507
+ if (brn or Status.is(stored.status, .PSN)) {
1417
1508
  var damage = @max(stored.stats.hp / 16, 1);
1418
-
1419
1509
  if (volatiles.Toxic) {
1420
1510
  volatiles.toxic += 1;
1421
1511
  damage *= volatiles.toxic;
1422
1512
  }
1513
+ damage = @min(damage, stored.hp);
1423
1514
 
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);
1515
+ if (!showdown or damage > 0) {
1516
+ stored.hp -= damage;
1517
+ // Pokémon Showdown uses damage [of] here but its not relevant in Generation I
1518
+ try options.log.damage(.{ ident, stored, if (brn) Damage.Burn else Damage.Poison });
1519
+ }
1431
1520
  }
1432
1521
 
1433
1522
  if (volatiles.LeechSeed) {
1523
+ var foe = battle.foe(player);
1524
+ var foe_stored = foe.stored();
1525
+ const foe_ident = battle.active(player.foe());
1526
+
1527
+ if (foe_stored.hp == 0) {
1528
+ assert(showdown);
1529
+ return;
1530
+ }
1531
+
1434
1532
  var damage = @max(stored.stats.hp / 16, 1);
1435
1533
 
1436
1534
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1540,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1540
  const amount = @min(damage, stored.hp);
1443
1541
  stored.hp -= amount;
1444
1542
 
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);
1543
+ // As above, Pokémon Showdown uses damage [of] but its not relevant
1544
+ if (amount > 0) try options.log.damage(.{ ident, stored, .LeechSeed });
1451
1545
 
1452
1546
  const before = foe_stored.hp;
1453
1547
  // Uncapped damage is added back to the foe
1454
1548
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1549
  // 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);
1550
+ if (foe_stored.hp > before) try options.log.heal(.{ foe_ident, foe_stored, .Silent });
1457
1551
  }
1458
1552
  }
1459
1553
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1554
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1555
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1556
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1557
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1558
+ battle.turn += 1;
1559
+
1560
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1561
+ try options.log.tie(.{});
1466
1562
  return Result.Tie;
1467
1563
  }
1468
1564
 
1469
- battle.turn += 1;
1470
-
1471
1565
  if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1566
+ try options.log.tie(.{});
1473
1567
  return Result.Tie;
1474
1568
  } else if (battle.turn >= 65535) {
1475
1569
  return Result.Error;
1476
1570
  }
1477
1571
 
1478
- try log.turn(battle.turn);
1572
+ try options.log.turn(.{battle.turn});
1479
1573
 
1480
1574
  return Result.Default;
1481
1575
  }
1482
1576
 
1483
1577
  fn checkEBC(battle: anytype) bool {
1484
1578
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1579
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1580
 
1487
1581
  var foe_all_ghosts = true;
1488
1582
  var foe_all_transform = true;
@@ -1534,98 +1628,135 @@ fn checkEBC(battle: anytype) bool {
1534
1628
  return false;
1535
1629
  }
1536
1630
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1538
- assert(move.effect.onBegin());
1631
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1632
+ if (side.active.volatiles.disable_move != 0) {
1633
+ // A Pokémon that transforms after being disabled may end up with less move slots
1634
+ const m = side.active.moves[side.active.volatiles.disable_move - 1].id;
1635
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1636
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1637
+ m
1638
+ else
1639
+ side.last_selected_move;
1640
+ if (m != .None and m == last) {
1641
+ side.active.volatiles.Charging = false;
1642
+ try options.log.cant(.{ ident, .Disable, last });
1643
+ return true;
1644
+ }
1645
+ }
1646
+ return false;
1647
+ }
1648
+
1649
+ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1650
+ const side = battle.side(who);
1651
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1652
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1653
+ }
1654
+ }
1655
+
1656
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1657
+ var volatiles = &active.volatiles;
1658
+ assert(volatiles.Thrashing);
1659
+ if (volatiles.attacks > 0) return false;
1660
+
1661
+ volatiles.Thrashing = false;
1662
+ volatiles.Confusion = true;
1663
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1664
+ return true;
1665
+ }
1666
+
1667
+ fn onBegin(
1668
+ battle: anytype,
1669
+ player: Player,
1670
+ move: Move.Data,
1671
+ mslot: u8,
1672
+ residual: *bool,
1673
+ options: anytype,
1674
+ ) !void {
1539
1675
  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),
1676
+ .Confusion => Effects.confusion(battle, player, move, options),
1677
+ .Conversion => Effects.conversion(battle, player, options),
1678
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1679
+ .Haze => Effects.haze(battle, player, options),
1680
+ .Heal => Effects.heal(battle, player, options),
1681
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1682
+ .LightScreen => Effects.lightScreen(battle, player, options),
1683
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1684
+ .Mist => Effects.mist(battle, player, options),
1685
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1686
+ .Poison => Effects.poison(battle, player, move, options),
1687
+ .Reflect => Effects.reflect(battle, player, options),
1688
+ .Splash => Effects.splash(battle, player, options),
1689
+ .Substitute => Effects.substitute(battle, player, residual, options),
1690
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1691
+ .Transform => Effects.transform(battle, player, options),
1556
1692
  else => unreachable,
1557
1693
  };
1558
1694
  }
1559
1695
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1561
- assert(move.effect.onEnd());
1696
+ fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1562
1697
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1698
+ .Bide => Effects.bide(battle, player, options),
1564
1699
  // zig fmt: off
1565
1700
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1701
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1702
+ Effects.boost(battle, player, move, options),
1568
1703
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1704
+ Effects.unboost(battle, player, move, options),
1570
1705
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1706
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1707
  else => unreachable,
1573
1708
  };
1574
1709
  }
1575
1710
 
1576
- inline fn alwaysHappens(
1711
+ fn alwaysHappens(
1577
1712
  battle: anytype,
1578
1713
  player: Player,
1579
1714
  move: Move.Data,
1580
1715
  residual: *bool,
1581
- log: anytype,
1716
+ options: anytype,
1582
1717
  ) !void {
1583
- assert(move.effect.alwaysHappens());
1584
1718
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1719
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1720
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1721
+ .PayDay => Effects.payDay(battle, player, options),
1588
1722
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1723
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1724
  .JumpKick, .Binding => {},
1591
1725
  else => unreachable,
1592
1726
  };
1593
1727
  }
1594
1728
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1729
+ fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1730
  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),
1731
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1732
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1733
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1734
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1735
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1736
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1737
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1738
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1739
  // zig fmt: off
1606
1740
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1741
+ Effects.unboost(battle, player, move, options),
1608
1742
  // zig fmt: on
1609
1743
  else => {},
1610
1744
  };
1611
1745
  }
1612
1746
 
1613
1747
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1748
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1749
  var side = battle.side(player);
1616
1750
 
1617
1751
  side.active.volatiles.Bide = true;
1618
1752
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1619
1753
  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);
1754
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1624
1755
 
1625
- try log.start(battle.active(player), .Bide);
1756
+ try options.log.start(.{ battle.active(player), .Bide });
1626
1757
  }
1627
1758
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1759
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1760
  var foe = battle.foe(player);
1630
1761
  var foe_stored = foe.stored();
1631
1762
 
@@ -1636,96 +1767,92 @@ pub const Effects = struct {
1636
1767
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1768
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1769
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1770
+ try options.log.curestatus(.{
1771
+ battle.active(player.foe()),
1772
+ foe_stored.status,
1773
+ .Message,
1774
+ });
1640
1775
  foe_stored.status = 0;
1641
1776
  }
1642
1777
  return;
1643
1778
  }
1644
1779
 
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;
1780
+ if (foe.active.types.includes(move.type)) return;
1781
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1782
+ return;
1783
+ }
1653
1784
 
1654
1785
  foe_stored.status = Status.init(.BRN);
1655
1786
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1787
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1788
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
1658
1789
  }
1659
1790
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1791
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1792
  var side = battle.side(player);
1662
1793
  var volatiles = &side.active.volatiles;
1663
1794
 
1664
1795
  volatiles.Charging = true;
1665
1796
  const move = side.last_selected_move;
1666
1797
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1798
+ try options.log.laststill(.{});
1799
+ try options.log.prepare(.{ battle.active(player), move });
1669
1800
  }
1670
1801
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1802
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1803
  var foe = battle.foe(player);
1673
1804
  const sub = foe.active.volatiles.Substitute;
1674
1805
 
1675
1806
  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;
1807
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1808
  } else {
1682
1809
  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
- }
1810
+ if (!try checkHit(battle, player, move, options)) return;
1811
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1688
1812
  } 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
- }
1813
+ if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
+ if (!try checkHit(battle, player, move, options)) return;
1694
1815
  }
1816
+ try options.chance.commit(player, .hit);
1695
1817
  }
1696
1818
 
1697
1819
  if (foe.active.volatiles.Confusion) return;
1698
1820
  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);
1821
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1703
1822
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1823
+ try options.log.start(.{ battle.active(player.foe()), .Confusion });
1705
1824
  }
1706
1825
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1826
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1827
  const foe = battle.foe(player);
1709
1828
 
1710
1829
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1830
+ try options.log.lastmiss(.{});
1831
+ return options.log.miss(.{battle.active(player)});
1713
1832
  }
1714
1833
 
1715
1834
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1835
+ return options.log.start(.{
1836
+ battle.active(player),
1837
+ .TypeChange,
1838
+ foe.active.types,
1839
+ battle.active(player.foe()),
1840
+ });
1717
1841
  }
1718
1842
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1843
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1844
  var foe = battle.foe(player);
1721
1845
  var volatiles = &foe.active.volatiles;
1722
1846
  const foe_ident = battle.active(player.foe());
1723
1847
 
1724
1848
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1849
+ if (!showdown) {
1850
+ if (!try checkHit(battle, player, move, options)) return null;
1851
+ try options.chance.commit(player, .hit);
1852
+ }
1726
1853
 
1727
- if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1854
+ if (volatiles.disable_move != 0) {
1855
+ try options.log.fail(.{ foe_ident, .None });
1729
1856
  return null;
1730
1857
  }
1731
1858
 
@@ -1741,7 +1868,7 @@ pub const Effects = struct {
1741
1868
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1869
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
1870
  if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1871
+ try options.log.fail(.{ foe_ident, .None });
1745
1872
  return null;
1746
1873
  } else if (err) {
1747
1874
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1749,23 +1876,22 @@ pub const Effects = struct {
1749
1876
  return Result.Error;
1750
1877
  }
1751
1878
 
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);
1879
+ volatiles.disable_move =
1880
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
+ volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1757
1882
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1883
+ const id = foe.active.move(volatiles.disable_move).id;
1884
+ try options.log.start(.{ foe_ident, .Disable, id });
1759
1885
  return null;
1760
1886
  }
1761
1887
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1763
- var side = battle.side(player);
1764
- var stored = side.stored();
1888
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1889
+ var stored = battle.side(player).stored();
1890
+ const ident = battle.active(player);
1765
1891
 
1766
1892
  if (battle.last_damage == 0) {
1767
1893
  assert(showdown);
1768
- return;
1894
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1895
  }
1770
1896
 
1771
1897
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1900,7 @@ pub const Effects = struct {
1774
1900
  if (stored.hp == stored.stats.hp) return;
1775
1901
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1902
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1903
+ try options.log.heal(.{ ident, stored, .Drain, battle.active(player.foe()) });
1778
1904
  }
1779
1905
 
1780
1906
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1914,28 @@ pub const Effects = struct {
1788
1914
  side.active.volatiles.LeechSeed = false;
1789
1915
  }
1790
1916
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1917
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1918
  var volatiles = &battle.foe(player).active.volatiles;
1793
1919
 
1794
1920
  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;
1921
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1922
+ return;
1923
+ }
1804
1924
 
1805
1925
  volatiles.Flinch = true;
1806
1926
  volatiles.Recharging = false;
1807
1927
  }
1808
1928
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1929
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
1930
  var side = battle.side(player);
1811
1931
 
1812
1932
  if (side.active.volatiles.FocusEnergy) return;
1813
1933
  side.active.volatiles.FocusEnergy = true;
1814
1934
 
1815
- try log.start(battle.active(player), .FocusEnergy);
1935
+ try options.log.start(.{ battle.active(player), .FocusEnergy });
1816
1936
  }
1817
1937
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1938
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1939
  var foe = battle.foe(player);
1820
1940
  var foe_stored = foe.stored();
1821
1941
  const foe_ident = battle.active(player.foe());
@@ -1826,26 +1946,23 @@ pub const Effects = struct {
1826
1946
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
1947
  }
1828
1948
 
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
-
1949
+ if (foe.active.types.includes(move.type)) return;
1950
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
1951
  // Freeze Clause Mod
1836
1952
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
1953
 
1838
1954
  foe_stored.status = Status.init(.FRZ);
1839
1955
  // GLITCH: Hyper Beam recharging status is not cleared
1840
1956
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
1957
+ try options.log.status(.{ foe_ident, foe_stored.status, .None });
1842
1958
  }
1843
1959
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
1960
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
1961
+ var log = options.log;
1845
1962
  var side = battle.side(player);
1846
1963
  var foe = battle.foe(player);
1847
1964
 
1848
- var side_stored = side.stored();
1965
+ const side_stored = side.stored();
1849
1966
  var foe_stored = foe.stored();
1850
1967
 
1851
1968
  const player_ident = battle.active(player);
@@ -1857,96 +1974,100 @@ pub const Effects = struct {
1857
1974
  side.active.stats = side_stored.stats;
1858
1975
  foe.active.stats = foe_stored.stats;
1859
1976
 
1860
- try log.activate(player_ident, .Haze);
1861
- try log.clearallboost();
1977
+ try log.activate(.{ player_ident, .Haze });
1978
+ try log.clearallboost(.{});
1862
1979
 
1863
1980
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
1981
  if (showdown) {
1865
1982
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
1983
+ const p: Player = @enumFromInt(i);
1867
1984
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
1985
  if (p != player and Status.any(s.stored().status)) {
1869
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1986
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1870
1987
  s.stored().status = 0;
1871
1988
  } else if (showdown and s.stored().status == Status.TOX) {
1872
1989
  s.stored().status = Status.init(.PSN);
1873
- try log.status(battle.active(p), s.stored().status, .None);
1990
+ try log.status(.{ battle.active(p), s.stored().status, .None });
1874
1991
  }
1875
- try clearVolatiles(battle, p, log);
1992
+ try clearVolatiles(battle, p, p != player, options);
1876
1993
  }
1877
1994
  } else {
1878
1995
  if (Status.any(foe_stored.status)) {
1879
1996
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1880
1997
  foe.last_selected_move = .SKIP_TURN;
1881
1998
  }
1882
- try log.curestatus(foe_ident, foe_stored.status, .Silent);
1999
+ try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1883
2000
  foe_stored.status = 0;
1884
2001
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2002
+ try clearVolatiles(battle, player, false, options);
2003
+ try clearVolatiles(battle, player.foe(), true, options);
1887
2004
  }
1888
2005
  }
1889
2006
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2007
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2008
  var side = battle.side(player);
1892
2009
  var stored = side.stored();
1893
2010
  const ident = battle.active(player);
1894
2011
 
1895
2012
  // GLITCH: HP recovery move failure glitches
1896
2013
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2014
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2015
+ return options.log.fail(.{ ident, .None });
2016
+ }
1898
2017
 
1899
2018
  const rest = side.last_selected_move == .Rest;
1900
2019
  if (rest) {
1901
2020
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2021
  if (showdown) battle.rng.advance(1);
1903
2022
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2023
+ try options.log.status(.{ ident, stored.status, .From, Move.Rest });
1905
2024
  stored.hp = stored.stats.hp;
1906
2025
  } else {
1907
2026
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2027
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2028
+ try options.log.heal(.{ ident, stored, if (rest) Heal.Silent else Heal.None });
1910
2029
  }
1911
2030
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2031
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2032
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2033
+ try options.log.mustrecharge(.{battle.active(player)});
1915
2034
  }
1916
2035
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2036
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2037
  var foe = battle.foe(player);
1919
2038
 
1920
2039
  if (showdown) {
1921
2040
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2041
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2042
+ return options.log.immune(.{ battle.active(player.foe()), .None });
1924
2043
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2044
+ if (!try checkHit(battle, player, move, options)) return;
1926
2045
  if (foe.active.volatiles.LeechSeed) return;
1927
2046
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2047
+ if (!try checkHit(battle, player, move, options)) return;
1929
2048
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2049
+ try options.log.lastmiss(.{});
2050
+ return options.log.miss(.{battle.active(player)});
1932
2051
  }
1933
2052
  }
1934
2053
 
2054
+ try options.chance.commit(player, .hit);
1935
2055
  foe.active.volatiles.LeechSeed = true;
1936
2056
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2057
+ try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
1938
2058
  }
1939
2059
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2060
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2061
  var side = battle.side(player);
2062
+ const ident = battle.active(player);
1942
2063
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2064
+ if (side.active.volatiles.LightScreen) return options.log.fail(.{ ident, .None });
1944
2065
  side.active.volatiles.LightScreen = true;
1945
2066
 
1946
- try log.start(battle.active(player), .LightScreen);
2067
+ try options.log.start(.{ ident, .LightScreen });
1947
2068
  }
1948
2069
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2070
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2071
  var side = battle.side(player);
1951
2072
  var foe = battle.foe(player);
1952
2073
 
@@ -1962,45 +2083,51 @@ pub const Effects = struct {
1962
2083
  const has_mimic = has_mimic: {
1963
2084
  for (side.active.moves, 0..) |m, i| {
1964
2085
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2086
+ oslot = @intCast(i + 1);
1966
2087
  break :has_mimic true;
1967
2088
  }
1968
2089
  }
1969
2090
  break :has_mimic false;
1970
2091
  };
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);
2092
+ if (!has_mimic) {
2093
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
+ if (!try checkHit(battle, player, move, options)) return;
2095
+ try options.chance.commit(player, .hit);
2096
+ return options.log.fail(.{ battle.active(player.foe()), .None });
1975
2097
  }
1976
2098
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2099
+ if (!try checkHit(battle, player, move, options)) return;
2100
+ try options.chance.commit(player, .hit);
1978
2101
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2102
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2103
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2104
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2105
+ try options.log.start(.{ battle.active(player), .Mimic, side.active.move(oslot).id });
1983
2106
  }
1984
2107
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2108
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2109
  var side = battle.side(player);
1987
2110
 
1988
2111
  if (side.active.volatiles.Mist) return;
1989
2112
  side.active.volatiles.Mist = true;
1990
2113
 
1991
- try log.start(battle.active(player), .Mist);
2114
+ try options.log.start(.{ battle.active(player), .Mist });
1992
2115
  }
1993
2116
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2117
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2118
  var side = battle.side(player);
1996
2119
 
1997
2120
  assert(!side.active.volatiles.MultiHit);
1998
2121
  side.active.volatiles.MultiHit = true;
1999
2122
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2123
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2124
+ try Rolls.distribution(battle, .MultiHit, player, options)
2125
+ else
2126
+ 2;
2001
2127
  }
2002
2128
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2129
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2130
+ var log = options.log;
2004
2131
  var foe = battle.foe(player);
2005
2132
  var foe_stored = foe.stored();
2006
2133
  const foe_ident = battle.active(player.foe());
@@ -2010,27 +2137,29 @@ pub const Effects = struct {
2010
2137
 
2011
2138
  if (showdown) {
2012
2139
  // 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;
2140
+ if (immune and !foe.active.volatiles.Invulnerable) {
2141
+ return log.immune(.{ foe_ident, .None });
2142
+ } else if (!try checkHit(battle, player, move, options)) return;
2015
2143
  }
2016
2144
  if (Status.any(foe_stored.status)) {
2017
- return log.fail(
2145
+ return log.fail(.{
2018
2146
  foe_ident,
2019
- if (Status.is(foe_stored.status, .PAR)) .Paralysis else .None,
2020
- );
2147
+ if (Status.is(foe_stored.status, .PAR)) Fail.Paralysis else Fail.None,
2148
+ });
2021
2149
  }
2022
2150
  if (!showdown) {
2023
- if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2151
+ if (immune) return log.immune(.{ foe_ident, .None });
2152
+ if (!try checkHit(battle, player, move, options)) return;
2025
2153
  }
2154
+ try options.chance.commit(player, .hit);
2026
2155
 
2027
2156
  foe_stored.status = Status.init(.PAR);
2028
2157
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2029
2158
 
2030
- try log.status(foe_ident, foe_stored.status, .None);
2159
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2031
2160
  }
2032
2161
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2162
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2163
  var foe = battle.foe(player);
2035
2164
  var foe_stored = foe.stored();
2036
2165
 
@@ -2041,65 +2170,60 @@ pub const Effects = struct {
2041
2170
  }
2042
2171
 
2043
2172
  // 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;
2173
+ if (foe.active.types.includes(move.type)) return;
2174
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2175
+ return;
2176
+ }
2052
2177
 
2053
2178
  foe_stored.status = Status.init(.PAR);
2054
2179
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2180
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2181
+ try options.log.status(.{ battle.active(player.foe()), foe_stored.status, .None });
2057
2182
  }
2058
2183
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2184
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2185
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2186
+ try options.log.fieldactivate(.{});
2187
+ }
2061
2188
  }
2062
2189
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2190
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2191
+ var log = options.log;
2064
2192
  var foe = battle.foe(player);
2065
2193
  var foe_stored = foe.stored();
2066
2194
  const foe_ident = battle.active(player.foe());
2067
2195
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2196
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2197
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2198
  return;
2071
2199
  } else if (foe.active.volatiles.Substitute) {
2072
2200
  if (move.effect != .Poison) return;
2073
- return log.fail(foe_ident, .None);
2201
+ return log.fail(.{ foe_ident, .None });
2074
2202
  } else if (Status.any(foe_stored.status)) {
2075
2203
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2076
2204
  // Pokémon Showdown considers Toxic to be a status even in Generation I and so
2077
2205
  // 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))
2206
+ return log.fail(.{ foe_ident, if (Status.is(foe_stored.status, .PSN))
2079
2207
  if (!showdown)
2080
- .Poison
2208
+ Fail.Poison
2081
2209
  else if (toxic == (foe_stored.status == Status.TOX))
2082
- if (toxic) .Toxic else .Poison
2210
+ if (toxic) Fail.Toxic else Fail.Poison
2083
2211
  else
2084
- .None
2212
+ Fail.None
2085
2213
  else
2086
- .None);
2214
+ Fail.None });
2087
2215
  } else if (foe.active.types.includes(.Poison)) {
2088
2216
  if (move.effect != .Poison) return if (showdown) battle.rng.advance(1);
2089
- return log.immune(foe_ident, .None);
2217
+ return log.immune(.{ foe_ident, .None });
2090
2218
  }
2091
2219
 
2092
2220
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2221
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
+ try options.chance.commit(player, .hit);
2094
2223
  } 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;
2224
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
+ return;
2226
+ }
2103
2227
  }
2104
2228
 
2105
2229
  foe_stored.status = Status.init(.PSN);
@@ -2109,39 +2233,46 @@ pub const Effects = struct {
2109
2233
  foe.active.volatiles.toxic = 0;
2110
2234
  }
2111
2235
 
2112
- try log.status(foe_ident, foe_stored.status, .None);
2236
+ try log.status(.{ foe_ident, foe_stored.status, .None });
2113
2237
  }
2114
2238
 
2115
2239
  fn rage(battle: anytype, player: Player) !void {
2116
2240
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2241
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2242
+ volatiles.Rage = true;
2121
2243
  }
2122
2244
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2245
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2246
  var side = battle.side(player);
2125
2247
  var stored = side.stored();
2126
2248
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2249
+ assert(showdown or battle.last_damage > 0);
2250
+ if (showdown and battle.last_damage == 0) return;
2251
+
2252
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2253
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2254
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2255
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2256
+ try options.log.damage(.{
2257
+ battle.active(player),
2258
+ stored,
2259
+ .RecoilOf,
2260
+ battle.active(player.foe()),
2261
+ });
2132
2262
  if (showdown and stored.hp == 0) residual.* = false;
2133
2263
  }
2134
2264
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2265
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2266
  var side = battle.side(player);
2267
+ const ident = battle.active(player);
2137
2268
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2269
+ if (side.active.volatiles.Reflect) return options.log.fail(.{ ident, .None });
2139
2270
  side.active.volatiles.Reflect = true;
2140
2271
 
2141
- try log.start(battle.active(player), .Reflect);
2272
+ try options.log.start(.{ ident, .Reflect });
2142
2273
  }
2143
2274
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2275
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2276
  var foe = battle.foe(player);
2146
2277
  var foe_stored = foe.stored();
2147
2278
  const foe_ident = battle.active(player.foe());
@@ -2152,13 +2283,14 @@ pub const Effects = struct {
2152
2283
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2284
  } else {
2154
2285
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2286
+ return options.log.fail(.{
2156
2287
  foe_ident,
2157
- if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
- );
2288
+ if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
+ });
2159
2290
  }
2160
2291
  // 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;
2292
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
+ try options.chance.commit(player, .hit);
2162
2294
  }
2163
2295
 
2164
2296
  // Sleep Clause Mod
@@ -2169,72 +2301,68 @@ pub const Effects = struct {
2169
2301
  }
2170
2302
  foe.active.volatiles.Recharging = false;
2171
2303
 
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);
2304
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2305
+ const last = battle.side(player).last_selected_move;
2306
+ try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2183
2307
  }
2184
2308
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2309
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2310
+ try options.log.activate(.{ battle.active(player), .Splash });
2187
2311
  }
2188
2312
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2313
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2314
  var side = battle.side(player);
2191
2315
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2193
- return;
2316
+ return options.log.fail(.{ battle.active(player), .Substitute });
2194
2317
  }
2195
2318
 
2196
2319
  assert(side.stored().stats.hp <= 1023);
2197
2320
  // 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);
2321
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2322
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2323
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2324
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2325
  // avoid having to convert to floating point)
2203
2326
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2327
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2206
- return;
2328
+ return options.log.fail(.{ battle.active(player), .Weak });
2207
2329
  }
2208
2330
 
2209
2331
  // GLITCH: can leave the user with 0 HP (faints later) because didn't check '<=' above
2210
2332
  side.stored().hp -= hp;
2211
2333
  side.active.volatiles.substitute = hp + 1;
2212
2334
  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);
2335
+ try options.log.start(.{ battle.active(player), .Substitute });
2336
+ if (hp > 0) {
2337
+ try options.log.damage(.{ battle.active(player), side.stored(), .None });
2338
+ if (showdown and side.stored().hp == 0) residual.* = false;
2339
+ }
2215
2340
  }
2216
2341
 
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);
2342
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2343
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2344
+ if (showdown) {
2345
+ if (battle.side(player).last_selected_move == .Teleport) return;
2346
+ if (try checkHit(battle, player, move, options)) {
2347
+ try options.chance.commit(player, .hit);
2348
+ }
2349
+ battle.last_damage = 0;
2350
+ } else {
2351
+ try options.log.fail(.{ battle.active(player), .None });
2352
+ try options.log.laststill(.{});
2353
+ }
2222
2354
  }
2223
2355
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2356
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2357
  var volatiles = &battle.side(player).active.volatiles;
2226
2358
  assert(!volatiles.Thrashing);
2227
2359
  assert(!volatiles.Bide);
2228
2360
 
2229
2361
  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);
2362
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2235
2363
  }
2236
2364
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2365
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2366
  var side = battle.side(player);
2239
2367
  const foe = battle.foe(player);
2240
2368
  const foe_ident = battle.active(player.foe());
@@ -2260,10 +2388,10 @@ pub const Effects = struct {
2260
2388
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2389
  }
2262
2390
 
2263
- try log.transform(battle.active(player), foe_ident);
2391
+ try options.log.transform(.{ battle.active(player), foe_ident });
2264
2392
  }
2265
2393
 
2266
- fn binding(battle: anytype, player: Player) void {
2394
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2395
  var side = battle.side(player);
2268
2396
  var foe = battle.foe(player);
2269
2397
 
@@ -2271,12 +2399,16 @@ pub const Effects = struct {
2271
2399
  side.active.volatiles.Binding = true;
2272
2400
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2273
2401
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2274
- if (!showdown) foe.active.volatiles.Recharging = false;
2402
+ if (!showdown) {
2403
+ foe.active.volatiles.Recharging = false;
2404
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2405
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2406
+ side.active.volatiles.attacks =
2407
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2277
2408
  }
2278
2409
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2410
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2411
+ var log = options.log;
2280
2412
  var side = battle.side(player);
2281
2413
  const ident = battle.active(player);
2282
2414
 
@@ -2286,85 +2418,87 @@ pub const Effects = struct {
2286
2418
  switch (move.effect) {
2287
2419
  .AttackUp1, .AttackUp2, .Rage => {
2288
2420
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
- if (boosts.atk == 6) return try log.fail(ident, .None);
2421
+ if (boosts.atk == 6) return log.fail(.{ ident, .None });
2290
2422
  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;
2423
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2424
+ const reason: Boost = if (move.effect == .Rage) .Rage else .Attack;
2293
2425
  if (stats.atk == MAX_STAT_VALUE) {
2294
2426
  boosts.atk -= 1;
2295
2427
  if (showdown) {
2296
- try log.boost(ident, reason, n);
2297
- try log.boost(ident, Boost.Attack, -1);
2428
+ try log.boost(.{ ident, reason, n });
2429
+ try log.boost(.{ ident, .Attack, -1 });
2298
2430
  if (move.effect == .Rage) return;
2299
2431
  }
2300
- return try log.fail(ident, .None);
2432
+ return log.fail(.{ ident, .None });
2301
2433
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2434
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2435
+ const stat = unmodifiedStats(battle, side).atk;
2304
2436
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
- try log.boost(ident, reason, n);
2437
+ try log.boost(.{ ident, reason, n });
2438
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2439
+ if (showdown and move.effect == .Rage) return;
2306
2440
  },
2307
2441
  .DefenseUp1, .DefenseUp2 => {
2308
2442
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
- if (boosts.def == 6) return try log.fail(ident, .None);
2443
+ if (boosts.def == 6) return log.fail(.{ ident, .None });
2310
2444
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2445
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2446
  if (stats.def == MAX_STAT_VALUE) {
2313
2447
  boosts.def -= 1;
2314
2448
  if (showdown) {
2315
- try log.boost(ident, .Defense, n);
2316
- try log.boost(ident, .Defense, -1);
2449
+ try log.boost(.{ ident, .Defense, n });
2450
+ try log.boost(.{ ident, .Defense, -1 });
2317
2451
  }
2318
- return try log.fail(ident, .None);
2452
+ return log.fail(.{ ident, .None });
2319
2453
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2454
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2455
+ const stat = unmodifiedStats(battle, side).def;
2322
2456
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
- try log.boost(ident, .Defense, n);
2457
+ try log.boost(.{ ident, .Defense, n });
2324
2458
  },
2325
2459
  .SpeedUp2 => {
2326
2460
  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));
2461
+ if (boosts.spe == 6) return log.fail(.{ ident, .None });
2462
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2463
  if (stats.spe == MAX_STAT_VALUE) {
2330
2464
  boosts.spe -= 1;
2331
2465
  if (showdown) {
2332
- try log.boost(ident, .Speed, 2);
2333
- try log.boost(ident, .Speed, -1);
2466
+ try log.boost(.{ ident, .Speed, 2 });
2467
+ try log.boost(.{ ident, .Speed, -1 });
2334
2468
  }
2335
- return try log.fail(ident, .None);
2469
+ return log.fail(.{ ident, .None });
2336
2470
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2471
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2472
+ const stat = unmodifiedStats(battle, side).spe;
2339
2473
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
- try log.boost(ident, .Speed, 2);
2474
+ try log.boost(.{ ident, .Speed, 2 });
2341
2475
  },
2342
2476
  .SpecialUp1, .SpecialUp2 => {
2343
2477
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
- if (boosts.spc == 6) return try log.fail(ident, .None);
2478
+ if (boosts.spc == 6) return log.fail(.{ ident, .None });
2345
2479
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2480
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2481
  if (stats.spc == MAX_STAT_VALUE) {
2348
2482
  boosts.spc -= 1;
2349
2483
  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);
2484
+ try log.boost(.{ ident, .SpecialAttack, n });
2485
+ try log.boost(.{ ident, .SpecialAttack, -1 });
2486
+ try log.boost(.{ ident, .SpecialDefense, n });
2487
+ try log.boost(.{ ident, .SpecialDefense, -1 });
2354
2488
  }
2355
- return try log.fail(ident, .None);
2489
+ return log.fail(.{ ident, .None });
2356
2490
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2491
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2492
+ const stat = unmodifiedStats(battle, side).spc;
2359
2493
  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);
2494
+ try log.boost(.{ ident, .SpecialAttack, n });
2495
+ try log.boost(.{ ident, .SpecialDefense, n });
2362
2496
  },
2363
2497
  .EvasionUp1 => {
2364
2498
  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);
2499
+ if (boosts.evasion == 6) return log.fail(.{ ident, .None });
2500
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2501
+ try log.boost(.{ ident, .Evasion, 1 });
2368
2502
  },
2369
2503
  else => unreachable,
2370
2504
  }
@@ -2373,106 +2507,106 @@ pub const Effects = struct {
2373
2507
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2508
  }
2375
2509
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2510
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2511
+ var log = options.log;
2377
2512
  var foe = battle.foe(player);
2378
2513
  const foe_ident = battle.active(player.foe());
2514
+ const secondary = move.effect.isStatDownChance();
2379
2515
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2516
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(.{ foe_ident, .None });
2383
2517
 
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
2518
+ if (secondary) {
2519
+ const proc = try Rolls.unboost(battle, player, options);
2520
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2521
+ } else {
2522
+ // checkHit already checks for Invulnerable
2523
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
+ try options.chance.commit(player, .hit);
2392
2525
  }
2393
2526
 
2394
2527
  var stats = &foe.active.stats;
2395
2528
  var boosts = &foe.active.boosts;
2529
+ const fail = showdown or !secondary;
2396
2530
 
2397
2531
  switch (move.effect) {
2398
2532
  .AttackDown1, .AttackDownChance => {
2399
2533
  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));
2534
+ if (boosts.atk == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2535
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2536
  if (stats.atk == 1) {
2403
2537
  boosts.atk += 1;
2404
2538
  if (showdown) {
2405
- try log.boost(foe_ident, .Attack, -1);
2406
- try log.boost(foe_ident, .Attack, 1);
2539
+ try log.boost(.{ foe_ident, .Attack, -1 });
2540
+ try log.boost(.{ foe_ident, .Attack, 1 });
2407
2541
  }
2408
- return try log.fail(foe_ident, .None);
2542
+ return log.fail(.{ foe_ident, .None });
2409
2543
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2544
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2545
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2546
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
- try log.boost(foe_ident, .Attack, -1);
2547
+ try log.boost(.{ foe_ident, .Attack, -1 });
2414
2548
  },
2415
2549
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2550
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2551
+ if (boosts.def == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2418
2552
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2553
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2554
  if (stats.def == 1) {
2421
2555
  boosts.def += 1;
2422
2556
  if (showdown) {
2423
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2424
- try log.boost(foe_ident, .Defense, 1);
2557
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2558
+ try log.boost(.{ foe_ident, .Defense, 1 });
2425
2559
  }
2426
- return try log.fail(foe_ident, .None);
2560
+ return log.fail(.{ foe_ident, .None });
2427
2561
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2562
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2563
+ const stat = unmodifiedStats(battle, foe).def;
2430
2564
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
- try log.boost(foe_ident, .Defense, -@as(i8, n));
2565
+ try log.boost(.{ foe_ident, .Defense, -@as(i8, n) });
2432
2566
  },
2433
2567
  .SpeedDown1, .SpeedDownChance => {
2434
2568
  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));
2569
+ if (boosts.spe == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2570
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2571
  if (stats.spe == 1) {
2438
2572
  boosts.spe += 1;
2439
2573
  if (showdown) {
2440
- try log.boost(foe_ident, .Speed, -1);
2441
- try log.boost(foe_ident, .Speed, 1);
2574
+ try log.boost(.{ foe_ident, .Speed, -1 });
2575
+ try log.boost(.{ foe_ident, .Speed, 1 });
2442
2576
  }
2443
- return try log.fail(foe_ident, .None);
2577
+ return log.fail(.{ foe_ident, .None });
2444
2578
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2579
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2580
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2581
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
- try log.boost(foe_ident, .Speed, -1);
2582
+ try log.boost(.{ foe_ident, .Speed, -1 });
2449
2583
  assert(boosts.spe >= -6);
2450
2584
  },
2451
2585
  .SpecialDownChance => {
2452
2586
  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));
2587
+ if (boosts.spc == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2588
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2589
  if (stats.spc == 1) {
2456
2590
  boosts.spc += 1;
2457
2591
  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);
2592
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2593
+ try log.boost(.{ foe_ident, .SpecialAttack, 1 });
2594
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2595
+ try log.boost(.{ foe_ident, .SpecialDefense, 1 });
2462
2596
  }
2463
- return try log.fail(foe_ident, .None);
2597
+ return log.fail(.{ foe_ident, .None });
2464
2598
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2599
+ const mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2600
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2601
  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);
2602
+ try log.boost(.{ foe_ident, .SpecialAttack, -1 });
2603
+ try log.boost(.{ foe_ident, .SpecialDefense, -1 });
2470
2604
  },
2471
2605
  .AccuracyDown1 => {
2472
2606
  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);
2607
+ if (boosts.accuracy == -6) return if (fail) try log.fail(.{ foe_ident, .None });
2608
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2609
+ try log.boost(.{ foe_ident, .Accuracy, -1 });
2476
2610
  },
2477
2611
  else => unreachable,
2478
2612
  }
@@ -2482,8 +2616,7 @@ pub const Effects = struct {
2482
2616
  }
2483
2617
  };
2484
2618
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2619
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2620
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2621
  const id = ID.from(side.active.volatiles.transform);
2489
2622
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,37 +2630,40 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2630
  }
2498
2631
  }
2499
2632
 
2500
- fn isForced(active: ActivePokemon) bool {
2633
+ fn isForced(active: anytype) bool {
2501
2634
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2635
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2636
  }
2504
2637
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2638
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2639
+ var log = options.log;
2506
2640
  var side = battle.side(who);
2507
2641
  var volatiles = &side.active.volatiles;
2508
2642
  const ident = battle.active(who);
2509
2643
 
2510
- if (volatiles.disabled_move != 0) {
2511
- volatiles.disabled_move = 0;
2512
- volatiles.disabled_duration = 0;
2513
- try log.end(ident, .DisableSilent);
2644
+ options.chance.clearDurations(who, clear);
2645
+
2646
+ if (volatiles.disable_move != 0) {
2647
+ volatiles.disable_move = 0;
2648
+ volatiles.disable_duration = 0;
2649
+ try log.end(.{ ident, .DisableSilent });
2514
2650
  }
2515
2651
  if (volatiles.Confusion) {
2516
2652
  // volatiles.confusion is left unchanged
2517
2653
  volatiles.Confusion = false;
2518
- try log.end(ident, .ConfusionSilent);
2654
+ try log.end(.{ ident, .ConfusionSilent });
2519
2655
  }
2520
2656
  if (volatiles.Mist) {
2521
2657
  volatiles.Mist = false;
2522
- try log.end(ident, .Mist);
2658
+ try log.end(.{ ident, .MistSilent });
2523
2659
  }
2524
2660
  if (volatiles.FocusEnergy) {
2525
2661
  volatiles.FocusEnergy = false;
2526
- try log.end(ident, .FocusEnergy);
2662
+ try log.end(.{ ident, .FocusEnergySilent });
2527
2663
  }
2528
2664
  if (volatiles.LeechSeed) {
2529
2665
  volatiles.LeechSeed = false;
2530
- try log.end(ident, .LeechSeed);
2666
+ try log.end(.{ ident, .LeechSeedSilent });
2531
2667
  }
2532
2668
  if (!showdown and volatiles.Toxic) {
2533
2669
  volatiles.Toxic = false;
@@ -2535,95 +2671,364 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2535
2671
  }
2536
2672
  if (volatiles.LightScreen) {
2537
2673
  volatiles.LightScreen = false;
2538
- try log.end(ident, .LightScreen);
2674
+ try log.end(.{ ident, .LightScreenSilent });
2539
2675
  }
2540
2676
  if (volatiles.Reflect) {
2541
2677
  volatiles.Reflect = false;
2542
- try log.end(ident, .Reflect);
2678
+ try log.end(.{ ident, .ReflectSilent });
2543
2679
  }
2544
2680
  if (showdown and volatiles.Toxic) {
2545
2681
  volatiles.Toxic = false;
2546
2682
  // Pokémon Showdown erroneously clears the toxic counter
2547
2683
  volatiles.toxic = 0;
2548
- try log.end(ident, .Toxic);
2684
+ try log.end(.{ ident, .ToxicSilent });
2549
2685
  }
2550
2686
  }
2551
2687
 
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
- }
2688
+ pub const Rolls = struct {
2689
+ fn speedTie(battle: anytype, options: anytype) !bool {
2690
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2691
+ player == .P1
2692
+ else if (@hasDecl(@TypeOf(battle.rng), "speedTie"))
2693
+ battle.rng.speedTie()
2694
+ else if (showdown)
2695
+ battle.rng.range(u8, 0, 2) == 0
2696
+ else
2697
+ battle.rng.next() < Gen12.percent(50) + 1;
2698
+
2699
+ try options.chance.speedTie(p1);
2700
+ return p1;
2561
2701
  }
2562
- return false;
2563
- }
2564
2702
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2703
+ fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2704
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2705
+ val == .true
2706
+ else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
2707
+ battle.rng.criticalHit(player, rate)
2708
+ else if (showdown)
2709
+ battle.rng.chance(u8, rate, 256)
2710
+ else
2711
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2569
2712
 
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);
2713
+ try options.chance.criticalHit(player, crit, rate);
2714
+ return crit;
2715
+ }
2576
2716
 
2577
- return true;
2578
- }
2717
+ fn damage(battle: anytype, player: Player, options: anytype) !u8 {
2718
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2719
+ val
2720
+ else if (@hasDecl(@TypeOf(battle.rng), "damage"))
2721
+ battle.rng.damage(player)
2722
+ else roll: {
2723
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2724
+ while (true) {
2725
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2726
+ if (r >= 217) break :roll r;
2727
+ }
2728
+ };
2729
+
2730
+ assert(roll >= 217 and roll <= 255);
2731
+ try options.chance.damage(player, roll);
2732
+ return roll;
2733
+ }
2579
2734
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2735
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2736
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2737
+ val == .true
2738
+ else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2739
+ battle.rng.hit(player, accuracy)
2740
+ else if (showdown)
2741
+ battle.rng.chance(u8, accuracy, 256)
2742
+ else
2743
+ battle.rng.next() < accuracy;
2581
2744
 
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
- }
2745
+ options.chance.hit(ok, accuracy);
2746
+ return ok;
2747
+ }
2587
2748
 
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;
2749
+ fn confused(battle: anytype, player: Player, options: anytype) !bool {
2750
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2751
+ val == .true
2752
+ else if (@hasDecl(@TypeOf(battle.rng), "confused"))
2753
+ battle.rng.confused(player)
2754
+ else if (showdown)
2755
+ !battle.rng.chance(u8, 128, 256)
2756
+ else
2757
+ battle.rng.next() >= Gen12.percent(50) + 1;
2758
+
2759
+ try options.chance.confused(player, cfz);
2760
+ return cfz;
2761
+ }
2762
+
2763
+ fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2764
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2765
+ val == .true
2766
+ else if (@hasDecl(@TypeOf(battle.rng), "paralyzed"))
2767
+ battle.rng.paralyzed(player)
2768
+ else if (showdown)
2769
+ battle.rng.chance(u8, 63, 256)
2770
+ else
2771
+ battle.rng.next() < Gen12.percent(25);
2772
+
2773
+ try options.chance.paralyzed(player, par);
2774
+ return par;
2775
+ }
2776
+
2777
+ fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2778
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2779
+ val == .true
2780
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2781
+ battle.rng.secondaryChance(player, 25)
2782
+ else if (showdown)
2783
+ battle.rng.chance(u8, 25, 256)
2784
+ else
2785
+ battle.rng.next() < Gen12.percent(10);
2786
+
2787
+ try options.chance.secondaryChance(player, proc, 25);
2788
+ return proc;
2789
+ }
2790
+
2791
+ fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2792
+ const rate: u8 = if (low) 26 else 77;
2793
+
2794
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2795
+ val == .true
2796
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2797
+ battle.rng.secondaryChance(player, rate)
2798
+ else if (showdown)
2799
+ battle.rng.chance(u8, rate, 256)
2800
+ else
2801
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2802
+
2803
+ try options.chance.secondaryChance(player, proc, rate);
2804
+ return proc;
2805
+ }
2806
+
2807
+ fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2808
+ const rate: u8 = if (low) 52 else 103;
2809
+
2810
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2811
+ val == .true
2812
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2813
+ battle.rng.secondaryChance(player, rate)
2814
+ else if (showdown)
2815
+ battle.rng.chance(u8, rate, 256)
2816
+ else
2817
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2818
+
2819
+ try options.chance.secondaryChance(player, proc, rate);
2820
+ return proc;
2821
+ }
2822
+
2823
+ fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2824
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2825
+ val == .true
2826
+ else if (@hasDecl(@TypeOf(battle.rng), "secondaryChance"))
2827
+ battle.rng.secondaryChance(player, 85)
2828
+ else if (showdown)
2829
+ battle.rng.chance(u8, 85, 256)
2830
+ else
2831
+ battle.rng.next() < Gen12.percent(33) + 1;
2832
+
2833
+ try options.chance.secondaryChance(player, proc, 85);
2834
+ return proc;
2835
+ }
2836
+
2837
+ fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2838
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2839
+ val
2840
+ else if (@hasDecl(@TypeOf(battle.rng), "metronome"))
2841
+ battle.rng.metronome(player)
2842
+ else if (showdown)
2843
+ Move.METRONOME[battle.rng.range(u8, 0, Move.METRONOME.len)]
2844
+ else move: {
2845
+ while (true) {
2846
+ const r = battle.rng.next();
2847
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2848
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2849
+ break :move @enumFromInt(r);
2850
+ }
2851
+ };
2852
+
2853
+ try options.chance.metronome(player, move);
2854
+ return move;
2855
+ }
2856
+
2857
+ fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2858
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2859
+ val - 1
2860
+ else if (@hasDecl(@TypeOf(battle.rng), "psywave"))
2861
+ battle.rng.psywave(player)
2862
+ else if (showdown)
2863
+ battle.rng.range(u8, 0, max)
2864
+ else power: {
2865
+ while (true) {
2866
+ const r = battle.rng.next();
2867
+ if (r < max) break :power r;
2868
+ }
2869
+ };
2870
+
2871
+ assert(power < max);
2872
+ try options.chance.psywave(player, power, max);
2873
+ return power;
2874
+ }
2875
+
2876
+ fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2877
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2878
+ @intCast(val)
2879
+ else if (@hasDecl(@TypeOf(battle.rng), "sleepDuration"))
2880
+ battle.rng.sleepDuration(player)
2881
+ else if (showdown)
2882
+ battle.rng.range(u3, 1, 8)
2883
+ else duration: {
2884
+ while (true) {
2885
+ const r = battle.rng.next() & 7;
2886
+ if (r != 0) break :duration @intCast(r);
2595
2887
  }
2888
+ };
2889
+
2890
+ assert(duration >= 1 and duration <= 7);
2891
+ options.chance.duration(.sleep, player, player.foe(), duration);
2892
+ return duration;
2893
+ }
2894
+
2895
+ fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2896
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2897
+ val
2898
+ else if (@hasDecl(@TypeOf(battle.rng), "disableDuration"))
2899
+ battle.rng.disableDuration(player)
2900
+ else if (showdown)
2901
+ battle.rng.range(u4, 1, 9)
2902
+ else
2903
+ @intCast((battle.rng.next() & 7) + 1);
2904
+
2905
+ assert(duration >= 1 and duration <= 8);
2906
+ options.chance.duration(.disable, player, player.foe(), duration);
2907
+ return duration;
2908
+ }
2909
+
2910
+ fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2911
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2912
+ @intCast(val)
2913
+ else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2914
+ battle.rng.confusionDuration(player, self)
2915
+ else if (showdown)
2916
+ battle.rng.range(u3, 2, 6)
2917
+ else
2918
+ @intCast((battle.rng.next() & 3) + 2);
2919
+
2920
+ assert(duration >= 2 and duration <= 5);
2921
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2922
+ return duration;
2923
+ }
2924
+
2925
+ fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2926
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2927
+ @intCast(val)
2928
+ else if (@hasDecl(@TypeOf(battle.rng), "attackingDuration"))
2929
+ battle.rng.attackingDuration(player)
2930
+ else if (showdown)
2931
+ battle.rng.range(u3, 2, 4)
2932
+ else
2933
+ @intCast((battle.rng.next() & 1) + 2);
2934
+
2935
+ assert(duration >= 2 and duration <= 3);
2936
+ options.chance.duration(.attacking, player, player, duration);
2937
+ return duration;
2938
+ }
2939
+
2940
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2941
+
2942
+ fn distribution(
2943
+ battle: anytype,
2944
+ comptime effect: Move.Effect,
2945
+ player: Player,
2946
+ options: anytype,
2947
+ ) !u3 {
2948
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2949
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2950
+ @intCast(val)
2951
+ else if (@hasDecl(@TypeOf(battle.rng), "distribution"))
2952
+ battle.rng.distribution(player)
2953
+ else if (showdown)
2954
+ DISTRIBUTION[battle.rng.range(u3, 0, DISTRIBUTION.len)]
2955
+ else n: {
2956
+ const r = (battle.rng.next() & 3);
2957
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2958
+ };
2959
+
2960
+ assert(n >= 2 and n <= 5);
2961
+ if (effect == .Binding) {
2962
+ options.chance.duration(.binding, player, player, n);
2596
2963
  } 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;
2964
+ try options.chance.multiHit(player, n);
2965
+ }
2966
+ return n;
2967
+ }
2968
+
2969
+ fn moveSlot(
2970
+ battle: anytype,
2971
+ player: Player,
2972
+ moves: []MoveSlot,
2973
+ check_pp: u4,
2974
+ options: anytype,
2975
+ ) !u4 {
2976
+ // TODO: consider throwing error instead of rerolling?
2977
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2978
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2979
+ val
2980
+ else
2981
+ null
2982
+ else
2983
+ null;
2984
+
2985
+ const slot: u4 = overridden orelse if (@hasDecl(@TypeOf(battle.rng), "moveSlot"))
2986
+ battle.rng.moveSlot(player, moves, check_pp)
2987
+ else slot: {
2988
+ if (showdown) {
2989
+ if (check_pp == 0) {
2990
+ var i: usize = moves.len;
2991
+ while (i > 0) {
2992
+ i -= 1;
2993
+ if (moves[i].id != .None) {
2994
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
2995
+ }
2996
+ }
2997
+ } else {
2998
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
2999
+ var i: usize = 0;
3000
+ while (i < moves.len and r > 0) : (i += 1) {
3001
+ if (moves[i].pp > 0) {
3002
+ r -= 1;
3003
+ if (r == 0) break :slot @intCast(i + 1);
3004
+ }
3005
+ }
2603
3006
  }
2604
3007
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
3008
 
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;
3009
+ while (true) {
3010
+ const r: u4 = @intCast(battle.rng.next() & 3);
3011
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3012
+ }
3013
+ };
3014
+
3015
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3016
+ return slot;
2612
3017
  }
2613
- }
3018
+ };
2614
3019
 
2615
3020
  test "RNG agreement" {
2616
3021
  if (!showdown) return;
2617
3022
  var expected: [256]u32 = undefined;
2618
3023
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
3024
+ expected[i] = @intCast(i * 0x1000000);
2620
3025
  }
2621
3026
 
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 };
3027
+ var spe: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3028
+ var cfz: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3029
+ var par: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3030
+ var brn: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
3031
+ var eff: rng.FixedRNG(1, expected.len) = .{ .rolls = expected };
2627
3032
 
2628
3033
  for (0..expected.len) |i| {
2629
3034
  try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
@@ -2659,7 +3064,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3064
  const side = battle.side(player);
2660
3065
  const foe = battle.foe(player);
2661
3066
 
2662
- var active = side.active;
3067
+ const active = &side.active;
2663
3068
  const stored = side.stored();
2664
3069
 
2665
3070
  // While players are not given any input options on the cartridge in these cases,
@@ -2673,7 +3078,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3078
  // strictly correct as the player would not have been presented the option to move or
2674
3079
  // switch at all.
2675
3080
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3081
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3082
  n += 1;
2678
3083
  return n;
2679
3084
  }
@@ -2710,9 +3115,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2710
3115
  while (slot <= 4) : (slot += 1) {
2711
3116
  const m = active.moves[slot - 1];
2712
3117
  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;
3118
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3119
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3120
+ const struggle =
3121
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disable_move == slot);
3122
+ const s = if (struggle) 0 else slot;
2716
3123
  out[n] = .{ .type = .Move, .data = s };
2717
3124
  n += 1;
2718
3125
  return n;
@@ -2726,7 +3133,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2726
3133
  const m = active.moves[slot - 1];
2727
3134
  if (m.id == .None) break;
2728
3135
  if (m.pp == 0) continue;
2729
- if (active.volatiles.disabled_move == slot) continue;
3136
+ if (active.volatiles.disable_move == slot) continue;
2730
3137
  out[n] = .{ .type = .Move, .data = slot };
2731
3138
  n += 1;
2732
3139
  }