@pkmn/engine 0.1.0-dev.63cef311 → 0.1.0-dev.6ef582f1

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Files changed (55) hide show
  1. package/README.md +90 -59
  2. package/build/pkg/addon.d.ts +7 -0
  3. package/build/pkg/addon.js +112 -0
  4. package/build/pkg/addon.js.map +1 -0
  5. package/build/pkg/data/layout.json +25 -3
  6. package/build/pkg/data.d.ts +1 -2
  7. package/build/pkg/data.js +3 -5
  8. package/build/pkg/data.js.map +1 -1
  9. package/build/pkg/gen1.d.ts +5 -4
  10. package/build/pkg/gen1.js +47 -31
  11. package/build/pkg/gen1.js.map +1 -1
  12. package/build/pkg/index.d.ts +15 -12
  13. package/build/pkg/index.js.map +1 -1
  14. package/build/pkg/protocol.d.ts +4 -2
  15. package/build/pkg/protocol.js +5 -3
  16. package/build/pkg/protocol.js.map +1 -1
  17. package/build/test/display.js +400 -0
  18. package/build/test/display.js.map +1 -0
  19. package/build/tools/debug.js +133 -0
  20. package/build/tools/debug.js.map +1 -0
  21. package/build.zig +76 -78
  22. package/package.json +56 -36
  23. package/src/bin/install-pkmn-engine +68 -36
  24. package/src/bin/pkmn-debug +62 -0
  25. package/src/lib/binding/node.zig +46 -141
  26. package/src/lib/binding/wasm.zig +6 -4
  27. package/src/lib/common/battle.zig +17 -0
  28. package/src/lib/common/data.zig +11 -11
  29. package/src/lib/common/debug.zig +21 -11
  30. package/src/lib/common/js.zig +118 -0
  31. package/src/lib/common/optional.zig +60 -0
  32. package/src/lib/common/options.zig +12 -3
  33. package/src/lib/common/protocol.zig +242 -178
  34. package/src/lib/common/rational.zig +353 -0
  35. package/src/lib/common/rng.zig +10 -10
  36. package/src/lib/common/util.zig +12 -0
  37. package/src/lib/gen1/README.md +197 -163
  38. package/src/lib/gen1/calc.zig +427 -0
  39. package/src/lib/gen1/chance.zig +1044 -0
  40. package/src/lib/gen1/data/moves.zig +10 -10
  41. package/src/lib/gen1/data/species.zig +2 -2
  42. package/src/lib/gen1/data/types.zig +3 -3
  43. package/src/lib/gen1/data.zig +69 -43
  44. package/src/lib/gen1/helpers.zig +439 -36
  45. package/src/lib/gen1/mechanics.zig +1042 -627
  46. package/src/lib/gen2/README.md +12 -13
  47. package/src/lib/gen2/data/items.zig +3 -3
  48. package/src/lib/gen2/data/moves.zig +1 -1
  49. package/src/lib/gen2/data/species.zig +1 -1
  50. package/src/lib/gen2/data/types.zig +3 -3
  51. package/src/lib/gen2/data.zig +37 -26
  52. package/src/lib/gen2/helpers.zig +9 -11
  53. package/src/lib/gen2/mechanics.zig +5 -4
  54. package/src/lib/pkmn.zig +68 -9
  55. package/src/test/display/pkmn.html.tmpl +368 -0
@@ -1,11 +1,14 @@
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
 
10
+ const Action = @import("chance.zig").Action;
11
+
9
12
  const data = @import("data.zig");
10
13
 
11
14
  const assert = std.debug.assert;
@@ -17,7 +20,7 @@ const ID = common.ID;
17
20
  const Player = common.Player;
18
21
  const Result = common.Result;
19
22
 
20
- const showdown = options.showdown;
23
+ const showdown = pkmn.options.showdown;
21
24
 
22
25
  const Boost = protocol.Boost;
23
26
  const Damage = protocol.Damage;
@@ -56,35 +59,43 @@ const BOOSTS = &[_][2]u8{
56
59
 
57
60
  const MAX_STAT_VALUE = 999;
58
61
 
59
- pub fn update(battle: anytype, c1: Choice, c2: Choice, log: anytype) !Result {
62
+ const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
63
+
64
+ pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
65
+ // FIXME
66
+ // std.debug.print("\n", .{});
67
+ // DEBUG(battle.turn);
68
+ // std.debug.print("// ", .{});
60
69
  assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
61
- if (battle.turn == 0) return start(battle, log);
70
+ if (battle.turn == 0) return start(battle, options);
62
71
 
72
+ var s1 = false;
73
+ var s2 = false;
63
74
  var f1: ?Move = null;
64
75
  var f2: ?Move = null;
65
76
 
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
- }
77
+ if (selectMove(battle, .P1, c1, c2, &s1, &f1)) |r| return r;
78
+ if (selectMove(battle, .P2, c2, c1, &s2, &f2)) |r| return r;
74
79
 
75
80
  var p1 = battle.side(.P1);
76
- if (p1.active.volatiles.attacks == 0) {
77
- p1.active.volatiles.Binding = false;
78
- }
79
81
  var p2 = battle.side(.P2);
80
- if (p2.active.volatiles.attacks == 0) {
81
- p2.active.volatiles.Binding = false;
82
+
83
+ var r1 = showdown and p1.active.volatiles.Binding and c2.type == .Switch;
84
+ var r2 = showdown and p2.active.volatiles.Binding and c1.type == .Switch;
85
+
86
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
87
+ if (try doTurn(battle, .P1, c1, r1, s1, f1, .P2, c2, r2, s2, f2, options)) |r| return r;
88
+ } else {
89
+ if (try doTurn(battle, .P2, c2, r2, s2, f2, .P1, c1, r1, s1, f1, options)) |r| return r;
82
90
  }
83
91
 
84
- return endTurn(battle, log);
92
+ if (p1.active.volatiles.attacks == 0) p1.active.volatiles.Binding = false;
93
+ if (p2.active.volatiles.attacks == 0) p2.active.volatiles.Binding = false;
94
+
95
+ return endTurn(battle, options);
85
96
  }
86
97
 
87
- fn start(battle: anytype, log: anytype) !Result {
98
+ fn start(battle: anytype, options: anytype) !Result {
88
99
  const p1 = battle.side(.P1);
89
100
  const p2 = battle.side(.P2);
90
101
 
@@ -96,10 +107,10 @@ fn start(battle: anytype, log: anytype) !Result {
96
107
  assert(!showdown or p2_slot == 1);
97
108
  if (p2_slot == 0) return Result.Win;
98
109
 
99
- try switchIn(battle, .P1, p1_slot, true, log);
100
- try switchIn(battle, .P2, p2_slot, true, log);
110
+ try switchIn(battle, .P1, p1_slot, true, options);
111
+ try switchIn(battle, .P2, p2_slot, true, options);
101
112
 
102
- return endTurn(battle, log);
113
+ return endTurn(battle, options);
103
114
  }
104
115
 
105
116
  fn findFirstAlive(side: *const Side) u8 {
@@ -112,6 +123,7 @@ fn selectMove(
112
123
  player: Player,
113
124
  choice: Choice,
114
125
  foe_choice: Choice,
126
+ skip_turn: *bool,
115
127
  from: *?Move,
116
128
  ) ?Result {
117
129
  if (choice.type == .Pass) return null;
@@ -121,20 +133,29 @@ fn selectMove(
121
133
  const stored = side.stored();
122
134
 
123
135
  assert(!isForced(side.active) or
124
- (choice.type == .Move and choice.data == @boolToInt(showdown)));
136
+ (choice.type == .Move and choice.data == @intFromBool(showdown)));
125
137
 
126
138
  // pre-battle menu
127
- if (volatiles.Recharging) return null;
139
+ if (volatiles.Recharging) {
140
+ if (showdown and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
141
+ return null;
142
+ }
128
143
  if (volatiles.Rage) {
129
144
  from.* = side.last_used_move;
130
- if (showdown) saveMove(battle, player, null);
145
+ if (showdown) {
146
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
147
+ saveMove(battle, player, null);
148
+ }
131
149
  return null;
132
150
  }
133
151
  // Pokémon Showdown removes Flinch at the end-of-turn in its residual handler
134
152
  if (!showdown) volatiles.Flinch = false;
135
153
  if (volatiles.Thrashing or volatiles.Charging) {
136
154
  from.* = side.last_selected_move;
137
- if (showdown) saveMove(battle, player, null);
155
+ if (showdown) {
156
+ if (battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
157
+ saveMove(battle, player, null);
158
+ }
138
159
  return null;
139
160
  }
140
161
 
@@ -144,7 +165,10 @@ fn selectMove(
144
165
  // pre-move select
145
166
  if (Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP) or volatiles.Bide) {
146
167
  assert(showdown or choice.data == 0);
147
- if (showdown) saveMove(battle, player, choice);
168
+ if (showdown) {
169
+ if (volatiles.Bide and battle.foe(player).active.volatiles.Binding) skip_turn.* = true;
170
+ saveMove(battle, player, choice);
171
+ }
148
172
  return null;
149
173
  }
150
174
  if (volatiles.Binding) {
@@ -162,11 +186,7 @@ fn selectMove(
162
186
  assert(choice.data == 0);
163
187
  // GLITCH: https://glitchcity.wiki/Partial_trapping_move_Mirror_Move_link_battle_glitch
164
188
  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));
189
+ const last = side.active.move(battle.lastMove(player).index);
170
190
  if (last.id == .Metronome) side.last_selected_move = last.id;
171
191
  if (last.id == .MirrorMove) return Result.Error;
172
192
  }
@@ -175,6 +195,7 @@ fn selectMove(
175
195
  }
176
196
 
177
197
  if (battle.foe(player).active.volatiles.Binding) {
198
+ skip_turn.* = true;
178
199
  if (showdown) {
179
200
  saveMove(battle, player, choice);
180
201
  } else {
@@ -185,6 +206,7 @@ fn selectMove(
185
206
  }
186
207
 
187
208
  // move select
209
+ volatiles.state = 0;
188
210
  if (choice.data == 0) {
189
211
  const struggle = ok: {
190
212
  for (side.active.moves, 0..) |move, i| {
@@ -217,16 +239,12 @@ fn saveMove(battle: anytype, player: Player, choice: ?Choice) void {
217
239
  assert(showdown or move.pp != 0);
218
240
 
219
241
  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
- }
242
+ battle.lastMove(player).index = @intCast(c.data);
225
243
  }
226
244
  }
227
245
  }
228
246
 
229
- fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anytype) !void {
247
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
230
248
  var side = battle.side(player);
231
249
  var foe = battle.foe(player);
232
250
  var active = &side.active;
@@ -239,11 +257,7 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
239
257
  side.order[0] = side.order[slot - 1];
240
258
  side.order[slot - 1] = out;
241
259
 
242
- if (player == .P1) {
243
- battle.last_selected_indexes.p1 = 1;
244
- } else {
245
- battle.last_selected_indexes.p2 = 1;
246
- }
260
+ battle.lastMove(player).index = 1;
247
261
 
248
262
  side.last_used_move = .None;
249
263
  foe.last_used_move = .None;
@@ -259,17 +273,18 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, log: anyty
259
273
 
260
274
  foe.active.volatiles.Binding = false;
261
275
 
262
- try log.switched(battle.active(player), incoming);
276
+ try options.log.switched(battle.active(player), incoming);
277
+ options.chance.switched(player, side.order[0], out);
263
278
 
264
279
  if (showdown and incoming.status == Status.TOX) {
265
280
  incoming.status = Status.init(.PSN);
266
281
  // Technically, Pokémon Showdown adds these after *both* Pokémon have switched, but we'd
267
282
  // rather not clutter up turnOrder just for this (incorrect) log message
268
- try log.status(battle.active(player), incoming.status, .Silent);
283
+ try options.log.status(battle.active(player), incoming.status, .Silent);
269
284
  }
270
285
  }
271
286
 
272
- fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
287
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
273
288
  assert(c1.type != .Pass or c2.type != .Pass);
274
289
 
275
290
  if (c1.type == .Pass) return .P2;
@@ -299,13 +314,11 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
299
314
  const spe2 = battle.side(.P2).active.stats.spe;
300
315
  if (spe1 == spe2) {
301
316
  // 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;
317
+ if (showdown and !double_switch and m1 == .Counter and m2 == .Counter) {
318
+ battle.rng.advance(1);
319
+ }
308
320
 
321
+ const p1 = try Rolls.speedTie(battle, options);
309
322
  if (!showdown) return if (p1) .P1 else .P2;
310
323
 
311
324
  // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
@@ -315,7 +328,7 @@ fn turnOrder(battle: anytype, c1: Choice, c2: Choice) Player {
315
328
  const t1 = battle.side(.P1).active.volatiles.Thrashing;
316
329
  const t2 = battle.side(.P2).active.volatiles.Thrashing;
317
330
  // 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
331
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
319
332
  // won the original coin flip
320
333
  if (t1 and t2) return .P1;
321
334
  return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
@@ -328,33 +341,59 @@ fn doTurn(
328
341
  battle: anytype,
329
342
  player: Player,
330
343
  player_choice: Choice,
344
+ player_rewrap: bool,
345
+ player_skip: bool,
331
346
  player_from: ?Move,
332
347
  foe_player: Player,
333
348
  foe_choice: Choice,
349
+ foe_rewrap: bool,
350
+ foe_skip: bool,
334
351
  foe_from: ?Move,
335
- log: anytype,
352
+ options: anytype,
336
353
  ) !?Result {
337
354
  assert(player_choice.type != .Pass);
338
355
 
339
356
  var residual = true;
340
357
  var replace = battle.side(player).stored().hp == 0;
341
- if (try executeMove(battle, player, player_choice, player_from, &residual, log)) |r| return r;
358
+ if (try executeMove(
359
+ battle,
360
+ player,
361
+ player_choice,
362
+ player_rewrap,
363
+ player_skip,
364
+ player_from,
365
+ &residual,
366
+ options,
367
+ )) |r| return r;
342
368
  if (!replace) {
343
369
  if (player_choice.type != .Switch) {
344
- if (try checkFaint(battle, foe_player, log)) |r| return r;
370
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
345
371
  }
346
- if (residual) try handleResidual(battle, player, log);
347
- if (try checkFaint(battle, player, log)) |r| return r;
372
+ if (residual) try handleResidual(battle, player, options);
373
+ if (try checkFaint(battle, player, options)) |r| return r;
348
374
  } else if (foe_choice.type == .Pass) return null;
349
375
 
376
+ options.chance.clearPending();
377
+
378
+ residual = true;
350
379
  replace = battle.side(foe_player).stored().hp == 0;
351
- if (try executeMove(battle, foe_player, foe_choice, foe_from, &residual, log)) |r| return r;
380
+ const calc = pkmn.options.calc and foe_choice.type == .Pass;
381
+ if (if (calc) null else try executeMove(
382
+ battle,
383
+ foe_player,
384
+ foe_choice,
385
+ foe_rewrap,
386
+ foe_skip,
387
+ foe_from,
388
+ &residual,
389
+ options,
390
+ )) |r| return r;
352
391
  if (!replace) {
353
- if (foe_choice.type != .Switch) {
354
- if (try checkFaint(battle, player, log)) |r| return r;
392
+ if (!calc and foe_choice.type != .Switch) {
393
+ if (try checkFaint(battle, player, options)) |r| return r;
355
394
  }
356
- if (residual) try handleResidual(battle, foe_player, log);
357
- if (try checkFaint(battle, foe_player, log)) |r| return r;
395
+ if (residual) try handleResidual(battle, foe_player, options);
396
+ if (try checkFaint(battle, foe_player, options)) |r| return r;
358
397
  }
359
398
 
360
399
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -371,29 +410,32 @@ fn executeMove(
371
410
  battle: anytype,
372
411
  player: Player,
373
412
  choice: Choice,
413
+ rewrap: bool,
414
+ skip: bool,
374
415
  from: ?Move,
375
416
  residual: *bool,
376
- log: anytype,
417
+ options: anytype,
377
418
  ) !?Result {
378
419
  var side = battle.side(player);
379
420
 
380
421
  if (choice.type == .Switch) {
381
- try switchIn(battle, player, @intCast(u4, choice.data), false, log);
422
+ try switchIn(battle, player, choice.data, false, options);
382
423
  return null;
383
424
  }
384
425
 
426
+ // This is the correct place to check for SKIP_TURN and abort early, however since Pokémon
427
+ // Showdown overwrites the SKIP_TURN sentinel with its botched move select we need to add an
428
+ // additional skip boolean to accomplish the same thing in the Binding check of BeforeMove
385
429
  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
430
  assert(!showdown);
389
431
  if (battle.foe(player).active.volatiles.Binding) {
390
- try log.cant(battle.active(player), .Bound);
432
+ try options.log.cant(battle.active(player), .Bound);
391
433
  }
392
434
  return null;
393
435
  }
394
436
 
395
437
  assert(choice.type == .Move);
396
- var mslot = @intCast(u4, choice.data);
438
+ var mslot: u4 = @intCast(choice.data);
397
439
  // Sadly, we can't even check `Move.get(side.last_selected_move).effect == .Binding` here
398
440
  // because Pokémon Showdown's Mirror Move implementation clobbers side.last_selected_move
399
441
  var auto = showdown and side.last_selected_move != .None;
@@ -402,10 +444,7 @@ fn executeMove(
402
444
  if (mslot == 0 and side.last_selected_move != .None and side.last_selected_move != .Struggle) {
403
445
  // choice.data == 0 only happens with Struggle on Pokémon Showdown
404
446
  assert(!showdown);
405
- mslot = @intCast(u4, if (player == .P1)
406
- battle.last_selected_indexes.p1
407
- else
408
- battle.last_selected_indexes.p2);
447
+ mslot = @intCast(battle.lastMove(player).index);
409
448
  const stored = side.stored();
410
449
  // GLITCH: Struggle bypass PP underflow via Hyper Beam / Trapping-switch auto selection
411
450
  auto = side.last_selected_move == .HyperBeam or side.active.volatiles.Bide or
@@ -426,15 +465,12 @@ fn executeMove(
426
465
  } else if (showdown and side.active.volatiles.Charging) {
427
466
  // Incorrect mslot with Pokémon Showdown choice semantics so we need to recover from index
428
467
  assert(mslot == 1);
429
- mslot = @intCast(u4, if (player == .P1)
430
- battle.last_selected_indexes.p1
431
- else
432
- battle.last_selected_indexes.p2);
468
+ mslot = @intCast(battle.lastMove(player).index);
433
469
  }
434
470
 
435
471
  var skip_can = false;
436
472
  var skip_pp = false;
437
- switch (try beforeMove(battle, player, from, log)) {
473
+ switch (try beforeMove(battle, player, skip, from, residual, options)) {
438
474
  .done => return null,
439
475
  .skip_can => skip_can = true,
440
476
  .skip_pp => skip_pp = true,
@@ -442,14 +478,24 @@ fn executeMove(
442
478
  .err => return @as(?Result, Result.Error),
443
479
  }
444
480
 
445
- if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, log)) return null;
481
+ if (!skip_can and !try canMove(battle, player, mslot, auto, skip_pp, from, residual, options)) {
482
+ return null;
483
+ }
446
484
 
447
- return doMove(battle, player, mslot, auto, residual, log);
485
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
448
486
  }
449
487
 
450
- const BeforeMove = union(enum) { done, skip_can, skip_pp, ok, err };
488
+ const BeforeMove = enum { done, skip_can, skip_pp, ok, err };
451
489
 
452
- fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !BeforeMove {
490
+ fn beforeMove(
491
+ battle: anytype,
492
+ player: Player,
493
+ skip: bool,
494
+ from: ?Move,
495
+ residual: *bool,
496
+ options: anytype,
497
+ ) !BeforeMove {
498
+ var log = options.log;
453
499
  var side = battle.side(player);
454
500
  const foe = battle.foe(player);
455
501
  var active = &side.active;
@@ -458,11 +504,21 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
458
504
  var volatiles = &active.volatiles;
459
505
 
460
506
  if (Status.is(stored.status, .SLP)) {
461
- const status = stored.status;
507
+ const before = stored.status;
462
508
  // 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);
509
+ if (options.calc.modify(player, .sleep)) |extend| {
510
+ if (!extend) stored.status = 0;
511
+ } else {
512
+ stored.status -= 1;
513
+ }
514
+
515
+ const duration = Status.duration(stored.status);
516
+ if (!Status.is(stored.status, .EXT)) {
517
+ try options.chance.sleep(player, duration);
518
+ }
519
+
520
+ if (duration == 0) {
521
+ try log.curestatus(ident, before, .Message);
466
522
  stored.status = 0; // clears EXT if present
467
523
  } else {
468
524
  try log.cant(ident, .Sleep);
@@ -477,13 +533,15 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
477
533
  return .done;
478
534
  }
479
535
 
480
- if (foe.active.volatiles.Binding) {
536
+ if (skip or foe.active.volatiles.Binding) {
481
537
  try log.cant(ident, .Bound);
482
538
  return .done;
483
539
  }
484
540
 
485
- if (!showdown and volatiles.Flinch) {
486
- volatiles.Flinch = false;
541
+ if (volatiles.Flinch) {
542
+ // Pokémon Showdown doesn't clear Flinch until its imaginary "residual" phase, meaning
543
+ // Pokémon can sometimes flinch multiple times from the same original hit
544
+ if (!showdown) volatiles.Flinch = false;
487
545
  try log.cant(ident, .Flinch);
488
546
  return .done;
489
547
  }
@@ -495,21 +553,20 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
495
553
  }
496
554
 
497
555
  if (volatiles.disabled_duration > 0) {
498
- volatiles.disabled_duration -= 1;
556
+ if (options.calc.modify(player, .disable)) |extend| {
557
+ if (!extend) volatiles.disabled_duration = 0;
558
+ } else {
559
+ volatiles.disabled_duration -= 1;
560
+ }
561
+ try options.chance.disable(player, volatiles.disabled_duration);
562
+
499
563
  if (volatiles.disabled_duration == 0) {
500
564
  volatiles.disabled_move = 0;
501
565
  try log.end(ident, .Disable);
502
566
  }
503
567
  }
504
568
  // Pokémon Showdown's disable condition has a single onBeforeMove handler
505
- if (showdown and try disabled(side, ident, log)) return .done;
506
-
507
- // Pokémon Showdown checks for Flinch *after* instead of before
508
- if (showdown and volatiles.Flinch) {
509
- volatiles.Flinch = false;
510
- try log.cant(ident, .Flinch);
511
- return .done;
512
- }
569
+ if (showdown and try disabled(side, ident, options)) return .done;
513
570
 
514
571
  // This can only happen if a Pokémon started the battle frozen/sleeping and was thawed/woken
515
572
  // before the side had a selected a move - we simply need to assume this leads to a desync
@@ -521,21 +578,22 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
521
578
  if (volatiles.Confusion) {
522
579
  assert(volatiles.confusion > 0);
523
580
 
524
- volatiles.confusion -= 1;
581
+ if (options.calc.modify(player, .confusion)) |extend| {
582
+ if (!extend) volatiles.confusion = 0;
583
+ } else {
584
+ volatiles.confusion -= 1;
585
+ }
586
+ try options.chance.confusion(player, volatiles.confusion);
587
+
525
588
  if (volatiles.confusion == 0) {
526
589
  volatiles.Confusion = false;
527
590
  try log.end(ident, .Confusion);
528
591
  } else {
529
592
  try log.activate(ident, .Confusion);
530
593
 
531
- const confused = if (showdown)
532
- !battle.rng.chance(u8, 128, 256)
533
- else
534
- battle.rng.next() >= Gen12.percent(50) + 1;
535
-
536
- if (confused) {
594
+ if (try Rolls.confused(battle, player, options)) {
537
595
  assert(!volatiles.MultiHit);
538
- volatiles.state = 0;
596
+ if (!volatiles.Rage) volatiles.state = 0;
539
597
  volatiles.Bide = false;
540
598
  volatiles.Thrashing = false;
541
599
  volatiles.MultiHit = false;
@@ -543,6 +601,7 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
543
601
  volatiles.Charging = false;
544
602
  volatiles.Binding = false;
545
603
  volatiles.Invulnerable = false;
604
+ options.chance.clearDurations(player, null);
546
605
  {
547
606
  // This feels (and is) disgusting but the cartridge literally just overwrites
548
607
  // the opponent's defense with the user's defense and resets it after. As a
@@ -559,42 +618,53 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
559
618
  player
560
619
  else
561
620
  player.foe();
621
+
622
+ const uncapped = battle.last_damage;
562
623
  // Skipping adjustDamage / randomizeDamage / checkHit
563
- _ = try applyDamage(battle, player, target, .Confusion, log);
624
+ _ = try applyDamage(battle, player, target, .Confusion, options);
625
+ // Pokémon Showdown thinks that confusion damage is uncapped ¯\_(ツ)_/¯
626
+ if (showdown) battle.last_damage = uncapped;
564
627
 
565
628
  return .done;
566
629
  }
567
630
  }
568
631
  }
569
632
 
570
- if (!showdown and try disabled(side, ident, log)) return .done;
633
+ if (!showdown and try disabled(side, ident, options)) return .done;
571
634
 
572
- if (Status.is(stored.status, .PAR)) {
573
- const paralyzed = if (showdown)
574
- battle.rng.chance(u8, 63, 256)
575
- else
576
- battle.rng.next() < Gen12.percent(25);
577
-
578
- if (paralyzed) {
579
- volatiles.state = 0;
580
- volatiles.Bide = false;
581
- volatiles.Thrashing = false;
582
- volatiles.Charging = false;
583
- volatiles.Binding = false;
584
- // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
585
- try log.cant(ident, .Paralysis);
586
- return .done;
587
- }
635
+ if (Status.is(stored.status, .PAR) and try Rolls.paralyzed(battle, player, options)) {
636
+ if (!volatiles.Rage) volatiles.state = 0;
637
+ volatiles.Bide = false;
638
+ volatiles.Thrashing = false;
639
+ volatiles.Charging = false;
640
+ volatiles.Binding = false;
641
+ options.chance.clearDurations(player, null);
642
+ // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
643
+ try log.cant(ident, .Paralysis);
644
+ return .done;
588
645
  }
589
646
 
590
647
  if (volatiles.Bide) {
591
648
  assert(!volatiles.Thrashing and !volatiles.Rage);
592
649
 
593
- volatiles.state +%= battle.last_damage;
650
+ if (showdown) {
651
+ // Pokémon Showdown doesn't implement Bide potentially overflowing in the event of
652
+ // OHKO-move damage, but we can fake this incorrect behavior by simply saturating the
653
+ // addition because 65535 is sufficient to faint any Pokémon anyway
654
+ volatiles.state +|= battle.last_damage;
655
+ } else {
656
+ volatiles.state +%= battle.last_damage;
657
+ }
594
658
 
595
659
  assert(volatiles.attacks > 0);
596
660
 
597
- volatiles.attacks -= 1;
661
+ if (options.calc.modify(player, .attacking)) |extend| {
662
+ if (!extend) volatiles.attacks = 0;
663
+ } else {
664
+ volatiles.attacks -= 1;
665
+ }
666
+ try options.chance.attacking(player, volatiles.attacks);
667
+
598
668
  if (volatiles.attacks != 0) {
599
669
  try log.activate(ident, .Bide);
600
670
  return .done;
@@ -611,27 +681,57 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
611
681
  return .done;
612
682
  }
613
683
 
614
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
684
+ const sub = showdown and foe.active.volatiles.Substitute;
685
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
686
+ if (foe.stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
687
+
688
+ // For reasons passing understanding, Pokémon Showdown still inflicts residual damage to
689
+ // Bide's user even if the above damage has caused the foe to faint. It's simpler to always
690
+ // run residual here regardless of whether the foe fainted and opt-out of the default flow
691
+ if (showdown) {
692
+ residual.* = false;
693
+ try handleResidual(battle, player, options);
694
+ }
695
+
615
696
  return .done;
616
697
  }
617
698
 
618
699
  if (volatiles.Thrashing) {
619
700
  assert(volatiles.attacks > 0);
620
701
  assert(from != null);
621
- volatiles.attacks -= 1;
622
- if (!showdown and handleThrashing(battle, active)) {
702
+
703
+ if (options.calc.modify(player, .attacking)) |extend| {
704
+ if (!extend) volatiles.attacks = 0;
705
+ } else {
706
+ volatiles.attacks -= 1;
707
+ }
708
+ try options.chance.attacking(player, volatiles.attacks);
709
+
710
+ if (!showdown and handleThrashing(battle, active, player, options)) {
623
711
  try log.start(battle.active(player), .ConfusionSilent);
624
712
  }
625
713
  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);
714
+ if (showdown) {
715
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
716
+ // used in useMove and doesn't have the notion of skipping canMove semantics
717
+ side.last_used_move = side.last_selected_move;
718
+ if (handleThrashing(battle, active, player, options)) {
719
+ try log.start(battle.active(player), .ConfusionSilent);
720
+ }
628
721
  }
629
722
  return .skip_can;
630
723
  }
631
724
 
632
725
  if (volatiles.Binding) {
633
726
  assert(volatiles.attacks > 0);
634
- volatiles.attacks -= 1;
727
+
728
+ if (options.calc.modify(player, .binding)) |extend| {
729
+ if (!extend) volatiles.attacks = 0;
730
+ } else {
731
+ volatiles.attacks -= 1;
732
+ }
733
+ try options.chance.binding(player, volatiles.attacks);
734
+
635
735
  try log.move(
636
736
  battle.active(player),
637
737
  side.last_selected_move,
@@ -639,7 +739,11 @@ fn beforeMove(battle: anytype, player: Player, from: ?Move, log: anytype) !Befor
639
739
  side.last_selected_move,
640
740
  );
641
741
  if (showdown or battle.last_damage != 0) {
642
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
742
+ const sub = showdown and foe.active.volatiles.Substitute;
743
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
744
+ if (battle.foe(player).stored().hp > 0 and !sub) {
745
+ try buildRage(battle, player.foe(), options);
746
+ }
643
747
  }
644
748
  return .done;
645
749
  }
@@ -654,7 +758,8 @@ fn canMove(
654
758
  auto: bool,
655
759
  skip_pp: bool,
656
760
  from: ?Move,
657
- log: anytype,
761
+ residual: *bool,
762
+ options: anytype,
658
763
  ) !bool {
659
764
  var side = battle.side(player);
660
765
  const player_ident = battle.active(player);
@@ -669,8 +774,9 @@ fn canMove(
669
774
  side.active.volatiles.Charging = false;
670
775
  side.active.volatiles.Invulnerable = false;
671
776
  } else if (move.effect == .Charge) {
672
- try log.move(player_ident, side.last_selected_move, .{}, from);
673
- try Effects.charge(battle, player, log);
777
+ try options.log.move(player_ident, side.last_selected_move, .{}, from);
778
+ setCounterable(battle, player, side, move);
779
+ try Effects.charge(battle, player, options);
674
780
  return false;
675
781
  }
676
782
 
@@ -685,23 +791,35 @@ fn canMove(
685
791
  // relevant for control flow, but we don't have anything useful to put in the log. This is
686
792
  // regrettable, but this information is more "nice to have" than required
687
793
  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);
794
+ try options.log.move(player_ident, side.last_selected_move, battle.active(target), f);
795
+ setCounterable(battle, player, side, move);
689
796
 
690
797
  if (move.effect.onBegin()) {
691
- try onBegin(battle, player, move, mslot, log);
798
+ try onBegin(battle, player, move, mslot, residual, options);
692
799
  return false;
693
800
  }
694
801
 
695
802
  if (move.effect == .Thrashing) {
696
- Effects.thrashing(battle, player);
803
+ Effects.thrashing(battle, player, options);
697
804
  } else if (!showdown and move.effect == .Binding) {
698
805
  // Pokémon Showdown handles this after hit/miss checks and damage calculation
699
- Effects.binding(battle, player);
806
+ try Effects.binding(battle, player, false, options);
700
807
  }
701
808
 
702
809
  return true;
703
810
  }
704
811
 
812
+ fn setCounterable(battle: anytype, player: Player, side: *Side, move: Move.Data) void {
813
+ // The Counter desync is caused by the cartridge not calling GetCurrentMove until now, meaning
814
+ // in cases where an early return happens the data for a players last selected move does not get
815
+ // reloaded and HandleCounterMove actually bases its success/failure off of stale information.
816
+ // This boolean state we track here doesn't exist on the cartridge because it instead manifests
817
+ // as the desync results from actually having two separate battle states that subtly disagree
818
+ const counterable = side.last_selected_move != .Counter and move.bp > 0 and
819
+ (move.type == .Normal or move.type == .Fighting);
820
+ battle.lastMove(player).counterable = @intFromBool(counterable);
821
+ }
822
+
705
823
  fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
706
824
  if (side.last_selected_move == .Struggle) return;
707
825
 
@@ -712,11 +830,11 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
712
830
  if (volatiles.Bide) return;
713
831
 
714
832
  assert(active.move(mslot).pp > 0 or auto);
715
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) -% 1;
833
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) -% 1;
716
834
  if (volatiles.Transform) return;
717
835
 
718
836
  assert(side.stored().move(mslot).pp > 0 or auto);
719
- side.stored().move(mslot).pp = @intCast(u6, side.stored().move(mslot).pp) -% 1;
837
+ side.stored().move(mslot).pp = @as(u6, @intCast(side.stored().move(mslot).pp)) -% 1;
720
838
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
721
839
  }
722
840
 
@@ -724,12 +842,12 @@ fn incrementPP(side: *Side, mslot: u4) void {
724
842
  var active = &side.active;
725
843
  const volatiles = &active.volatiles;
726
844
 
727
- active.move(mslot).pp = @intCast(u6, active.move(mslot).pp) +% 1;
845
+ active.move(mslot).pp = @as(u6, @intCast(active.move(mslot).pp)) +% 1;
728
846
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
729
847
  if (showdown and volatiles.Transform) return;
730
848
 
731
849
  assert(mslot > 0 and mslot <= 4);
732
- side.stored().moves[mslot - 1].pp = @intCast(u6, side.stored().moves[mslot - 1].pp) +% 1;
850
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
733
851
  }
734
852
 
735
853
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -737,10 +855,12 @@ fn doMove(
737
855
  battle: anytype,
738
856
  player: Player,
739
857
  mslot: u4,
858
+ rewrap: bool,
740
859
  auto: bool,
741
860
  residual: *bool,
742
- log: anytype,
861
+ options: anytype,
743
862
  ) !?Result {
863
+ var log = options.log;
744
864
  var side = battle.side(player);
745
865
  const foe = battle.foe(player);
746
866
 
@@ -755,35 +875,44 @@ fn doMove(
755
875
  var hits: u4 = 1;
756
876
  var effectiveness = Effectiveness.neutral;
757
877
 
878
+ // Due to control flow shenanigans we need to clear last_damage for Pokémon Showdown
879
+ if (showdown and !counter) battle.last_damage = 0;
880
+
758
881
  // The cartridge handles set damage moves in applyDamage but we short circuit to simplify things
759
882
  if (move.effect == .SuperFang or move.effect == .SpecialDamage) {
760
- return specialDamage(battle, player, move, log);
883
+ return specialDamage(battle, player, move, options);
761
884
  }
762
885
 
763
886
  // Pokémon Showdown runs invulnerability / immunity checks before checking accuracy - simply
764
887
  // calling moveHit early covers most of that but we also need to check type immunity first
765
888
  var miss = showdown and miss: {
766
889
  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);
890
+ (@intFromEnum(move.type.effectiveness(foe.active.types.type1)) == 0 or
891
+ @intFromEnum(move.type.effectiveness(foe.active.types.type2)) == 0);
769
892
  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);
893
+ if (move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe) {
894
+ battle.last_damage = 0;
895
+ break :miss true;
896
+ }
897
+ break :miss (move.target != .Self and
898
+ !moveHit(battle, player, move, &immune, &mist, options));
772
899
  };
773
900
  assert(!immune or miss or (showdown and move.effect == .Binding));
774
901
 
902
+ var late = showdown and move.effect != .Explode;
775
903
  const skip = status or immune;
776
904
  if ((!showdown or (!skip or counter)) and !miss) blk: {
777
905
  if (showdown and move.effect.isMulti()) {
778
- Effects.multiHit(battle, player, move);
906
+ try Effects.multiHit(battle, player, move, options);
779
907
  hits = side.active.volatiles.attacks;
908
+ late = false;
780
909
  }
781
910
 
782
911
  // Cartridge rolls for crit even for moves that can't crit (Counter/Metronome/status/OHKO)
783
912
  const check = !showdown or (!counter and move.effect != .OHKO);
784
- if (check) crit = checkCriticalHit(battle, player, move);
913
+ if (check) crit = try checkCriticalHit(battle, player, move, options);
785
914
 
786
- if (counter) return counterDamage(battle, player, move, log);
915
+ if (counter) return counterDamage(battle, player, move, options);
787
916
 
788
917
  battle.last_damage = 0;
789
918
 
@@ -805,17 +934,15 @@ fn doMove(
805
934
  effectiveness = adjustDamage(battle, player);
806
935
  immune = effectiveness == 0;
807
936
  }
808
- randomizeDamage(battle);
937
+ try randomizeDamage(battle, player, options);
809
938
  }
810
939
  }
811
940
 
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
-
941
+ var zero = battle.last_damage == 0;
815
942
  miss = if (showdown or skip)
816
943
  miss
817
944
  else
818
- (!moveHit(battle, player, move, &immune, &mist) or battle.last_damage == 0);
945
+ (!moveHit(battle, player, move, &immune, &mist, options) or zero);
819
946
 
820
947
  assert(showdown or miss or battle.last_damage > 0 or skip);
821
948
  assert((!showdown and miss) or !(ohko and immune));
@@ -823,11 +950,11 @@ fn doMove(
823
950
 
824
951
  if (!showdown or !miss) {
825
952
  if (move.effect == .MirrorMove) {
826
- return mirrorMove(battle, player, mslot, auto, residual, log);
953
+ return mirrorMove(battle, player, mslot, rewrap, auto, residual, options);
827
954
  } else if (move.effect == .Metronome) {
828
- return metronome(battle, player, mslot, auto, residual, log);
955
+ return metronome(battle, player, mslot, rewrap, auto, residual, options);
829
956
  } else if (move.effect.onEnd()) {
830
- try onEnd(battle, player, move, log);
957
+ try onEnd(battle, player, move, options);
831
958
  return null;
832
959
  }
833
960
  }
@@ -840,44 +967,46 @@ fn doMove(
840
967
  move.effect == .OHKO and side.active.stats.spe < foe.active.stats.spe;
841
968
  if (ohko) {
842
969
  try log.immune(foe_ident, .OHKO);
843
- } else if (immune and !invulnerable) {
970
+ } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
844
971
  try log.immune(foe_ident, .None);
845
972
  } else if (mist) {
846
973
  if (!foe.active.volatiles.Substitute) try log.activate(foe_ident, .Mist);
847
974
  try log.fail(foe_ident, .None);
848
975
  } else {
976
+ if (showdown or !zero) try options.chance.commit(player, .miss);
849
977
  try log.lastmiss();
850
978
  try log.miss(battle.active(player));
851
979
  }
852
980
  if (move.effect == .JumpKick) {
853
981
  // Recoil is supposed to be damage/8 but damage will always be 0 here
854
- assert(battle.last_damage == 0);
982
+ assert(showdown or battle.last_damage == 0);
855
983
  battle.last_damage = 1;
856
- _ = try applyDamage(battle, player, player.foe(), .None, log);
984
+ _ = try applyDamage(battle, player, player.foe(), .None, options);
857
985
  if (showdown and side.stored().hp == 0) residual.* = false;
858
986
  } else if (move.effect == .Explode) {
859
987
  try Effects.explode(battle, player);
860
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
861
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
862
- }
863
- } else if (showdown) {
864
- if (move.effect == .Disable) {
865
- if (foe.active.volatiles.Rage and foe.active.boosts.atk < 6) {
866
- try Effects.boost(battle, player.foe(), Move.get(.Rage), log);
867
- }
868
- }
988
+ try buildRage(battle, player.foe(), options);
989
+ } else if (showdown and move.effect == .Disable) {
990
+ try buildRage(battle, player.foe(), options);
991
+ } else if (!showdown and immune and move.effect == .Binding) {
992
+ try options.chance.commit(player, .binding);
869
993
  }
870
994
  return null;
995
+ } else {
996
+ try options.chance.commit(player, .hit);
871
997
  }
872
998
 
873
999
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
874
1000
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
875
1001
  // it up above before damage calculation).
876
1002
  if (!showdown and move.effect.isMulti()) {
877
- Effects.multiHit(battle, player, move);
1003
+ try Effects.multiHit(battle, player, move, options);
878
1004
  hits = side.active.volatiles.attacks;
879
1005
  }
880
1006
 
1007
+ // Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking into a sub
1008
+ const sub = showdown and foe.active.volatiles.Substitute;
1009
+
881
1010
  var nullified = false;
882
1011
  var hit: u4 = 0;
883
1012
  while (hit < hits) {
@@ -889,12 +1018,12 @@ fn doMove(
889
1018
  try log.resisted(battle.active(player.foe()));
890
1019
  }
891
1020
  }
892
- if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1021
+ if (!skip) nullified = try applyDamage(battle, player.foe(), player.foe(), .None, options);
893
1022
  if (hit == 0 and ohko) try log.ohko();
894
1023
  hit += 1;
895
1024
  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);
1025
+ if (!late and (!sub or move.effect == .Explode)) {
1026
+ try buildRage(battle, player.foe(), options);
898
1027
  }
899
1028
  // If the substitute breaks during a multi-hit attack, the attack ends
900
1029
  if (nullified) break;
@@ -905,17 +1034,23 @@ fn doMove(
905
1034
  assert(nullified or foe.stored().hp == 0 or side.active.volatiles.attacks - hit == 0);
906
1035
  side.active.volatiles.attacks = 0;
907
1036
  if (showdown and move.effect == .Twineedle and !nullified and foe.stored().hp > 0) {
908
- try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1037
+ try Effects.poison(battle, player, Move.get(.PoisonSting), options);
909
1038
  }
910
1039
  try log.hitcount(battle.active(player.foe()), hit);
911
1040
  } else if (showdown) {
912
1041
  // This should be handled much earlier but Pokémon Showdown does it here... ¯\_(ツ)_/¯
913
1042
  if (move.effect == .Binding) {
914
- Effects.binding(battle, player);
1043
+ try Effects.binding(battle, player, rewrap, options);
915
1044
  if (immune) {
916
1045
  battle.last_damage = 0;
1046
+ assert(foe.stored().hp > 0);
917
1047
  // Pokémon Showdown logs |-damage| here instead of |-immune| because logic...
918
- try log.damage(battle.active(player.foe()), foe.stored(), .None);
1048
+ if (sub) {
1049
+ try log.activate(battle.active(player.foe()), .Substitute);
1050
+ } else {
1051
+ try log.damage(battle.active(player.foe()), foe.stored(), .None);
1052
+ try buildRage(battle, player.foe(), options);
1053
+ }
919
1054
  return null;
920
1055
  }
921
1056
  }
@@ -928,10 +1063,13 @@ fn doMove(
928
1063
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
929
1064
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
930
1065
  // 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);
1066
+ if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
932
1067
 
933
1068
  if (foe.stored().hp == 0) return null;
934
1069
 
1070
+ // Pokémon Showdown builds Rage at the wrong time for non-MultiHit move
1071
+ if (late and !sub and move.effect != .Disable) try buildRage(battle, player.foe(), options);
1072
+
935
1073
  if (!move.effect.isSpecial()) {
936
1074
  // On the cartridge Rage is not considered to be "special" and thus gets executed for a
937
1075
  // second time here (after being executed in the "always happens" block above) but that
@@ -941,28 +1079,29 @@ fn doMove(
941
1079
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
942
1080
  // puts the |-status| message before |-hitcount| instead of after.
943
1081
  if (move.effect == .Twineedle) {
944
- if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), log);
1082
+ if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
945
1083
  } else if (move.effect == .Disable) {
946
- return Effects.disable(battle, player, move, log);
1084
+ const result = try Effects.disable(battle, player, move, options);
1085
+ if (showdown) try buildRage(battle, player.foe(), options);
1086
+ return result;
947
1087
  } else {
948
- try moveEffect(battle, player, move, log);
1088
+ try moveEffect(battle, player, move, options);
949
1089
  }
950
1090
  }
951
1091
 
952
1092
  return null;
953
1093
  }
954
1094
 
955
- fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data) bool {
1095
+ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
956
1096
  const side = battle.side(player);
957
1097
 
958
1098
  // 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;
1099
+ var rate = @as(u16, Species.chance(side.stored().species));
1100
+ // GLITCH: Focus Energy reduces critical hit rate instead of increasing it
1101
+ rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1102
+ rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
963
1103
 
964
- if (showdown) return battle.rng.chance(u8, @intCast(u8, chance), 256);
965
- return std.math.rotl(u8, battle.rng.next(), 3) < chance;
1104
+ return Rolls.criticalHit(battle, player, @intCast(rate), options);
966
1105
  }
967
1106
 
968
1107
  fn calcDamage(
@@ -1028,7 +1167,7 @@ fn calcDamage(
1028
1167
  d = @min(997, d);
1029
1168
  d += 2;
1030
1169
 
1031
- battle.last_damage = @intCast(u16, d);
1170
+ battle.last_damage = @intCast(d);
1032
1171
 
1033
1172
  return true;
1034
1173
  }
@@ -1042,9 +1181,9 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1042
1181
  var d = battle.last_damage;
1043
1182
  if (side.active.types.includes(move.type)) d +%= d / 2;
1044
1183
 
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));
1184
+ const neutral = @intFromEnum(Effectiveness.Neutral);
1185
+ const eff1: u16 = @intFromEnum(move.type.effectiveness(types.type1));
1186
+ const eff2: u16 = @intFromEnum(move.type.effectiveness(types.type2));
1048
1187
 
1049
1188
  // Type effectiveness matchup precedence only matters with (NVE, SE)
1050
1189
  if (!showdown and (eff1 + eff2) == Effectiveness.mismatch and
@@ -1064,99 +1203,87 @@ fn adjustDamage(battle: anytype, player: Player) u16 {
1064
1203
  return if (types.type1 == types.type2) eff1 * neutral else eff1 * eff2;
1065
1204
  }
1066
1205
 
1067
- fn randomizeDamage(battle: anytype) void {
1206
+ fn randomizeDamage(battle: anytype, player: Player, options: anytype) !void {
1068
1207
  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);
1208
+ const random = try Rolls.damage(battle, player, options);
1209
+ options.calc.base(player.foe(), battle.last_damage);
1210
+ battle.last_damage = @intCast(@as(u32, battle.last_damage) *% random / 255);
1211
+ options.calc.final(player.foe(), battle.last_damage);
1080
1212
  }
1081
1213
 
1082
- fn specialDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1214
+ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1083
1215
  const side = battle.side(player);
1216
+ const foe = battle.foe(player);
1084
1217
 
1085
- if (!try checkHit(battle, player, move, log)) return null;
1218
+ if (!try checkHit(battle, player, move, options)) return null;
1219
+ try options.chance.commit(player, .hit);
1086
1220
 
1087
1221
  battle.last_damage = switch (side.last_selected_move) {
1088
- .SuperFang => @max(battle.foe(player).stored().hp / 2, 1),
1222
+ .SuperFang => @max(foe.stored().hp / 2, 1),
1089
1223
  .SeismicToss, .NightShade => side.stored().level,
1090
1224
  .SonicBoom => 20,
1091
1225
  .DragonRage => 40,
1092
1226
  // GLITCH: if power = 0 then a desync occurs (or a miss on Pokémon Showdown)
1093
1227
  .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
- }
1228
+ const max: u8 = @intCast(@as(u16, side.stored().level) * 3 / 2);
1229
+ // GLITCH: Psywave infinite glitch loop
1230
+ if (!showdown and max <= 1) return Result.Error;
1231
+ break :power try Rolls.psywave(battle, player, max, options);
1105
1232
  },
1106
1233
  else => unreachable,
1107
1234
  };
1108
1235
 
1109
1236
  if (battle.last_damage == 0) return if (showdown) null else Result.Error;
1110
1237
 
1111
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1238
+ const sub = showdown and foe.active.volatiles.Substitute;
1239
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1240
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1241
+
1112
1242
  return null;
1113
1243
  }
1114
1244
 
1115
- fn counterDamage(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1245
+ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1116
1246
  const foe = battle.foe(player);
1117
1247
 
1118
1248
  if (battle.last_damage == 0) {
1119
- try log.fail(battle.active(player), .None);
1249
+ try options.log.fail(battle.active(player), .None);
1120
1250
  return null;
1121
1251
  }
1122
1252
 
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);
1253
+ // Pretend Splash was used as a stand-in when no move has been used to fail below with 0 BP
1126
1254
  const foe_last_selected_move =
1127
1255
  Move.get(if (foe.last_selected_move == .None or foe.last_selected_move == .SKIP_TURN)
1128
- .Counter
1256
+ .Splash
1129
1257
  else
1130
1258
  foe.last_selected_move);
1131
1259
 
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
-
1260
+ const used = battle.lastMove(player.foe()).counterable != 0;
1137
1261
  const selected = foe_last_selected_move.bp > 0 and
1138
1262
  foe.last_selected_move != .Counter and
1139
1263
  (foe_last_selected_move.type == .Normal or
1140
1264
  foe_last_selected_move.type == .Fighting);
1141
1265
 
1142
1266
  if (!used and !selected) {
1143
- try log.fail(battle.active(player), .None);
1267
+ try options.log.fail(battle.active(player), .None);
1144
1268
  return null;
1145
1269
  }
1146
1270
 
1147
1271
  if (!used or !selected) {
1148
1272
  // GLITCH: Counter desync (covered by Desync Clause Mod on Pokémon Showdown)
1149
1273
  if (!showdown) return Result.Error;
1150
- try log.fail(battle.active(player), .None);
1274
+ try options.log.fail(battle.active(player), .None);
1151
1275
  return null;
1152
1276
  }
1153
1277
 
1154
- battle.last_damage = if (battle.last_damage > 0x7FFF) 0xFFFF else battle.last_damage * 2;
1278
+ battle.last_damage *|= 2;
1155
1279
 
1156
1280
  // Pokémon Showdown calls checkHit before Counter
1157
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1281
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1282
+ try options.chance.commit(player, .hit);
1158
1283
 
1159
- _ = try applyDamage(battle, player.foe(), player.foe(), .None, log);
1284
+ const sub = showdown and foe.active.volatiles.Substitute;
1285
+ _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
1286
+ if (battle.foe(player).stored().hp > 0 and !sub) try buildRage(battle, player.foe(), options);
1160
1287
  return null;
1161
1288
  }
1162
1289
 
@@ -1165,7 +1292,7 @@ fn applyDamage(
1165
1292
  target_player: Player,
1166
1293
  sub_player: Player,
1167
1294
  reason: Damage,
1168
- log: anytype,
1295
+ options: anytype,
1169
1296
  ) !bool {
1170
1297
  assert(showdown or battle.last_damage != 0);
1171
1298
 
@@ -1180,19 +1307,20 @@ fn applyDamage(
1180
1307
  subbed.active.volatiles.substitute = 0;
1181
1308
  subbed.active.volatiles.Substitute = false;
1182
1309
  // battle.last_damage is not updated with the amount of HP the Substitute had
1183
- try log.end(battle.active(sub_player), .Substitute);
1310
+ try options.log.end(battle.active(sub_player), .Substitute);
1311
+ options.calc.capped(target_player);
1184
1312
  return true;
1185
1313
  } else {
1186
1314
  // 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);
1315
+ subbed.active.volatiles.substitute -= @intCast(battle.last_damage);
1316
+ try options.log.activate(battle.active(sub_player), .Substitute);
1189
1317
  return false;
1190
1318
  }
1191
1319
  }
1192
1320
 
1193
1321
  if (battle.last_damage > target.stored().hp) battle.last_damage = target.stored().hp;
1194
1322
  target.stored().hp -= battle.last_damage;
1195
- try log.damage(battle.active(target_player), target.stored(), reason);
1323
+ try options.log.damage(battle.active(target_player), target.stored(), reason);
1196
1324
  return false;
1197
1325
  }
1198
1326
 
@@ -1200,73 +1328,78 @@ fn mirrorMove(
1200
1328
  battle: anytype,
1201
1329
  player: Player,
1202
1330
  mslot: u4,
1331
+ rewrap: bool,
1203
1332
  auto: bool,
1204
1333
  residual: *bool,
1205
- log: anytype,
1206
- ) !?Result {
1334
+ options: anytype,
1335
+ ) anyerror!?Result {
1207
1336
  var side = battle.side(player);
1208
1337
  const foe = battle.foe(player);
1209
1338
 
1210
1339
  side.last_selected_move = foe.last_used_move;
1211
1340
 
1212
1341
  if (foe.last_used_move == .None or foe.last_used_move == .MirrorMove) {
1213
- try log.fail(battle.active(player), .None);
1342
+ try options.log.fail(battle.active(player), .None);
1214
1343
  return null;
1344
+ } else if (!showdown or foe.last_used_move != .Struggle) {
1345
+ incrementPP(side, mslot);
1215
1346
  }
1216
1347
 
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);
1348
+ if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
1349
+ return null;
1350
+ }
1351
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1221
1352
  }
1222
1353
 
1223
1354
  fn metronome(
1224
1355
  battle: anytype,
1225
1356
  player: Player,
1226
1357
  mslot: u4,
1358
+ rewrap: bool,
1227
1359
  auto: bool,
1228
1360
  residual: *bool,
1229
- log: anytype,
1230
- ) !?Result {
1361
+ options: anytype,
1362
+ ) anyerror!?Result {
1231
1363
  var side = battle.side(player);
1232
1364
 
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
-
1365
+ side.last_selected_move = try Rolls.metronome(battle, player, options);
1246
1366
  incrementPP(side, mslot);
1247
1367
 
1248
- if (!try canMove(battle, player, mslot, auto, false, .Metronome, log)) return null;
1249
- return doMove(battle, player, mslot, auto, residual, log);
1368
+ if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1369
+ return null;
1370
+ }
1371
+ return doMove(battle, player, mslot, rewrap, auto, residual, options);
1250
1372
  }
1251
1373
 
1252
- fn checkHit(battle: anytype, player: Player, move: Move.Data, log: anytype) !bool {
1374
+ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !bool {
1253
1375
  var immune = false;
1254
1376
  var mist = false;
1255
- if (moveHit(battle, player, move, &immune, &mist)) return true;
1377
+
1378
+ if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1379
+
1256
1380
  assert(!immune);
1257
1381
  if (mist) {
1258
1382
  assert(!showdown);
1259
1383
  const foe_ident = battle.active(player.foe());
1260
- try log.activate(foe_ident, .Mist);
1261
- try log.fail(foe_ident, .None);
1384
+ try options.log.activate(foe_ident, .Mist);
1385
+ try options.log.fail(foe_ident, .None);
1262
1386
  } else {
1263
- try log.lastmiss();
1264
- try log.miss(battle.active(player));
1387
+ try options.chance.commit(player, .miss);
1388
+ try options.log.lastmiss();
1389
+ try options.log.miss(battle.active(player));
1265
1390
  }
1391
+
1266
1392
  return false;
1267
1393
  }
1268
1394
 
1269
- fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist: *bool) bool {
1395
+ fn moveHit(
1396
+ battle: anytype,
1397
+ player: Player,
1398
+ move: Move.Data,
1399
+ immune: *bool,
1400
+ mist: *bool,
1401
+ options: anytype,
1402
+ ) bool {
1270
1403
  var side = battle.side(player);
1271
1404
  const foe = battle.foe(player);
1272
1405
 
@@ -1300,23 +1433,24 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1300
1433
  }
1301
1434
 
1302
1435
  // 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)];
1436
+ const state = side.active.volatiles.state;
1437
+ var overwrite = move.effect == .Rage or move.effect == .Thrashing;
1438
+ const overwritten = overwrite and state > 0;
1439
+ assert(!overwritten or (0 < state and state <= 255 and !side.active.volatiles.Bide));
1440
+
1441
+ var accuracy = if (overwritten) state else @as(u16, Gen12.percent(move.accuracy));
1442
+ var boost = BOOSTS[@as(u4, @intCast(@as(i8, side.active.boosts.accuracy) + 6))];
1308
1443
  accuracy = accuracy * boost[0] / boost[1];
1309
- boost = BOOSTS[@intCast(u4, @as(i8, -foe.active.boosts.evasion) + 6)];
1444
+ boost = BOOSTS[@as(u4, @intCast(@as(i8, -foe.active.boosts.evasion) + 6))];
1310
1445
  accuracy = accuracy * boost[0] / boost[1];
1311
1446
  accuracy = @min(255, @max(1, accuracy));
1312
1447
 
1313
- if (move.effect == .Thrashing or move.effect == .Rage) state.* = accuracy;
1448
+ // Pokémon Showdown only overwrites if the volatile is present
1449
+ if (showdown) overwrite = side.active.volatiles.Rage or side.active.volatiles.Thrashing;
1450
+ if (overwrite) side.active.volatiles.state = accuracy;
1314
1451
 
1315
1452
  // 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;
1453
+ break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1320
1454
  };
1321
1455
 
1322
1456
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1326,7 +1460,7 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1326
1460
  }
1327
1461
 
1328
1462
  if (!miss) return true;
1329
- battle.last_damage = 0;
1463
+ if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1330
1464
  side.active.volatiles.Binding = false;
1331
1465
  return false;
1332
1466
  }
@@ -1334,8 +1468,8 @@ fn moveHit(battle: anytype, player: Player, move: Move.Data, immune: *bool, mist
1334
1468
  fn checkFaint(
1335
1469
  battle: anytype,
1336
1470
  player: Player,
1337
- log: anytype,
1338
- ) @TypeOf(log).Error!?Result {
1471
+ options: anytype,
1472
+ ) @TypeOf(options.log).Error!?Result {
1339
1473
  const side = battle.side(player);
1340
1474
  if (side.stored().hp > 0) return null;
1341
1475
 
@@ -1347,20 +1481,20 @@ fn checkFaint(
1347
1481
  const tie = player_out and foe_out;
1348
1482
  const more = tie or player_out or foe_out;
1349
1483
 
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;
1484
+ if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1485
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1352
1486
 
1353
1487
  assert(!side.active.volatiles.MultiHit);
1354
1488
  assert(!foe.active.volatiles.MultiHit);
1355
1489
 
1356
1490
  if (tie) {
1357
- try log.tie();
1491
+ try options.log.tie();
1358
1492
  return Result.Tie;
1359
1493
  } else if (player_out) {
1360
- try log.win(player.foe());
1494
+ try options.log.win(player.foe());
1361
1495
  return if (player == .P1) Result.Lose else Result.Win;
1362
1496
  } else if (foe_out) {
1363
- try log.win(player);
1497
+ try options.log.win(player);
1364
1498
  return if (player == .P1) Result.Win else Result.Lose;
1365
1499
  }
1366
1500
 
@@ -1369,7 +1503,7 @@ fn checkFaint(
1369
1503
  return Result{ .p1 = foe_choice, .p2 = .Switch };
1370
1504
  }
1371
1505
 
1372
- fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1506
+ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1373
1507
  var side = battle.side(player);
1374
1508
  var foe = battle.foe(player);
1375
1509
  assert(side.stored().hp == 0);
@@ -1402,11 +1536,12 @@ fn faint(battle: anytype, player: Player, log: anytype, done: bool) !?Result {
1402
1536
  side.stored().stats.spe;
1403
1537
  }
1404
1538
 
1405
- try log.faint(battle.active(player), done);
1539
+ try options.log.faint(battle.active(player), done);
1540
+ options.calc.capped(player);
1406
1541
  return null;
1407
1542
  }
1408
1543
 
1409
- fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1544
+ fn handleResidual(battle: anytype, player: Player, options: anytype) !void {
1410
1545
  var side = battle.side(player);
1411
1546
  var stored = side.stored();
1412
1547
  const ident = battle.active(player);
@@ -1427,10 +1562,19 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1427
1562
  stored.hp -= amount;
1428
1563
 
1429
1564
  // 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);
1565
+ try options.log.damage(ident, stored, if (brn) Damage.Burn else Damage.Poison);
1431
1566
  }
1432
1567
 
1433
1568
  if (volatiles.LeechSeed) {
1569
+ var foe = battle.foe(player);
1570
+ var foe_stored = foe.stored();
1571
+ const foe_ident = battle.active(player.foe());
1572
+
1573
+ if (foe_stored.hp == 0) {
1574
+ assert(showdown);
1575
+ return;
1576
+ }
1577
+
1434
1578
  var damage = @max(stored.stats.hp / 16, 1);
1435
1579
 
1436
1580
  // GLITCH: Leech Seed + Toxic glitch
@@ -1442,47 +1586,43 @@ fn handleResidual(battle: anytype, player: Player, log: anytype) !void {
1442
1586
  const amount = @min(damage, stored.hp);
1443
1587
  stored.hp -= amount;
1444
1588
 
1445
- var foe = battle.foe(player);
1446
- var foe_stored = foe.stored();
1447
- const foe_ident = battle.active(player.foe());
1448
-
1449
1589
  // As above, Pokémon Showdown uses damageOf but its not relevant
1450
- if (amount > 0) try log.damage(ident, stored, .LeechSeed);
1590
+ if (amount > 0) try options.log.damage(ident, stored, .LeechSeed);
1451
1591
 
1452
1592
  const before = foe_stored.hp;
1453
1593
  // Uncapped damage is added back to the foe
1454
1594
  foe_stored.hp = @min(foe_stored.hp + damage, foe_stored.stats.hp);
1455
1595
  // 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);
1596
+ if (foe_stored.hp > before) try options.log.heal(foe_ident, foe_stored, .Silent);
1457
1597
  }
1458
1598
  }
1459
1599
 
1460
- fn endTurn(battle: anytype, log: anytype) @TypeOf(log).Error!Result {
1600
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
1461
1601
  assert(!battle.side(.P1).active.volatiles.MultiHit);
1462
1602
  assert(!battle.side(.P2).active.volatiles.MultiHit);
1463
1603
 
1464
- if (showdown and options.ebc and checkEBC(battle)) {
1465
- try log.tie();
1604
+ battle.turn += 1;
1605
+
1606
+ if (showdown and pkmn.options.ebc and checkEBC(battle)) {
1607
+ try options.log.tie();
1466
1608
  return Result.Tie;
1467
1609
  }
1468
1610
 
1469
- battle.turn += 1;
1470
-
1471
1611
  if (showdown and battle.turn >= 1000) {
1472
- try log.tie();
1612
+ try options.log.tie();
1473
1613
  return Result.Tie;
1474
1614
  } else if (battle.turn >= 65535) {
1475
1615
  return Result.Error;
1476
1616
  }
1477
1617
 
1478
- try log.turn(battle.turn);
1618
+ try options.log.turn(battle.turn);
1479
1619
 
1480
1620
  return Result.Default;
1481
1621
  }
1482
1622
 
1483
1623
  fn checkEBC(battle: anytype) bool {
1484
1624
  for (battle.sides, 0..) |side, i| {
1485
- const foe = battle.sides[~@intCast(u1, i)];
1625
+ const foe = battle.sides[~@as(u1, @intCast(i))];
1486
1626
 
1487
1627
  var foe_all_ghosts = true;
1488
1628
  var foe_all_transform = true;
@@ -1534,41 +1674,84 @@ fn checkEBC(battle: anytype) bool {
1534
1674
  return false;
1535
1675
  }
1536
1676
 
1537
- inline fn onBegin(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
1677
+ fn disabled(side: *Side, ident: ID, options: anytype) !bool {
1678
+ if (side.active.volatiles.disabled_move != 0) {
1679
+ // A Pokémon that transforms after being disabled may end up with less move slots
1680
+ const m = side.active.moves[side.active.volatiles.disabled_move - 1].id;
1681
+ // side.last_selected_move can be Struggle here on Pokemon Showdown we need an extra check
1682
+ const last = if (showdown and m == .Bide and side.active.volatiles.Bide)
1683
+ m
1684
+ else
1685
+ side.last_selected_move;
1686
+ if (m != .None and m == last) {
1687
+ side.active.volatiles.Charging = false;
1688
+ try options.log.disabled(ident, last);
1689
+ return true;
1690
+ }
1691
+ }
1692
+ return false;
1693
+ }
1694
+
1695
+ inline fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1696
+ const side = battle.side(who);
1697
+ if (side.active.volatiles.Rage and side.active.boosts.atk < 6) {
1698
+ try Effects.boost(battle, who, Move.get(.Rage), options);
1699
+ }
1700
+ }
1701
+
1702
+ fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1703
+ var volatiles = &active.volatiles;
1704
+ assert(volatiles.Thrashing);
1705
+ if (volatiles.attacks > 0) return false;
1706
+
1707
+ volatiles.Thrashing = false;
1708
+ volatiles.Confusion = true;
1709
+ volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1710
+ return true;
1711
+ }
1712
+
1713
+ inline fn onBegin(
1714
+ battle: anytype,
1715
+ player: Player,
1716
+ move: Move.Data,
1717
+ mslot: u8,
1718
+ residual: *bool,
1719
+ options: anytype,
1720
+ ) !void {
1538
1721
  assert(move.effect.onBegin());
1539
1722
  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),
1723
+ .Confusion => Effects.confusion(battle, player, move, options),
1724
+ .Conversion => Effects.conversion(battle, player, options),
1725
+ .FocusEnergy => Effects.focusEnergy(battle, player, options),
1726
+ .Haze => Effects.haze(battle, player, options),
1727
+ .Heal => Effects.heal(battle, player, options),
1728
+ .LeechSeed => Effects.leechSeed(battle, player, move, options),
1729
+ .LightScreen => Effects.lightScreen(battle, player, options),
1730
+ .Mimic => Effects.mimic(battle, player, move, mslot, options),
1731
+ .Mist => Effects.mist(battle, player, options),
1732
+ .Paralyze => Effects.paralyze(battle, player, move, options),
1733
+ .Poison => Effects.poison(battle, player, move, options),
1734
+ .Reflect => Effects.reflect(battle, player, options),
1735
+ .Splash => Effects.splash(battle, player, options),
1736
+ .Substitute => Effects.substitute(battle, player, residual, options),
1737
+ .SwitchAndTeleport => Effects.switchAndTeleport(battle, player, move, options),
1738
+ .Transform => Effects.transform(battle, player, options),
1556
1739
  else => unreachable,
1557
1740
  };
1558
1741
  }
1559
1742
 
1560
- inline fn onEnd(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1743
+ inline fn onEnd(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1561
1744
  assert(move.effect.onEnd());
1562
1745
  return switch (move.effect) {
1563
- .Bide => Effects.bide(battle, player, log),
1746
+ .Bide => Effects.bide(battle, player, options),
1564
1747
  // zig fmt: off
1565
1748
  .AttackUp1, .AttackUp2, .DefenseUp1, .DefenseUp2,
1566
1749
  .EvasionUp1, .SpecialUp1, .SpecialUp2, .SpeedUp2 =>
1567
- Effects.boost(battle, player, move, log),
1750
+ Effects.boost(battle, player, move, options),
1568
1751
  .AccuracyDown1, .AttackDown1, .DefenseDown1, .DefenseDown2, .SpeedDown1 =>
1569
- Effects.unboost(battle, player, move, log),
1752
+ Effects.unboost(battle, player, move, options),
1570
1753
  // zig fmt: on
1571
- .Sleep => Effects.sleep(battle, player, move, log),
1754
+ .Sleep => Effects.sleep(battle, player, move, options),
1572
1755
  else => unreachable,
1573
1756
  };
1574
1757
  }
@@ -1578,54 +1761,51 @@ inline fn alwaysHappens(
1578
1761
  player: Player,
1579
1762
  move: Move.Data,
1580
1763
  residual: *bool,
1581
- log: anytype,
1764
+ options: anytype,
1582
1765
  ) !void {
1583
1766
  assert(move.effect.alwaysHappens());
1584
1767
  return switch (move.effect) {
1585
- .DrainHP, .DreamEater => Effects.drainHP(battle, player, log),
1768
+ .DrainHP, .DreamEater => Effects.drainHP(battle, player, options),
1586
1769
  .Explode => Effects.explode(battle, player),
1587
- .PayDay => Effects.payDay(battle, player, log),
1770
+ .PayDay => Effects.payDay(battle, player, options),
1588
1771
  .Rage => Effects.rage(battle, player),
1589
- .Recoil => Effects.recoil(battle, player, residual, log),
1772
+ .Recoil => Effects.recoil(battle, player, residual, options),
1590
1773
  .JumpKick, .Binding => {},
1591
1774
  else => unreachable,
1592
1775
  };
1593
1776
  }
1594
1777
 
1595
- inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1778
+ inline fn moveEffect(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1596
1779
  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),
1780
+ .BurnChance1, .BurnChance2 => Effects.burnChance(battle, player, move, options),
1781
+ .ConfusionChance => Effects.confusion(battle, player, move, options),
1782
+ .FlinchChance1, .FlinchChance2 => Effects.flinchChance(battle, player, move, options),
1783
+ .FreezeChance => Effects.freezeChance(battle, player, move, options),
1784
+ .HyperBeam => Effects.hyperBeam(battle, player, options),
1602
1785
  .MultiHit, .DoubleHit, .Twineedle => unreachable,
1603
- .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, log),
1604
- .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, log),
1786
+ .ParalyzeChance1, .ParalyzeChance2 => Effects.paralyzeChance(battle, player, move, options),
1787
+ .PoisonChance1, .PoisonChance2 => Effects.poison(battle, player, move, options),
1605
1788
  // zig fmt: off
1606
1789
  .AttackDownChance, .DefenseDownChance, .SpecialDownChance, .SpeedDownChance =>
1607
- Effects.unboost(battle, player, move, log),
1790
+ Effects.unboost(battle, player, move, options),
1608
1791
  // zig fmt: on
1609
1792
  else => {},
1610
1793
  };
1611
1794
  }
1612
1795
 
1613
1796
  pub const Effects = struct {
1614
- fn bide(battle: anytype, player: Player, log: anytype) !void {
1797
+ fn bide(battle: anytype, player: Player, options: anytype) !void {
1615
1798
  var side = battle.side(player);
1616
1799
 
1617
1800
  side.active.volatiles.Bide = true;
1618
1801
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1619
1802
  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);
1803
+ side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1624
1804
 
1625
- try log.start(battle.active(player), .Bide);
1805
+ try options.log.start(battle.active(player), .Bide);
1626
1806
  }
1627
1807
 
1628
- fn burnChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1808
+ fn burnChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1629
1809
  var foe = battle.foe(player);
1630
1810
  var foe_stored = foe.stored();
1631
1811
 
@@ -1636,96 +1816,97 @@ pub const Effects = struct {
1636
1816
  // GLITCH: Freeze top move selection desync can occur if thawed Pokémon is slower
1637
1817
  if (Status.is(foe_stored.status, .FRZ)) {
1638
1818
  assert(move.type == .Fire);
1639
- try log.curestatus(battle.active(player.foe()), foe_stored.status, .Message);
1819
+ try options.log.curestatus(
1820
+ battle.active(player.foe()),
1821
+ foe_stored.status,
1822
+ .Message,
1823
+ );
1640
1824
  foe_stored.status = 0;
1641
1825
  }
1642
1826
  return;
1643
1827
  }
1644
1828
 
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;
1829
+ if (foe.active.types.includes(move.type)) return;
1830
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .BurnChance1, options)) {
1831
+ return;
1832
+ }
1653
1833
 
1654
1834
  foe_stored.status = Status.init(.BRN);
1655
1835
  foe.active.stats.atk = @max(foe.active.stats.atk / 2, 1);
1656
1836
 
1657
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
1837
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
1658
1838
  }
1659
1839
 
1660
- fn charge(battle: anytype, player: Player, log: anytype) !void {
1840
+ fn charge(battle: anytype, player: Player, options: anytype) !void {
1661
1841
  var side = battle.side(player);
1662
1842
  var volatiles = &side.active.volatiles;
1663
1843
 
1664
1844
  volatiles.Charging = true;
1665
1845
  const move = side.last_selected_move;
1666
1846
  if (move == .Fly or move == .Dig) volatiles.Invulnerable = true;
1667
- try log.laststill();
1668
- try log.prepare(battle.active(player), move);
1847
+ try options.log.laststill();
1848
+ try options.log.prepare(battle.active(player), move);
1669
1849
  }
1670
1850
 
1671
- fn confusion(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1851
+ fn confusion(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1672
1852
  var foe = battle.foe(player);
1673
1853
  const sub = foe.active.volatiles.Substitute;
1674
1854
 
1675
1855
  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;
1856
+ if (!try Rolls.confusionChance(battle, player, options)) return;
1681
1857
  } else {
1682
1858
  if (showdown) {
1683
- if (!try checkHit(battle, player, move, log)) {
1859
+ if (!try checkHit(battle, player, move, options)) {
1684
1860
  return;
1685
1861
  } else if (sub) {
1686
- return log.fail(battle.active(player.foe()), .None);
1862
+ return options.log.fail(battle.active(player.foe()), .None);
1687
1863
  }
1688
1864
  } else {
1689
1865
  if (sub) {
1690
- return log.fail(battle.active(player.foe()), .None);
1691
- } else if (!try checkHit(battle, player, move, log)) {
1866
+ return options.log.fail(battle.active(player.foe()), .None);
1867
+ } else if (!try checkHit(battle, player, move, options)) {
1692
1868
  return;
1693
1869
  }
1694
1870
  }
1871
+ try options.chance.commit(player, .hit);
1695
1872
  }
1696
1873
 
1697
1874
  if (foe.active.volatiles.Confusion) return;
1698
1875
  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);
1876
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1703
1877
 
1704
- try log.start(battle.active(player.foe()), .Confusion);
1878
+ try options.log.start(battle.active(player.foe()), .Confusion);
1705
1879
  }
1706
1880
 
1707
- fn conversion(battle: anytype, player: Player, log: anytype) !void {
1881
+ fn conversion(battle: anytype, player: Player, options: anytype) !void {
1708
1882
  const foe = battle.foe(player);
1709
1883
 
1710
1884
  if (foe.active.volatiles.Invulnerable) {
1711
- try log.lastmiss();
1712
- return log.miss(battle.active(player));
1885
+ try options.log.lastmiss();
1886
+ return options.log.miss(battle.active(player));
1713
1887
  }
1714
1888
 
1715
1889
  battle.side(player).active.types = foe.active.types;
1716
- return log.typechange(battle.active(player), foe.active.types, battle.active(player.foe()));
1890
+ return options.log.typechange(
1891
+ battle.active(player),
1892
+ foe.active.types,
1893
+ battle.active(player.foe()),
1894
+ );
1717
1895
  }
1718
1896
 
1719
- fn disable(battle: anytype, player: Player, move: Move.Data, log: anytype) !?Result {
1897
+ fn disable(battle: anytype, player: Player, move: Move.Data, options: anytype) !?Result {
1720
1898
  var foe = battle.foe(player);
1721
1899
  var volatiles = &foe.active.volatiles;
1722
1900
  const foe_ident = battle.active(player.foe());
1723
1901
 
1724
1902
  // Pokémon Showdown handles hit/miss earlier in doMove
1725
- if (!showdown and !try checkHit(battle, player, move, log)) return null;
1903
+ if (!showdown) {
1904
+ if (!try checkHit(battle, player, move, options)) return null;
1905
+ try options.chance.commit(player, .hit);
1906
+ }
1726
1907
 
1727
1908
  if (volatiles.disabled_move != 0) {
1728
- try log.fail(foe_ident, .None);
1909
+ try options.log.fail(foe_ident, .None);
1729
1910
  return null;
1730
1911
  }
1731
1912
 
@@ -1741,7 +1922,7 @@ pub const Effects = struct {
1741
1922
  // Technically this is still considered simply a "miss" on the cartridge,
1742
1923
  // but diverging from Pokémon Showdown here would mostly just be pedantic
1743
1924
  if (n == 0) {
1744
- try log.fail(foe_ident, .None);
1925
+ try options.log.fail(foe_ident, .None);
1745
1926
  return null;
1746
1927
  } else if (err) {
1747
1928
  // GLITCH: Transform + Mirror Move / Metronome PP softlock
@@ -1749,23 +1930,22 @@ pub const Effects = struct {
1749
1930
  return Result.Error;
1750
1931
  }
1751
1932
 
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);
1933
+ volatiles.disabled_move =
1934
+ @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1935
+ volatiles.disabled_duration = Rolls.disableDuration(battle, player, options);
1757
1936
 
1758
- try log.startEffect(foe_ident, .Disable, foe.active.move(volatiles.disabled_move).id);
1937
+ const id = foe.active.move(volatiles.disabled_move).id;
1938
+ try options.log.startEffect(foe_ident, .Disable, id);
1759
1939
  return null;
1760
1940
  }
1761
1941
 
1762
- fn drainHP(battle: anytype, player: Player, log: anytype) !void {
1942
+ fn drainHP(battle: anytype, player: Player, options: anytype) !void {
1763
1943
  var side = battle.side(player);
1764
1944
  var stored = side.stored();
1765
1945
 
1766
1946
  if (battle.last_damage == 0) {
1767
1947
  assert(showdown);
1768
- return;
1948
+ if (!battle.foe(player).active.volatiles.Substitute) return;
1769
1949
  }
1770
1950
 
1771
1951
  const drain = @max(battle.last_damage / 2, 1);
@@ -1774,7 +1954,7 @@ pub const Effects = struct {
1774
1954
  if (stored.hp == stored.stats.hp) return;
1775
1955
  stored.hp = @min(stored.stats.hp, stored.hp + drain);
1776
1956
 
1777
- try log.drain(battle.active(player), stored, battle.active(player.foe()));
1957
+ try options.log.drain(battle.active(player), stored, battle.active(player.foe()));
1778
1958
  }
1779
1959
 
1780
1960
  fn explode(battle: anytype, player: Player) !void {
@@ -1788,34 +1968,28 @@ pub const Effects = struct {
1788
1968
  side.active.volatiles.LeechSeed = false;
1789
1969
  }
1790
1970
 
1791
- fn flinchChance(battle: anytype, player: Player, move: Move.Data) void {
1971
+ fn flinchChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1792
1972
  var volatiles = &battle.foe(player).active.volatiles;
1793
1973
 
1794
1974
  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;
1975
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .FlinchChance1, options)) {
1976
+ return;
1977
+ }
1804
1978
 
1805
1979
  volatiles.Flinch = true;
1806
1980
  volatiles.Recharging = false;
1807
1981
  }
1808
1982
 
1809
- fn focusEnergy(battle: anytype, player: Player, log: anytype) !void {
1983
+ fn focusEnergy(battle: anytype, player: Player, options: anytype) !void {
1810
1984
  var side = battle.side(player);
1811
1985
 
1812
1986
  if (side.active.volatiles.FocusEnergy) return;
1813
1987
  side.active.volatiles.FocusEnergy = true;
1814
1988
 
1815
- try log.start(battle.active(player), .FocusEnergy);
1989
+ try options.log.start(battle.active(player), .FocusEnergy);
1816
1990
  }
1817
1991
 
1818
- fn freezeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
1992
+ fn freezeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1819
1993
  var foe = battle.foe(player);
1820
1994
  var foe_stored = foe.stored();
1821
1995
  const foe_ident = battle.active(player.foe());
@@ -1826,22 +2000,19 @@ pub const Effects = struct {
1826
2000
  return if (showdown and !foe.active.types.includes(move.type)) battle.rng.advance(1);
1827
2001
  }
1828
2002
 
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
-
2003
+ if (foe.active.types.includes(move.type)) return;
2004
+ if (!try Rolls.secondaryChance(battle, player, true, options)) return;
1835
2005
  // Freeze Clause Mod
1836
2006
  if (showdown) for (foe.pokemon) |p| if (Status.is(p.status, .FRZ)) return;
1837
2007
 
1838
2008
  foe_stored.status = Status.init(.FRZ);
1839
2009
  // GLITCH: Hyper Beam recharging status is not cleared
1840
2010
 
1841
- try log.status(foe_ident, foe_stored.status, .None);
2011
+ try options.log.status(foe_ident, foe_stored.status, .None);
1842
2012
  }
1843
2013
 
1844
- fn haze(battle: anytype, player: Player, log: anytype) !void {
2014
+ fn haze(battle: anytype, player: Player, options: anytype) !void {
2015
+ var log = options.log;
1845
2016
  var side = battle.side(player);
1846
2017
  var foe = battle.foe(player);
1847
2018
 
@@ -1863,7 +2034,7 @@ pub const Effects = struct {
1863
2034
  // Pokémon Showdown clears P1 then P2 instead of status -> side -> foe
1864
2035
  if (showdown) {
1865
2036
  for (&battle.sides, 0..) |*s, i| {
1866
- const p = @intToEnum(Player, i);
2037
+ const p: Player = @enumFromInt(i);
1867
2038
  // Pokémon Showdown incorrectly does not prevent sleep/freeze from moving
1868
2039
  if (p != player and Status.any(s.stored().status)) {
1869
2040
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
@@ -1872,7 +2043,7 @@ pub const Effects = struct {
1872
2043
  s.stored().status = Status.init(.PSN);
1873
2044
  try log.status(battle.active(p), s.stored().status, .None);
1874
2045
  }
1875
- try clearVolatiles(battle, p, log);
2046
+ try clearVolatiles(battle, p, p != player, options);
1876
2047
  }
1877
2048
  } else {
1878
2049
  if (Status.any(foe_stored.status)) {
@@ -1882,71 +2053,76 @@ pub const Effects = struct {
1882
2053
  try log.curestatus(foe_ident, foe_stored.status, .Silent);
1883
2054
  foe_stored.status = 0;
1884
2055
  }
1885
- try clearVolatiles(battle, player, log);
1886
- try clearVolatiles(battle, player.foe(), log);
2056
+ try clearVolatiles(battle, player, false, options);
2057
+ try clearVolatiles(battle, player.foe(), true, options);
1887
2058
  }
1888
2059
  }
1889
2060
 
1890
- fn heal(battle: anytype, player: Player, log: anytype) !void {
2061
+ fn heal(battle: anytype, player: Player, options: anytype) !void {
1891
2062
  var side = battle.side(player);
1892
2063
  var stored = side.stored();
1893
2064
  const ident = battle.active(player);
1894
2065
 
1895
2066
  // GLITCH: HP recovery move failure glitches
1896
2067
  const delta = stored.stats.hp - stored.hp;
1897
- if (delta == 0 or delta & 255 == 255) return try log.fail(ident, .None);
2068
+ if (delta == 0 or (delta & 255 == 255 and stored.hp % 256 != 0)) {
2069
+ return try options.log.fail(ident, .None);
2070
+ }
1898
2071
 
1899
2072
  const rest = side.last_selected_move == .Rest;
1900
2073
  if (rest) {
1901
2074
  // Adding the sleep status runs the sleep condition handler to roll duration
1902
2075
  if (showdown) battle.rng.advance(1);
1903
2076
  stored.status = Status.slf(2);
1904
- try log.statusFrom(ident, stored.status, Move.Rest);
2077
+ try options.log.statusFrom(ident, stored.status, Move.Rest);
1905
2078
  stored.hp = stored.stats.hp;
1906
2079
  } else {
1907
2080
  stored.hp = @min(stored.stats.hp, stored.hp + (stored.stats.hp / 2));
1908
2081
  }
1909
- try log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
2082
+ try options.log.heal(ident, stored, if (rest) Heal.Silent else Heal.None);
1910
2083
  }
1911
2084
 
1912
- fn hyperBeam(battle: anytype, player: Player, log: anytype) !void {
2085
+ fn hyperBeam(battle: anytype, player: Player, options: anytype) !void {
1913
2086
  battle.side(player).active.volatiles.Recharging = true;
1914
- try log.mustrecharge(battle.active(player));
2087
+ try options.log.mustrecharge(battle.active(player));
1915
2088
  }
1916
2089
 
1917
- fn leechSeed(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2090
+ fn leechSeed(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1918
2091
  var foe = battle.foe(player);
1919
2092
 
1920
2093
  if (showdown) {
1921
2094
  // Invulnerability trumps type immunity on Pokémon Showdown
1922
2095
  if (!foe.active.volatiles.Invulnerable and foe.active.types.includes(.Grass)) {
1923
- return log.immune(battle.active(player.foe()), .None);
2096
+ return options.log.immune(battle.active(player.foe()), .None);
1924
2097
  }
1925
- if (!try checkHit(battle, player, move, log)) return;
2098
+ if (!try checkHit(battle, player, move, options)) return;
1926
2099
  if (foe.active.volatiles.LeechSeed) return;
1927
2100
  } else {
1928
- if (!try checkHit(battle, player, move, log)) return;
2101
+ if (!try checkHit(battle, player, move, options)) return;
1929
2102
  if (foe.active.types.includes(.Grass) or foe.active.volatiles.LeechSeed) {
1930
- try log.lastmiss();
1931
- return log.miss(battle.active(player));
2103
+ try options.log.lastmiss();
2104
+ return options.log.miss(battle.active(player));
1932
2105
  }
1933
2106
  }
1934
2107
 
2108
+ try options.chance.commit(player, .hit);
1935
2109
  foe.active.volatiles.LeechSeed = true;
1936
2110
 
1937
- try log.start(battle.active(player.foe()), .LeechSeed);
2111
+ try options.log.start(battle.active(player.foe()), .LeechSeed);
1938
2112
  }
1939
2113
 
1940
- fn lightScreen(battle: anytype, player: Player, log: anytype) !void {
2114
+ fn lightScreen(battle: anytype, player: Player, options: anytype) !void {
1941
2115
  var side = battle.side(player);
1942
2116
 
1943
- if (side.active.volatiles.LightScreen) return log.fail(battle.active(player), .None);
2117
+ if (side.active.volatiles.LightScreen) {
2118
+ return options.log.fail(battle.active(player), .None);
2119
+ }
1944
2120
  side.active.volatiles.LightScreen = true;
1945
2121
 
1946
- try log.start(battle.active(player), .LightScreen);
2122
+ try options.log.start(battle.active(player), .LightScreen);
1947
2123
  }
1948
2124
 
1949
- fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, log: anytype) !void {
2125
+ fn mimic(battle: anytype, player: Player, move: Move.Data, mslot: u8, options: anytype) !void {
1950
2126
  var side = battle.side(player);
1951
2127
  var foe = battle.foe(player);
1952
2128
 
@@ -1962,45 +2138,51 @@ pub const Effects = struct {
1962
2138
  const has_mimic = has_mimic: {
1963
2139
  for (side.active.moves, 0..) |m, i| {
1964
2140
  if (m.id == .Mimic) {
1965
- oslot = @intCast(u8, i + 1);
2141
+ oslot = @intCast(i + 1);
1966
2142
  break :has_mimic true;
1967
2143
  }
1968
2144
  }
1969
2145
  break :has_mimic false;
1970
2146
  };
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);
2147
+ if (!has_mimic) {
2148
+ // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2149
+ if (!try checkHit(battle, player, move, options)) return;
2150
+ try options.chance.commit(player, .hit);
2151
+ return try options.log.fail(battle.active(player.foe()), .None);
1975
2152
  }
1976
2153
  }
1977
- if (!try checkHit(battle, player, move, log)) return;
2154
+ if (!try checkHit(battle, player, move, options)) return;
2155
+ try options.chance.commit(player, .hit);
1978
2156
 
1979
- const rslot = randomMoveSlot(&battle.rng, &foe.active.moves, 0);
2157
+ const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
1980
2158
  side.active.move(oslot).id = foe.active.move(rslot).id;
1981
2159
 
1982
- try log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
2160
+ try options.log.startEffect(battle.active(player), .Mimic, side.active.move(oslot).id);
1983
2161
  }
1984
2162
 
1985
- fn mist(battle: anytype, player: Player, log: anytype) !void {
2163
+ fn mist(battle: anytype, player: Player, options: anytype) !void {
1986
2164
  var side = battle.side(player);
1987
2165
 
1988
2166
  if (side.active.volatiles.Mist) return;
1989
2167
  side.active.volatiles.Mist = true;
1990
2168
 
1991
- try log.start(battle.active(player), .Mist);
2169
+ try options.log.start(battle.active(player), .Mist);
1992
2170
  }
1993
2171
 
1994
- fn multiHit(battle: anytype, player: Player, move: Move.Data) void {
2172
+ fn multiHit(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
1995
2173
  var side = battle.side(player);
1996
2174
 
1997
2175
  assert(!side.active.volatiles.MultiHit);
1998
2176
  side.active.volatiles.MultiHit = true;
1999
2177
 
2000
- side.active.volatiles.attacks = if (move.effect == .MultiHit) distribution(battle) else 2;
2178
+ side.active.volatiles.attacks = if (move.effect == .MultiHit)
2179
+ try Rolls.distribution(battle, .MultiHit, player, options)
2180
+ else
2181
+ 2;
2001
2182
  }
2002
2183
 
2003
- fn paralyze(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2184
+ fn paralyze(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2185
+ var log = options.log;
2004
2186
  var foe = battle.foe(player);
2005
2187
  var foe_stored = foe.stored();
2006
2188
  const foe_ident = battle.active(player.foe());
@@ -2011,7 +2193,7 @@ pub const Effects = struct {
2011
2193
  if (showdown) {
2012
2194
  // Invulnerability trumps type immunity on Pokémon Showdown
2013
2195
  if (immune and !foe.active.volatiles.Invulnerable) return log.immune(foe_ident, .None);
2014
- if (!try checkHit(battle, player, move, log)) return;
2196
+ if (!try checkHit(battle, player, move, options)) return;
2015
2197
  }
2016
2198
  if (Status.any(foe_stored.status)) {
2017
2199
  return log.fail(
@@ -2021,8 +2203,9 @@ pub const Effects = struct {
2021
2203
  }
2022
2204
  if (!showdown) {
2023
2205
  if (immune) return log.immune(foe_ident, .None);
2024
- if (!try checkHit(battle, player, move, log)) return;
2206
+ if (!try checkHit(battle, player, move, options)) return;
2025
2207
  }
2208
+ try options.chance.commit(player, .hit);
2026
2209
 
2027
2210
  foe_stored.status = Status.init(.PAR);
2028
2211
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2030,7 +2213,7 @@ pub const Effects = struct {
2030
2213
  try log.status(foe_ident, foe_stored.status, .None);
2031
2214
  }
2032
2215
 
2033
- fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2216
+ fn paralyzeChance(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2034
2217
  var foe = battle.foe(player);
2035
2218
  var foe_stored = foe.stored();
2036
2219
 
@@ -2041,32 +2224,31 @@ pub const Effects = struct {
2041
2224
  }
2042
2225
 
2043
2226
  // 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;
2227
+ if (foe.active.types.includes(move.type)) return;
2228
+ if (!try Rolls.secondaryChance(battle, player, move.effect == .ParalyzeChance1, options)) {
2229
+ return;
2230
+ }
2052
2231
 
2053
2232
  foe_stored.status = Status.init(.PAR);
2054
2233
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
2055
2234
 
2056
- try log.status(battle.active(player.foe()), foe_stored.status, .None);
2235
+ try options.log.status(battle.active(player.foe()), foe_stored.status, .None);
2057
2236
  }
2058
2237
 
2059
- fn payDay(battle: anytype, player: Player, log: anytype) !void {
2060
- if (!showdown or !battle.foe(player).active.volatiles.Substitute) try log.fieldactivate();
2238
+ fn payDay(battle: anytype, player: Player, options: anytype) !void {
2239
+ if (!showdown or !battle.foe(player).active.volatiles.Substitute) {
2240
+ try options.log.fieldactivate();
2241
+ }
2061
2242
  }
2062
2243
 
2063
- fn poison(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2244
+ fn poison(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2245
+ var log = options.log;
2064
2246
  var foe = battle.foe(player);
2065
2247
  var foe_stored = foe.stored();
2066
2248
  const foe_ident = battle.active(player.foe());
2067
2249
  const toxic = battle.side(player).last_selected_move == .Toxic;
2068
2250
 
2069
- if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, log)) {
2251
+ if (showdown and move.effect == .Poison and !try checkHit(battle, player, move, options)) {
2070
2252
  return;
2071
2253
  } else if (foe.active.volatiles.Substitute) {
2072
2254
  if (move.effect != .Poison) return;
@@ -2090,16 +2272,12 @@ pub const Effects = struct {
2090
2272
  }
2091
2273
 
2092
2274
  if (move.effect == .Poison) {
2093
- if (!showdown and !try checkHit(battle, player, move, log)) return;
2275
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2276
+ try options.chance.commit(player, .hit);
2094
2277
  } 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;
2278
+ if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2279
+ return;
2280
+ }
2103
2281
  }
2104
2282
 
2105
2283
  foe_stored.status = Status.init(.PSN);
@@ -2114,34 +2292,40 @@ pub const Effects = struct {
2114
2292
 
2115
2293
  fn rage(battle: anytype, player: Player) !void {
2116
2294
  var volatiles = &battle.side(player).active.volatiles;
2117
- if (volatiles.Rage) return;
2118
- volatiles.Rage = true;
2119
2295
  assert(!volatiles.Bide);
2120
- volatiles.state = 0;
2296
+ volatiles.Rage = true;
2121
2297
  }
2122
2298
 
2123
- fn recoil(battle: anytype, player: Player, residual: *bool, log: anytype) !void {
2299
+ fn recoil(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2124
2300
  var side = battle.side(player);
2125
2301
  var stored = side.stored();
2126
2302
 
2127
- const damage = @intCast(i16, @max(battle.last_damage /
2303
+ assert(showdown or battle.last_damage > 0);
2304
+ if (showdown and battle.last_damage == 0) return;
2305
+
2306
+ const damage: i16 = @intCast(@max(battle.last_damage /
2128
2307
  @as(u8, if (side.last_selected_move == .Struggle) 2 else 4), 1));
2129
- stored.hp = @intCast(u16, @max(@intCast(i16, stored.hp) - damage, 0));
2308
+ stored.hp = @intCast(@max(@as(i16, @intCast(stored.hp)) - damage, 0));
2130
2309
 
2131
- try log.damageOf(battle.active(player), stored, .RecoilOf, battle.active(player.foe()));
2310
+ try options.log.damageOf(
2311
+ battle.active(player),
2312
+ stored,
2313
+ .RecoilOf,
2314
+ battle.active(player.foe()),
2315
+ );
2132
2316
  if (showdown and stored.hp == 0) residual.* = false;
2133
2317
  }
2134
2318
 
2135
- fn reflect(battle: anytype, player: Player, log: anytype) !void {
2319
+ fn reflect(battle: anytype, player: Player, options: anytype) !void {
2136
2320
  var side = battle.side(player);
2137
2321
 
2138
- if (side.active.volatiles.Reflect) return log.fail(battle.active(player), .None);
2322
+ if (side.active.volatiles.Reflect) return options.log.fail(battle.active(player), .None);
2139
2323
  side.active.volatiles.Reflect = true;
2140
2324
 
2141
- try log.start(battle.active(player), .Reflect);
2325
+ try options.log.start(battle.active(player), .Reflect);
2142
2326
  }
2143
2327
 
2144
- fn sleep(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2328
+ fn sleep(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2145
2329
  var foe = battle.foe(player);
2146
2330
  var foe_stored = foe.stored();
2147
2331
  const foe_ident = battle.active(player.foe());
@@ -2152,13 +2336,14 @@ pub const Effects = struct {
2152
2336
  // the Sleep Clause Mod might activate, causing us to not actually bypass
2153
2337
  } else {
2154
2338
  if (Status.any(foe_stored.status)) {
2155
- return log.fail(
2339
+ return options.log.fail(
2156
2340
  foe_ident,
2157
2341
  if (Status.is(foe_stored.status, .SLP)) .Sleep else .None,
2158
2342
  );
2159
2343
  }
2160
2344
  // 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;
2345
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2346
+ try options.chance.commit(player, .hit);
2162
2347
  }
2163
2348
 
2164
2349
  // Sleep Clause Mod
@@ -2169,40 +2354,32 @@ pub const Effects = struct {
2169
2354
  }
2170
2355
  foe.active.volatiles.Recharging = false;
2171
2356
 
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);
2357
+ foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2358
+ const last = battle.side(player).last_selected_move;
2359
+ try options.log.statusFrom(foe_ident, foe_stored.status, last);
2183
2360
  }
2184
2361
 
2185
- fn splash(battle: anytype, player: Player, log: anytype) !void {
2186
- try log.activate(battle.active(player), .Splash);
2362
+ fn splash(battle: anytype, player: Player, options: anytype) !void {
2363
+ try options.log.activate(battle.active(player), .Splash);
2187
2364
  }
2188
2365
 
2189
- fn substitute(battle: anytype, player: Player, log: anytype) !void {
2366
+ fn substitute(battle: anytype, player: Player, residual: *bool, options: anytype) !void {
2190
2367
  var side = battle.side(player);
2191
2368
  if (side.active.volatiles.Substitute) {
2192
- try log.fail(battle.active(player), .Substitute);
2369
+ try options.log.fail(battle.active(player), .Substitute);
2193
2370
  return;
2194
2371
  }
2195
2372
 
2196
2373
  assert(side.stored().stats.hp <= 1023);
2197
2374
  // 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);
2375
+ const hp: u8 = @intCast(side.stored().stats.hp / 4);
2199
2376
  // Pokénon Showdown incorrectly checks for 1/4 HP based on `target.maxhp / 4` which returns
2200
2377
  // a floating point value and thus only correctly implements the Substitute 1/4 glitch when
2201
2378
  // the target's HP is exactly divisible by 4 (here we're using an inlined divCeil routine to
2202
2379
  // avoid having to convert to floating point)
2203
2380
  const required_hp = if (showdown) @divFloor(side.stored().stats.hp - 1, 4) + 1 else hp;
2204
2381
  if (side.stored().hp < required_hp) {
2205
- try log.fail(battle.active(player), .Weak);
2382
+ try options.log.fail(battle.active(player), .Weak);
2206
2383
  return;
2207
2384
  }
2208
2385
 
@@ -2210,31 +2387,32 @@ pub const Effects = struct {
2210
2387
  side.stored().hp -= hp;
2211
2388
  side.active.volatiles.substitute = hp + 1;
2212
2389
  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);
2390
+ try options.log.start(battle.active(player), .Substitute);
2391
+ if (hp > 0) {
2392
+ try options.log.damage(battle.active(player), side.stored(), .None);
2393
+ if (showdown and side.stored().hp == 0) residual.* = false;
2394
+ }
2215
2395
  }
2216
2396
 
2217
- fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2397
+ fn switchAndTeleport(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2218
2398
  if (!showdown or battle.side(player).last_selected_move == .Teleport) return;
2219
2399
 
2220
- // Whirlwind/Roar should not roll to hit but Pokémon Showdown does anyway
2221
- _ = try checkHit(battle, player, move, log);
2400
+ // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2401
+ if (try checkHit(battle, player, move, options)) try options.chance.commit(player, .hit);
2402
+
2403
+ battle.last_damage = 0;
2222
2404
  }
2223
2405
 
2224
- fn thrashing(battle: anytype, player: Player) void {
2406
+ fn thrashing(battle: anytype, player: Player, options: anytype) void {
2225
2407
  var volatiles = &battle.side(player).active.volatiles;
2226
2408
  assert(!volatiles.Thrashing);
2227
2409
  assert(!volatiles.Bide);
2228
2410
 
2229
2411
  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);
2412
+ volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2235
2413
  }
2236
2414
 
2237
- fn transform(battle: anytype, player: Player, log: anytype) !void {
2415
+ fn transform(battle: anytype, player: Player, options: anytype) !void {
2238
2416
  var side = battle.side(player);
2239
2417
  const foe = battle.foe(player);
2240
2418
  const foe_ident = battle.active(player.foe());
@@ -2260,10 +2438,10 @@ pub const Effects = struct {
2260
2438
  side.active.moves[i].pp = if (m.id != .None) 5 else 0;
2261
2439
  }
2262
2440
 
2263
- try log.transform(battle.active(player), foe_ident);
2441
+ try options.log.transform(battle.active(player), foe_ident);
2264
2442
  }
2265
2443
 
2266
- fn binding(battle: anytype, player: Player) void {
2444
+ fn binding(battle: anytype, player: Player, rewrap: bool, options: anytype) !void {
2267
2445
  var side = battle.side(player);
2268
2446
  var foe = battle.foe(player);
2269
2447
 
@@ -2271,12 +2449,16 @@ pub const Effects = struct {
2271
2449
  side.active.volatiles.Binding = true;
2272
2450
  // GLITCH: Hyper Beam automatic selection glitch if Recharging gets cleared on miss
2273
2451
  // (Pokémon Showdown unitentionally patches this glitch, preventing automatic selection)
2274
- if (!showdown) foe.active.volatiles.Recharging = false;
2452
+ if (!showdown) {
2453
+ foe.active.volatiles.Recharging = false;
2454
+ } else if (foe.stored().hp == 0) return if (!rewrap) battle.rng.advance(1);
2275
2455
 
2276
- side.active.volatiles.attacks = distribution(battle) - 1;
2456
+ side.active.volatiles.attacks =
2457
+ try Rolls.distribution(battle, .Binding, player, options) - 1;
2277
2458
  }
2278
2459
 
2279
- fn boost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2460
+ fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2461
+ var log = options.log;
2280
2462
  var side = battle.side(player);
2281
2463
  const ident = battle.active(player);
2282
2464
 
@@ -2288,7 +2470,7 @@ pub const Effects = struct {
2288
2470
  assert(boosts.atk >= -6 and boosts.atk <= 6);
2289
2471
  if (boosts.atk == 6) return try log.fail(ident, .None);
2290
2472
  const n: u2 = if (move.effect == .AttackUp2) 2 else 1;
2291
- boosts.atk = @intCast(i4, @min(6, @as(i8, boosts.atk) + n));
2473
+ boosts.atk = @as(i4, @intCast(@min(6, @as(i8, boosts.atk) + n)));
2292
2474
  const reason = if (move.effect == .Rage) Boost.Rage else Boost.Attack;
2293
2475
  if (stats.atk == MAX_STAT_VALUE) {
2294
2476
  boosts.atk -= 1;
@@ -2299,16 +2481,18 @@ pub const Effects = struct {
2299
2481
  }
2300
2482
  return try log.fail(ident, .None);
2301
2483
  }
2302
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2303
- const stat = unmodifiedStats(battle, player).atk;
2484
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2485
+ const stat = unmodifiedStats(battle, side).atk;
2304
2486
  stats.atk = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2305
2487
  try log.boost(ident, reason, n);
2488
+ // Pokémon Showdown doesn't re-apply status modifiers after Rage boosts
2489
+ if (showdown and move.effect == .Rage) return;
2306
2490
  },
2307
2491
  .DefenseUp1, .DefenseUp2 => {
2308
2492
  assert(boosts.def >= -6 and boosts.def <= 6);
2309
2493
  if (boosts.def == 6) return try log.fail(ident, .None);
2310
2494
  const n: u2 = if (move.effect == .DefenseUp2) 2 else 1;
2311
- boosts.def = @intCast(i4, @min(6, @as(i8, boosts.def) + n));
2495
+ boosts.def = @intCast(@min(6, @as(i8, boosts.def) + n));
2312
2496
  if (stats.def == MAX_STAT_VALUE) {
2313
2497
  boosts.def -= 1;
2314
2498
  if (showdown) {
@@ -2317,15 +2501,15 @@ pub const Effects = struct {
2317
2501
  }
2318
2502
  return try log.fail(ident, .None);
2319
2503
  }
2320
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2321
- const stat = unmodifiedStats(battle, player).def;
2504
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2505
+ const stat = unmodifiedStats(battle, side).def;
2322
2506
  stats.def = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2323
2507
  try log.boost(ident, .Defense, n);
2324
2508
  },
2325
2509
  .SpeedUp2 => {
2326
2510
  assert(boosts.spe >= -6 and boosts.spe <= 6);
2327
2511
  if (boosts.spe == 6) return try log.fail(ident, .None);
2328
- boosts.spe = @intCast(i4, @min(6, @as(i8, boosts.spe) + 2));
2512
+ boosts.spe = @intCast(@min(6, @as(i8, boosts.spe) + 2));
2329
2513
  if (stats.spe == MAX_STAT_VALUE) {
2330
2514
  boosts.spe -= 1;
2331
2515
  if (showdown) {
@@ -2334,8 +2518,8 @@ pub const Effects = struct {
2334
2518
  }
2335
2519
  return try log.fail(ident, .None);
2336
2520
  }
2337
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2338
- const stat = unmodifiedStats(battle, player).spe;
2521
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2522
+ const stat = unmodifiedStats(battle, side).spe;
2339
2523
  stats.spe = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2340
2524
  try log.boost(ident, .Speed, 2);
2341
2525
  },
@@ -2343,7 +2527,7 @@ pub const Effects = struct {
2343
2527
  assert(boosts.spc >= -6 and boosts.spc <= 6);
2344
2528
  if (boosts.spc == 6) return try log.fail(ident, .None);
2345
2529
  const n: u2 = if (move.effect == .SpecialUp2) 2 else 1;
2346
- boosts.spc = @intCast(i4, @min(6, @as(i8, boosts.spc) + n));
2530
+ boosts.spc = @intCast(@min(6, @as(i8, boosts.spc) + n));
2347
2531
  if (stats.spc == MAX_STAT_VALUE) {
2348
2532
  boosts.spc -= 1;
2349
2533
  if (showdown) {
@@ -2354,8 +2538,8 @@ pub const Effects = struct {
2354
2538
  }
2355
2539
  return try log.fail(ident, .None);
2356
2540
  }
2357
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2358
- const stat = unmodifiedStats(battle, player).spc;
2541
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2542
+ const stat = unmodifiedStats(battle, side).spc;
2359
2543
  stats.spc = @min(MAX_STAT_VALUE, stat * mod[0] / mod[1]);
2360
2544
  try log.boost(ident, .SpecialAttack, n);
2361
2545
  try log.boost(ident, .SpecialDefense, n);
@@ -2363,7 +2547,7 @@ pub const Effects = struct {
2363
2547
  .EvasionUp1 => {
2364
2548
  assert(boosts.evasion >= -6 and boosts.evasion <= 6);
2365
2549
  if (boosts.evasion == 6) return try log.fail(ident, .None);
2366
- boosts.evasion = @intCast(i4, @min(6, @as(i8, boosts.evasion) + 1));
2550
+ boosts.evasion = @intCast(@min(6, @as(i8, boosts.evasion) + 1));
2367
2551
  try log.boost(ident, .Evasion, 1);
2368
2552
  },
2369
2553
  else => unreachable,
@@ -2373,32 +2557,32 @@ pub const Effects = struct {
2373
2557
  statusModify(battle.foe(player).stored().status, &battle.foe(player).active.stats);
2374
2558
  }
2375
2559
 
2376
- fn unboost(battle: anytype, player: Player, move: Move.Data, log: anytype) !void {
2560
+ fn unboost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
2561
+ var log = options.log;
2377
2562
  var foe = battle.foe(player);
2378
2563
  const foe_ident = battle.active(player.foe());
2564
+ const secondary = move.effect.isStatDownChance();
2379
2565
 
2380
- if (foe.active.volatiles.Substitute) {
2381
- return if (!move.effect.isStatDownChance()) log.fail(foe_ident, .None);
2382
- }
2566
+ if (foe.active.volatiles.Substitute) return if (!secondary) log.fail(foe_ident, .None);
2383
2567
 
2384
- if (move.effect.isStatDownChance()) {
2385
- const chance = if (showdown)
2386
- battle.rng.chance(u8, 85, 256)
2387
- else
2388
- battle.rng.next() < Gen12.percent(33) + 1;
2389
- if (!chance or foe.active.volatiles.Invulnerable) return;
2390
- } else if (!showdown and !try checkHit(battle, player, move, log)) {
2391
- return; // checkHit already checks for Invulnerable
2568
+ if (secondary) {
2569
+ const proc = try Rolls.unboost(battle, player, options);
2570
+ if (!proc or foe.active.volatiles.Invulnerable) return;
2571
+ } else {
2572
+ // checkHit already checks for Invulnerable
2573
+ if (!showdown and !try checkHit(battle, player, move, options)) return;
2574
+ try options.chance.commit(player, .hit);
2392
2575
  }
2393
2576
 
2394
2577
  var stats = &foe.active.stats;
2395
2578
  var boosts = &foe.active.boosts;
2579
+ const fail = showdown or !secondary;
2396
2580
 
2397
2581
  switch (move.effect) {
2398
2582
  .AttackDown1, .AttackDownChance => {
2399
2583
  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));
2584
+ if (boosts.atk == -6) return if (fail) try log.fail(foe_ident, .None);
2585
+ boosts.atk = @intCast(@max(-6, @as(i8, boosts.atk) - 1));
2402
2586
  if (stats.atk == 1) {
2403
2587
  boosts.atk += 1;
2404
2588
  if (showdown) {
@@ -2407,16 +2591,16 @@ pub const Effects = struct {
2407
2591
  }
2408
2592
  return try log.fail(foe_ident, .None);
2409
2593
  }
2410
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.atk) + 6)];
2411
- const stat = unmodifiedStats(battle, player.foe()).atk;
2594
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.atk) + 6))];
2595
+ const stat = unmodifiedStats(battle, foe).atk;
2412
2596
  stats.atk = @max(1, stat * mod[0] / mod[1]);
2413
2597
  try log.boost(foe_ident, .Attack, -1);
2414
2598
  },
2415
2599
  .DefenseDown1, .DefenseDown2, .DefenseDownChance => {
2416
2600
  assert(boosts.def >= -6 and boosts.def <= 6);
2417
- if (boosts.def == -6) return try log.fail(foe_ident, .None);
2601
+ if (boosts.def == -6) return if (fail) try log.fail(foe_ident, .None);
2418
2602
  const n: u2 = if (move.effect == .DefenseDown2) 2 else 1;
2419
- boosts.def = @intCast(i4, @max(-6, @as(i8, boosts.def) - n));
2603
+ boosts.def = @intCast(@max(-6, @as(i8, boosts.def) - n));
2420
2604
  if (stats.def == 1) {
2421
2605
  boosts.def += 1;
2422
2606
  if (showdown) {
@@ -2425,15 +2609,15 @@ pub const Effects = struct {
2425
2609
  }
2426
2610
  return try log.fail(foe_ident, .None);
2427
2611
  }
2428
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.def) + 6)];
2429
- const stat = unmodifiedStats(battle, player.foe()).def;
2612
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.def) + 6))];
2613
+ const stat = unmodifiedStats(battle, foe).def;
2430
2614
  stats.def = @max(1, stat * mod[0] / mod[1]);
2431
2615
  try log.boost(foe_ident, .Defense, -@as(i8, n));
2432
2616
  },
2433
2617
  .SpeedDown1, .SpeedDownChance => {
2434
2618
  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));
2619
+ if (boosts.spe == -6) return if (fail) try log.fail(foe_ident, .None);
2620
+ boosts.spe = @intCast(@max(-6, @as(i8, boosts.spe) - 1));
2437
2621
  if (stats.spe == 1) {
2438
2622
  boosts.spe += 1;
2439
2623
  if (showdown) {
@@ -2442,16 +2626,16 @@ pub const Effects = struct {
2442
2626
  }
2443
2627
  return try log.fail(foe_ident, .None);
2444
2628
  }
2445
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spe) + 6)];
2446
- const stat = unmodifiedStats(battle, player.foe()).spe;
2629
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spe) + 6))];
2630
+ const stat = unmodifiedStats(battle, foe).spe;
2447
2631
  stats.spe = @max(1, stat * mod[0] / mod[1]);
2448
2632
  try log.boost(foe_ident, .Speed, -1);
2449
2633
  assert(boosts.spe >= -6);
2450
2634
  },
2451
2635
  .SpecialDownChance => {
2452
2636
  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));
2637
+ if (boosts.spc == -6) return if (fail) try log.fail(foe_ident, .None);
2638
+ boosts.spc = @intCast(@max(-6, @as(i8, boosts.spc) - 1));
2455
2639
  if (stats.spc == 1) {
2456
2640
  boosts.spc += 1;
2457
2641
  if (showdown) {
@@ -2462,16 +2646,16 @@ pub const Effects = struct {
2462
2646
  }
2463
2647
  return try log.fail(foe_ident, .None);
2464
2648
  }
2465
- var mod = BOOSTS[@intCast(u4, @as(i8, boosts.spc) + 6)];
2466
- const stat = unmodifiedStats(battle, player.foe()).spc;
2649
+ var mod = BOOSTS[@as(u4, @intCast(@as(i8, boosts.spc) + 6))];
2650
+ const stat = unmodifiedStats(battle, foe).spc;
2467
2651
  stats.spc = @max(1, stat * mod[0] / mod[1]);
2468
2652
  try log.boost(foe_ident, .SpecialAttack, -1);
2469
2653
  try log.boost(foe_ident, .SpecialDefense, -1);
2470
2654
  },
2471
2655
  .AccuracyDown1 => {
2472
2656
  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));
2657
+ if (boosts.accuracy == -6) return if (fail) try log.fail(foe_ident, .None);
2658
+ boosts.accuracy = @intCast(@max(-6, @as(i8, boosts.accuracy) - 1));
2475
2659
  try log.boost(foe_ident, .Accuracy, -1);
2476
2660
  },
2477
2661
  else => unreachable,
@@ -2482,8 +2666,7 @@ pub const Effects = struct {
2482
2666
  }
2483
2667
  };
2484
2668
 
2485
- fn unmodifiedStats(battle: anytype, who: Player) *Stats(u16) {
2486
- const side = battle.side(who);
2669
+ fn unmodifiedStats(battle: anytype, side: *Side) *Stats(u16) {
2487
2670
  if (!side.active.volatiles.Transform) return &side.stored().stats;
2488
2671
  const id = ID.from(side.active.volatiles.transform);
2489
2672
  return &battle.side(id.player).pokemon[id.id - 1].stats;
@@ -2497,16 +2680,19 @@ fn statusModify(status: u8, stats: *Stats(u16)) void {
2497
2680
  }
2498
2681
  }
2499
2682
 
2500
- fn isForced(active: ActivePokemon) bool {
2683
+ inline fn isForced(active: anytype) bool {
2501
2684
  return active.volatiles.Recharging or active.volatiles.Rage or
2502
2685
  active.volatiles.Thrashing or active.volatiles.Charging;
2503
2686
  }
2504
2687
 
2505
- fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2688
+ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2689
+ var log = options.log;
2506
2690
  var side = battle.side(who);
2507
2691
  var volatiles = &side.active.volatiles;
2508
2692
  const ident = battle.active(who);
2509
2693
 
2694
+ options.chance.clearDurations(who, clear);
2695
+
2510
2696
  if (volatiles.disabled_move != 0) {
2511
2697
  volatiles.disabled_move = 0;
2512
2698
  volatiles.disabled_duration = 0;
@@ -2549,74 +2735,301 @@ fn clearVolatiles(battle: anytype, who: Player, log: anytype) !void {
2549
2735
  }
2550
2736
  }
2551
2737
 
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
- }
2738
+ pub const Rolls = struct {
2739
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
2740
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
2741
+ player == .P1
2742
+ else if (showdown)
2743
+ battle.rng.range(u8, 0, 2) == 0
2744
+ else
2745
+ battle.rng.next() < Gen12.percent(50) + 1;
2746
+
2747
+ try options.chance.speedTie(p1);
2748
+ return p1;
2561
2749
  }
2562
- return false;
2563
- }
2564
2750
 
2565
- fn handleThrashing(battle: anytype, active: *ActivePokemon) bool {
2566
- var volatiles = &active.volatiles;
2567
- assert(volatiles.Thrashing);
2568
- if (volatiles.attacks > 0) return false;
2751
+ inline fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2752
+ const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2753
+ val == .true
2754
+ else if (showdown)
2755
+ battle.rng.chance(u8, rate, 256)
2756
+ else
2757
+ std.math.rotl(u8, battle.rng.next(), 3) < rate;
2569
2758
 
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);
2759
+ try options.chance.criticalHit(player, crit, rate);
2760
+ return crit;
2761
+ }
2576
2762
 
2577
- return true;
2578
- }
2763
+ inline fn damage(battle: anytype, player: anytype, options: anytype) !u8 {
2764
+ const roll = if (options.calc.overridden(player, .damage)) |val|
2765
+ val
2766
+ else roll: {
2767
+ if (showdown) break :roll battle.rng.range(u8, 217, 256);
2768
+ while (true) {
2769
+ const r = std.math.rotr(u8, battle.rng.next(), 1);
2770
+ if (r >= 217) break :roll r;
2771
+ }
2772
+ };
2579
2773
 
2580
- const DISTRIBUTION = [_]u3{ 2, 2, 2, 3, 3, 3, 4, 5 };
2774
+ try options.chance.damage(player, roll);
2775
+ return roll;
2776
+ }
2581
2777
 
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
- }
2778
+ inline fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2779
+ const ok = if (options.calc.overridden(player, .hit)) |val|
2780
+ val == .true
2781
+ else if (showdown)
2782
+ battle.rng.chance(u8, accuracy, 256)
2783
+ else
2784
+ battle.rng.next() < accuracy;
2587
2785
 
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;
2786
+ options.chance.hit(ok, accuracy);
2787
+ return ok;
2788
+ }
2789
+
2790
+ inline fn confused(battle: anytype, player: Player, options: anytype) !bool {
2791
+ const cfz = if (options.calc.overridden(player, .confused)) |val|
2792
+ val == .true
2793
+ else if (showdown)
2794
+ !battle.rng.chance(u8, 128, 256)
2795
+ else
2796
+ battle.rng.next() >= Gen12.percent(50) + 1;
2797
+
2798
+ try options.chance.confused(player, cfz);
2799
+ return cfz;
2800
+ }
2801
+
2802
+ inline fn paralyzed(battle: anytype, player: Player, options: anytype) !bool {
2803
+ const par = if (options.calc.overridden(player, .paralyzed)) |val|
2804
+ val == .true
2805
+ else if (showdown)
2806
+ battle.rng.chance(u8, 63, 256)
2807
+ else
2808
+ battle.rng.next() < Gen12.percent(25);
2809
+
2810
+ try options.chance.paralyzed(player, par);
2811
+ return par;
2812
+ }
2813
+
2814
+ inline fn confusionChance(battle: anytype, player: Player, options: anytype) !bool {
2815
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2816
+ val == .true
2817
+ else if (showdown)
2818
+ battle.rng.chance(u8, 25, 256)
2819
+ else
2820
+ battle.rng.next() < Gen12.percent(10);
2821
+
2822
+ try options.chance.secondaryChance(player, proc, 25);
2823
+ return proc;
2824
+ }
2825
+
2826
+ inline fn secondaryChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2827
+ const rate: u8 = if (low) 26 else 77;
2828
+
2829
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2830
+ val == .true
2831
+ else if (showdown)
2832
+ battle.rng.chance(u8, rate, 256)
2833
+ else
2834
+ battle.rng.next() < 1 + (if (low) Gen12.percent(10) else Gen12.percent(30));
2835
+
2836
+ try options.chance.secondaryChance(player, proc, rate);
2837
+ return proc;
2838
+ }
2839
+
2840
+ inline fn poisonChance(battle: anytype, player: Player, low: bool, options: anytype) !bool {
2841
+ const rate: u8 = if (low) 52 else 103;
2842
+
2843
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2844
+ val == .true
2845
+ else if (showdown)
2846
+ battle.rng.chance(u8, rate, 256)
2847
+ else
2848
+ battle.rng.next() < 1 + (if (low) Gen12.percent(20) else Gen12.percent(40));
2849
+
2850
+ try options.chance.secondaryChance(player, proc, rate);
2851
+ return proc;
2852
+ }
2853
+
2854
+ inline fn unboost(battle: anytype, player: Player, options: anytype) !bool {
2855
+ const proc = if (options.calc.overridden(player, .secondary_chance)) |val|
2856
+ val == .true
2857
+ else if (showdown)
2858
+ battle.rng.chance(u8, 85, 256)
2859
+ else
2860
+ battle.rng.next() < Gen12.percent(33) + 1;
2861
+
2862
+ try options.chance.secondaryChance(player, proc, 85);
2863
+ return proc;
2864
+ }
2865
+
2866
+ inline fn metronome(battle: anytype, player: Player, options: anytype) !Move {
2867
+ const move: Move = if (options.calc.overridden(player, .metronome)) |val|
2868
+ val
2869
+ else if (showdown) move: {
2870
+ const r = battle.rng.range(u8, 0, @intFromEnum(Move.Struggle) - 2);
2871
+ const mod = @as(u2, (if (r < @intFromEnum(Move.Metronome) - 1) 1 else 2));
2872
+ break :move @enumFromInt(r + mod);
2873
+ } else move: {
2874
+ while (true) {
2875
+ const r = battle.rng.next();
2876
+ if (r == 0 or r == @intFromEnum(Move.Metronome)) continue;
2877
+ if (r >= @intFromEnum(Move.Struggle)) continue;
2878
+ break :move @enumFromInt(r);
2879
+ }
2880
+ };
2881
+
2882
+ try options.chance.metronome(player, move);
2883
+ return move;
2884
+ }
2885
+
2886
+ inline fn psywave(battle: anytype, player: Player, max: u8, options: anytype) !u8 {
2887
+ const power = if (options.calc.overridden(player, .psywave)) |val|
2888
+ val - 1
2889
+ else if (showdown)
2890
+ battle.rng.range(u8, 0, max)
2891
+ else power: {
2892
+ while (true) {
2893
+ const r = battle.rng.next();
2894
+ if (r < max) break :power r;
2895
+ }
2896
+ };
2897
+
2898
+ try options.chance.psywave(player, power, max);
2899
+ return power;
2900
+ }
2901
+
2902
+ inline fn sleepDuration(battle: anytype, player: Player, options: anytype) u3 {
2903
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2904
+ @intCast(val)
2905
+ else if (showdown)
2906
+ @intCast(battle.rng.range(u8, 1, 8))
2907
+ else duration: {
2908
+ while (true) {
2909
+ const r = battle.rng.next() & 7;
2910
+ if (r != 0) break :duration @intCast(r);
2595
2911
  }
2912
+ };
2913
+
2914
+ options.chance.duration(.sleep, player, player.foe(), duration);
2915
+ return duration;
2916
+ }
2917
+
2918
+ inline fn disableDuration(battle: anytype, player: Player, options: anytype) u4 {
2919
+ const duration: u4 = if (options.calc.overridden(player, .duration)) |val|
2920
+ val
2921
+ else if (showdown)
2922
+ @intCast(battle.rng.range(u8, 1, 9))
2923
+ else
2924
+ @intCast((battle.rng.next() & 7) + 1);
2925
+
2926
+ options.chance.duration(.disable, player, player.foe(), duration);
2927
+ return duration;
2928
+ }
2929
+
2930
+ inline fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2931
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2932
+ @intCast(val)
2933
+ else if (showdown)
2934
+ @intCast(battle.rng.range(u8, 2, 6))
2935
+ else
2936
+ @intCast((battle.rng.next() & 3) + 2);
2937
+
2938
+ options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2939
+ return duration;
2940
+ }
2941
+
2942
+ inline fn attackingDuration(battle: anytype, player: Player, options: anytype) u3 {
2943
+ const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2944
+ @intCast(val)
2945
+ else if (showdown)
2946
+ @intCast(battle.rng.range(u4, 2, 4))
2947
+ else
2948
+ @intCast((battle.rng.next() & 1) + 2);
2949
+
2950
+ options.chance.duration(.attacking, player, player, duration);
2951
+ return duration;
2952
+ }
2953
+
2954
+ inline fn distribution(
2955
+ battle: anytype,
2956
+ comptime effect: Move.Effect,
2957
+ player: Player,
2958
+ options: anytype,
2959
+ ) !u3 {
2960
+ const roll = if (effect == .Binding) .duration else .multi_hit;
2961
+ const n: u3 = if (options.calc.overridden(player, roll)) |val|
2962
+ @intCast(val)
2963
+ else if (showdown)
2964
+ DISTRIBUTION[battle.rng.range(u8, 0, DISTRIBUTION.len)]
2965
+ else n: {
2966
+ const r = (battle.rng.next() & 3);
2967
+ break :n @intCast((if (r < 2) r else battle.rng.next() & 3) + 2);
2968
+ };
2969
+
2970
+ if (effect == .Binding) {
2971
+ options.chance.duration(.binding, player, player, n);
2596
2972
  } 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;
2973
+ try options.chance.multiHit(player, n);
2974
+ }
2975
+ return n;
2976
+ }
2977
+
2978
+ fn moveSlot(
2979
+ battle: anytype,
2980
+ player: Player,
2981
+ moves: []MoveSlot,
2982
+ check_pp: u4,
2983
+ options: anytype,
2984
+ ) !u4 {
2985
+ // TODO: consider throwing error instead of rerolling?
2986
+ const overridden = if (options.calc.overridden(player, .move_slot)) |val|
2987
+ if (moves[val - 1].id != .None and (check_pp == 0 or moves[val - 1].pp > 0))
2988
+ val
2989
+ else
2990
+ null
2991
+ else
2992
+ null;
2993
+
2994
+ const slot: u4 = overridden orelse slot: {
2995
+ if (showdown) {
2996
+ if (check_pp == 0) {
2997
+ var i: usize = moves.len;
2998
+ while (i > 0) {
2999
+ i -= 1;
3000
+ if (moves[i].id != .None) {
3001
+ break :slot battle.rng.range(u4, 0, @as(u4, @intCast(i + 1))) + 1;
3002
+ }
3003
+ }
3004
+ } else {
3005
+ var r = battle.rng.range(u4, 0, check_pp) + 1;
3006
+ var i: usize = 0;
3007
+ while (i < moves.len and r > 0) : (i += 1) {
3008
+ if (moves[i].pp > 0) {
3009
+ r -= 1;
3010
+ if (r == 0) break;
3011
+ }
3012
+ }
3013
+ break :slot @intCast(i + 1);
2603
3014
  }
2604
3015
  }
2605
- return @intCast(u4, i + 1);
2606
- }
2607
- }
2608
3016
 
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;
3017
+ while (true) {
3018
+ const r: u4 = @intCast(battle.rng.next() & 3);
3019
+ if (moves[r].id != .None and (check_pp == 0 or moves[r].pp > 0)) break :slot r + 1;
3020
+ }
3021
+ };
3022
+
3023
+ try options.chance.moveSlot(player, slot, moves, check_pp);
3024
+ return slot;
2612
3025
  }
2613
- }
3026
+ };
2614
3027
 
2615
3028
  test "RNG agreement" {
2616
3029
  if (!showdown) return;
2617
3030
  var expected: [256]u32 = undefined;
2618
3031
  for (0..expected.len) |i| {
2619
- expected[i] = @intCast(u32, i * 0x1000000);
3032
+ expected[i] = @intCast(i * 0x1000000);
2620
3033
  }
2621
3034
 
2622
3035
  var spe = rng.FixedRNG(1, expected.len){ .rolls = expected };
@@ -2659,7 +3072,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2659
3072
  const side = battle.side(player);
2660
3073
  const foe = battle.foe(player);
2661
3074
 
2662
- var active = side.active;
3075
+ var active = &side.active;
2663
3076
  const stored = side.stored();
2664
3077
 
2665
3078
  // While players are not given any input options on the cartridge in these cases,
@@ -2673,7 +3086,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2673
3086
  // strictly correct as the player would not have been presented the option to move or
2674
3087
  // switch at all.
2675
3088
  if (isForced(active)) {
2676
- out[n] = .{ .type = .Move, .data = @boolToInt(showdown) };
3089
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
2677
3090
  n += 1;
2678
3091
  return n;
2679
3092
  }
@@ -2710,9 +3123,11 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
2710
3123
  while (slot <= 4) : (slot += 1) {
2711
3124
  const m = active.moves[slot - 1];
2712
3125
  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;
3126
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
3127
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
3128
+ const struggle =
3129
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
3130
+ const s = if (struggle) 0 else slot;
2716
3131
  out[n] = .{ .type = .Move, .data = s };
2717
3132
  n += 1;
2718
3133
  return n;