@pkmn/engine 0.1.0-dev.6cc9e067 → 0.1.0-dev.6d566713

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@@ -8,6 +8,7 @@ const protocol = @import("../common/protocol.zig");
8
8
  const rng = @import("../common/rng.zig");
9
9
 
10
10
  const data = @import("data.zig");
11
+ const chance = @import("chance.zig");
11
12
 
12
13
  const assert = std.debug.assert;
13
14
 
@@ -27,11 +28,9 @@ const Heal = protocol.Heal;
27
28
 
28
29
  const Gen12 = rng.Gen12;
29
30
 
30
- const ActivePokemon = data.ActivePokemon;
31
31
  const Effectiveness = data.Effectiveness;
32
32
  const Move = data.Move;
33
33
  const MoveSlot = data.MoveSlot;
34
- const Pokemon = data.Pokemon;
35
34
  const Side = data.Side;
36
35
  const Species = data.Species;
37
36
  const Stats = data.Stats;
@@ -166,7 +165,7 @@ fn selectMove(
166
165
  // to satisfy the conditions of the Desync Clause Mod. However, because Binding is still
167
166
  // set the selected move will not actually be used, it will just be reported as having
168
167
  // been used (this differs from how Pokémon Showdown works, but its impossible to
169
- // replicate the incorrect behavior with the correct mechanisms).
168
+ // replicate the incorrect behavior with the correct mechanisms)
170
169
  saveMove(battle, player, choice);
171
170
  } else {
172
171
  assert(choice.data == 0);
@@ -253,11 +252,11 @@ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: a
253
252
  active.moves = incoming.moves;
254
253
 
255
254
  statusModify(incoming.status, &active.stats);
255
+ options.chance.switched(player, slot);
256
256
 
257
257
  foe.active.volatiles.Binding = false;
258
258
 
259
259
  try options.log.switched(.{ battle.active(player), incoming });
260
- options.chance.switched(player, side.order[0], out);
261
260
 
262
261
  if (showdown and incoming.status == Status.TOX) {
263
262
  incoming.status = Status.init(.PSN);
@@ -347,13 +346,13 @@ fn doTurn(
347
346
  )) |r| return r;
348
347
  if (!replace) {
349
348
  if (player_choice.type != .Switch) {
350
- if (try checkFaint(battle, foe_player, options)) |r| return r;
349
+ if (try checkFaint(battle, foe_player, true, options)) |r| return r;
351
350
  }
352
351
  if (residual) try handleResidual(battle, player, options);
353
- if (try checkFaint(battle, player, options)) |r| return r;
352
+ if (try checkFaint(battle, player, false, options)) |r| return r;
354
353
  } else if (foe_choice.type == .Pass) return null;
355
354
 
356
- options.chance.clearPending();
355
+ if (!showdown) options.chance.clearPending();
357
356
 
358
357
  residual = true;
359
358
  replace = battle.side(foe_player).stored().hp == 0;
@@ -369,10 +368,10 @@ fn doTurn(
369
368
  )) |r| return r;
370
369
  if (!replace) {
371
370
  if (!calc and foe_choice.type != .Switch) {
372
- if (try checkFaint(battle, player, options)) |r| return r;
371
+ if (try checkFaint(battle, player, true, options)) |r| return r;
373
372
  }
374
373
  if (residual) try handleResidual(battle, foe_player, options);
375
- if (try checkFaint(battle, foe_player, options)) |r| return r;
374
+ if (try checkFaint(battle, foe_player, false, options)) |r| return r;
376
375
  }
377
376
 
378
377
  // Flinch is bugged on Pokémon Showdown because it gets implemented with a duration which causes
@@ -431,7 +430,7 @@ fn executeMove(
431
430
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP);
432
431
  // If it wasn't Hyper Beam or the continuation of a move effect then we must have just
433
432
  // thawed, in which case we will desync unless the last_selected_move happened to be at
434
- // index 1 and the current Pokémon has the same move in its first slot.
433
+ // index 1 and the current Pokémon has the same move in its first slot
435
434
  if (!auto) {
436
435
  // side.active.moves(slot) is safe to check even though the slot in question might not
437
436
  // technically be from this Pokémon because it must be exactly 1 to not desync and
@@ -484,17 +483,22 @@ fn beforeMove(
484
483
 
485
484
  if (Status.is(stored.status, .SLP)) {
486
485
  const before = stored.status;
486
+ const slf = Status.is(stored.status, .EXT);
487
487
  // Even if the EXT bit is set this will still correctly modify the sleep duration
488
- if (options.calc.modify(player, .sleep)) |extend| {
489
- if (!extend) stored.status = 0;
488
+ if (options.calc.overridden(player, .sleep)) |obs| switch (obs) {
489
+ .started, .ended => stored.status = 0,
490
+ .continuing => if (Status.duration(stored.status) > 1) {
491
+ stored.status -= 1;
492
+ },
493
+ else => unreachable,
490
494
  } else {
491
495
  stored.status -= 1;
492
496
  }
493
497
 
494
498
  const duration = Status.duration(stored.status);
495
- if (!Status.is(stored.status, .EXT)) {
496
- try options.chance.sleep(player, duration);
497
- }
499
+ try options.chance.sleep(player, if (slf)
500
+ .None
501
+ else if (duration == 0) .ended else .continuing);
498
502
 
499
503
  if (duration == 0) {
500
504
  try log.curestatus(.{ ident, before, .Message });
@@ -532,12 +536,12 @@ fn beforeMove(
532
536
  }
533
537
 
534
538
  if (volatiles.disable_duration > 0) {
535
- if (options.calc.modify(player, .disable)) |extend| {
536
- if (!extend) volatiles.disable_duration = 0;
537
- } else {
538
- volatiles.disable_duration -= 1;
539
- }
540
- try options.chance.disable(player, volatiles.disable_duration);
539
+ volatiles.disable_duration =
540
+ decrement(.disable, player, options, volatiles.disable_duration);
541
+ try options.chance.disable(
542
+ player,
543
+ if (volatiles.disable_duration == 0) .ended else .continuing,
544
+ );
541
545
 
542
546
  if (volatiles.disable_duration == 0) {
543
547
  volatiles.disable_move = 0;
@@ -556,13 +560,19 @@ fn beforeMove(
556
560
 
557
561
  if (volatiles.Confusion) {
558
562
  assert(volatiles.confusion > 0);
559
-
560
- if (options.calc.modify(player, .confusion)) |extend| {
561
- if (!extend) volatiles.confusion = 0;
563
+ if (options.calc.overridden(player, .confusion)) |obs| switch (obs) {
564
+ .started => volatiles.confusion -= 1,
565
+ .continuing => if (volatiles.confusion > 1) {
566
+ volatiles.confusion -= 1;
567
+ },
568
+ .ended => volatiles.confusion = 0,
569
+ .overwritten => {},
570
+ else => unreachable,
562
571
  } else {
563
572
  volatiles.confusion -= 1;
564
573
  }
565
- try options.chance.confusion(player, volatiles.confusion);
574
+
575
+ try options.chance.confusion(player, if (volatiles.confusion == 0) .ended else .continuing);
566
576
 
567
577
  if (volatiles.confusion == 0) {
568
578
  volatiles.Confusion = false;
@@ -580,7 +590,9 @@ fn beforeMove(
580
590
  volatiles.Charging = false;
581
591
  volatiles.Binding = false;
582
592
  volatiles.Invulnerable = false;
583
- options.chance.clearDurations(player, null);
593
+
594
+ options.chance.observe(.attacking, player, .None);
595
+ options.chance.observe(.binding, player, .None);
584
596
  {
585
597
  // This feels (and is) disgusting but the cartridge literally just overwrites
586
598
  // the opponent's defense with the user's defense and resets it after. As a
@@ -588,7 +600,9 @@ fn beforeMove(
588
600
  const def = foe.active.stats.def;
589
601
  foe.active.stats.def = active.stats.def;
590
602
  defer foe.active.stats.def = def;
591
- if (!calcDamage(battle, player, player.foe(), null, false)) return .err;
603
+ if (!calcDamage(battle, player, player.foe(), null, false, options)) {
604
+ return .err;
605
+ }
592
606
  }
593
607
  // Pokémon Showdown incorrectly changes the "target" of the confusion self-hit based
594
608
  // on the targeting behavior of the confused Pokémon's selected move which results
@@ -617,7 +631,10 @@ fn beforeMove(
617
631
  volatiles.Thrashing = false;
618
632
  volatiles.Charging = false;
619
633
  volatiles.Binding = false;
620
- options.chance.clearDurations(player, null);
634
+
635
+ options.chance.observe(.attacking, player, .None);
636
+ options.chance.observe(.binding, player, .None);
637
+
621
638
  // GLITCH: Invulnerable is not cleared, resulting in permanent Fly/Dig invulnerability
622
639
  try log.cant(.{ ident, .Paralysis });
623
640
  return .done;
@@ -635,12 +652,8 @@ fn beforeMove(
635
652
  volatiles.state +%= battle.last_damage;
636
653
  }
637
654
 
638
- if (options.calc.modify(player, .attacking)) |extend| {
639
- if (!extend) volatiles.attacks = 0;
640
- } else {
641
- volatiles.attacks -= 1;
642
- }
643
- try options.chance.attacking(player, volatiles.attacks);
655
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
656
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
644
657
 
645
658
  if (volatiles.attacks != 0) {
646
659
  try log.activate(.{ ident, .Bide });
@@ -674,35 +687,36 @@ fn beforeMove(
674
687
  }
675
688
 
676
689
  if (volatiles.Thrashing) {
677
- if (options.calc.modify(player, .attacking)) |extend| {
678
- if (!extend) volatiles.attacks = 0;
679
- } else {
680
- volatiles.attacks -= 1;
681
- }
682
- try options.chance.attacking(player, volatiles.attacks);
690
+ try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
691
+
692
+ volatiles.attacks = decrement(.attacking, player, options, volatiles.attacks);
693
+ try options.chance.attacking(player, if (volatiles.attacks == 0) .ended else .continuing);
694
+
695
+ if (volatiles.attacks == 0) {
696
+ const overwritten = volatiles.Confusion;
683
697
 
684
- if (!showdown and handleThrashing(battle, active, player, options)) {
698
+ volatiles.Thrashing = false;
699
+ volatiles.Confusion = true;
700
+ volatiles.confusion = Rolls.confusionDuration(battle, player, options);
701
+
702
+ // On Pokémon Showdown this could leak information to the opponent that thrashing has
703
+ // ended (the engine's protocol is always from the omniscient perspective and clients
704
+ // can be expected to recognize this pattern and pass the information only to the
705
+ // correct player)
685
706
  try log.start(.{ battle.active(player), .ConfusionSilent });
707
+ options.chance.observe(.confusion, player, if (overwritten) .overwritten else .started);
686
708
  }
687
- try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
688
- if (showdown) {
689
- // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
690
- // used in useMove and doesn't have the notion of skipping canMove semantics
691
- side.last_used_move = side.last_selected_move;
692
- if (handleThrashing(battle, active, player, options)) {
693
- try log.start(.{ battle.active(player), .ConfusionSilent });
694
- }
695
- }
709
+
710
+ // This shouldn't actually set last_used_move, but Pokémon Showdown sets last
711
+ // used in useMove and doesn't have the notion of skipping canMove semantics
712
+ if (showdown) side.last_used_move = side.last_selected_move;
713
+
696
714
  return .skip_can;
697
715
  }
698
716
 
699
717
  if (volatiles.Binding) {
700
- if (options.calc.modify(player, .binding)) |extend| {
701
- if (!extend) volatiles.attacks = 0;
702
- } else {
703
- volatiles.attacks -= 1;
704
- }
705
- try options.chance.binding(player, volatiles.attacks);
718
+ volatiles.attacks = decrement(.binding, player, options, volatiles.attacks);
719
+ try options.chance.binding(player, if (volatiles.attacks == 0) .ended else .continuing);
706
720
 
707
721
  try log.move(.{ ident, side.last_selected_move, battle.active(player.foe()) });
708
722
  if (showdown or battle.last_damage != 0) {
@@ -795,7 +809,7 @@ fn decrementPP(side: *Side, mslot: u4, auto: bool) void {
795
809
  assert(active.move(mslot).pp == side.stored().move(mslot).pp);
796
810
  }
797
811
 
798
- fn incrementPP(side: *Side, mslot: u4) void {
812
+ fn incrementPP(side: *Side, player: Player, mslot: u4, options: anytype) void {
799
813
  var active = &side.active;
800
814
  const volatiles = &active.volatiles;
801
815
 
@@ -803,8 +817,11 @@ fn incrementPP(side: *Side, mslot: u4) void {
803
817
  // GLITCH: No check for Transform means an empty/incorrect stored slot can get incremented
804
818
  if (showdown and volatiles.Transform) return;
805
819
 
820
+ const n = options.calc.overridden(player, .pp) orelse 1;
821
+ if (volatiles.Transform and !options.chance.pp(player, n)) return;
822
+
806
823
  assert(mslot > 0 and mslot <= 4);
807
- side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% 1;
824
+ side.stored().moves[mslot - 1].pp = @as(u6, @intCast(side.stored().moves[mslot - 1].pp)) +% n;
808
825
  }
809
826
 
810
827
  // Pokémon Showdown does hit/multi/crit/damage instead of crit/damage/hit/multi
@@ -852,13 +869,13 @@ fn doMove(
852
869
  break :miss true;
853
870
  }
854
871
  break :miss (move.target != .Self and
855
- !moveHit(battle, player, move, &immune, &mist, options));
872
+ !try moveHit(battle, player, move, &immune, &mist, options));
856
873
  };
857
874
  assert(!immune or miss or (showdown and move.effect == .Binding));
858
875
 
859
876
  var late = showdown and move.effect != .Explode;
860
877
  const skip = status or immune;
861
- if ((!showdown or (!skip or counter)) and !miss) blk: {
878
+ if ((!showdown or (!skip or counter)) and !miss) damage: {
862
879
  if (showdown and move.effect.isMulti()) {
863
880
  try Effects.multiHit(battle, player, move, options);
864
881
  hits = side.active.volatiles.attacks;
@@ -880,8 +897,9 @@ fn doMove(
880
897
  ohko = if (!showdown) side.active.stats.spe >= foe.active.stats.spe else true;
881
898
  // This can overflow after adjustDamage, but will still be sufficient to OHKO
882
899
  battle.last_damage = if (ohko) 65535 else 0;
883
- if (showdown) break :blk; // skip adjustDamage / randomizeDamage
884
- } else if (!calcDamage(battle, player, player.foe(), move, crit)) {
900
+ if (showdown) break :damage; // skip adjustDamage / randomizeDamage
901
+ } else if (!calcDamage(battle, player, player.foe(), move, crit, options)) {
902
+ if (!showdown) try options.chance.commit(player, .err);
885
903
  return @as(?Result, Result.Error);
886
904
  }
887
905
  if (battle.last_damage == 0) {
@@ -895,11 +913,12 @@ fn doMove(
895
913
  }
896
914
  }
897
915
 
916
+ var missed: bool = undefined;
898
917
  const zero = battle.last_damage == 0;
899
- miss = if (showdown or skip)
900
- miss
901
- else
902
- (!moveHit(battle, player, move, &immune, &mist, options) or zero);
918
+ if (!showdown and !skip) {
919
+ missed = !try moveHit(battle, player, move, &immune, &mist, options);
920
+ miss = missed or zero;
921
+ }
903
922
 
904
923
  assert(showdown or miss or battle.last_damage > 0 or skip);
905
924
  assert((!showdown and miss) or !(ohko and immune));
@@ -926,11 +945,32 @@ fn doMove(
926
945
  try log.immune(.{ foe_ident, .OHKO });
927
946
  } else if (immune and !invulnerable and (!showdown or move.effect != .Binding)) {
928
947
  try log.immune(.{ foe_ident, .None });
948
+ if (!showdown) {
949
+ if (move.effect == .Binding) {
950
+ // Rather obnoxiously, the cartridge sets the Binding volatile in canMove and
951
+ // then simply clears it later on if the move happens to miss in moveHit.
952
+ // However, moveHit can return true and we'll still end up in the outer miss
953
+ // handling block because attacking into an immune Pokemon does zero damage
954
+ // (considered missing)
955
+ assert(zero);
956
+ // Thus we still need to actually save the hit result (but not the crit roll).
957
+ // Using .miss for this commit would accomplish what we want, but is somewhat
958
+ // misleading as its entirely possible the move actually did hit (and the target
959
+ // is now trapped) so we use the .binding value instead which is effectively
960
+ // identical, just doesn't claim to know about the actual results of the hit
961
+ // roll)
962
+ try options.chance.commit(player, .binding);
963
+ } else {
964
+ // The .glitch option allows for conditionally committing if we are in a
965
+ // division-by-zero freeze alternative timeline scenario
966
+ try options.chance.commit(player, .glitch);
967
+ }
968
+ }
929
969
  } else if (mist) {
930
970
  if (!foe.active.volatiles.Substitute) try log.activate(.{ foe_ident, .Mist });
931
971
  try log.fail(.{ foe_ident, .None });
932
972
  } else {
933
- if (showdown or !zero) try options.chance.commit(player, .miss);
973
+ if (!showdown) try options.chance.commit(player, if (zero and !missed) .hit else .miss);
934
974
  try log.lastmiss(.{});
935
975
  try log.miss(.{battle.active(player)});
936
976
  }
@@ -945,17 +985,15 @@ fn doMove(
945
985
  try buildRage(battle, player.foe(), options);
946
986
  } else if (showdown and move.effect == .Disable) {
947
987
  try buildRage(battle, player.foe(), options);
948
- } else if (!showdown and immune and move.effect == .Binding) {
949
- try options.chance.commit(player, .binding);
950
988
  }
951
989
  return null;
952
- } else {
990
+ } else if (!showdown) {
953
991
  try options.chance.commit(player, .hit);
954
992
  }
955
993
 
956
994
  // On the cartridge MultiHit doesn't get set up until after damage has been applied for the
957
995
  // first time but its more convenient and efficient to set it up here (Pokémon Showdown sets
958
- // it up above before damage calculation).
996
+ // it up above before damage calculation)
959
997
  if (!showdown and move.effect.isMulti()) {
960
998
  try Effects.multiHit(battle, player, move, options);
961
999
  hits = side.active.volatiles.attacks;
@@ -1014,12 +1052,12 @@ fn doMove(
1014
1052
  }
1015
1053
 
1016
1054
  // Substitute being broken nullifies the move's effect completely so even
1017
- // if an effect was intended to "always happen" it will still get skipped.
1055
+ // if an effect was intended to "always happen" it will still get skipped
1018
1056
  if (nullified) return null;
1019
1057
 
1020
1058
  // On the cartridge, "always happen" effect handlers are called in the applyDamage loop above,
1021
1059
  // but this is only done to setup the MultiHit looping in the first place. Moving the MultiHit
1022
- // setup before the loop means we can avoid having to waste time doing no-op handler searches.
1060
+ // setup before the loop means we can avoid having to waste time doing no-op handler searches
1023
1061
  if (move.effect.alwaysHappens()) try alwaysHappens(battle, player, move, residual, options);
1024
1062
 
1025
1063
  if (foe.stored().hp == 0) return null;
@@ -1034,7 +1072,7 @@ fn doMove(
1034
1072
  // below). For Twineedle we change the data to that of one with PoisonChance1 given its
1035
1073
  // MultiHit behavior is complete after the loop above, though Pokémon Showdown handles the
1036
1074
  // Twineedle secondary effect in the MultiHit cleanup block above because it incorrectly
1037
- // puts the |-status| message before |-hitcount| instead of after.
1075
+ // puts the |-status| message before |-hitcount| instead of after
1038
1076
  if (move.effect == .Twineedle) {
1039
1077
  if (!showdown) try Effects.poison(battle, player, Move.get(.PoisonSting), options);
1040
1078
  } else if (move.effect == .Disable) {
@@ -1058,7 +1096,9 @@ fn checkCriticalHit(battle: anytype, player: Player, move: Move.Data, options: a
1058
1096
  rate = if (side.active.volatiles.FocusEnergy) rate / 2 else @min(rate * 2, 255);
1059
1097
  rate = if (move.effect == .HighCritical) @min(rate * 4, 255) else rate / 2;
1060
1098
 
1061
- return Rolls.criticalHit(battle, player, @intCast(rate), options);
1099
+ const spurious =
1100
+ !showdown and ((move.bp == 0 and move.effect != .OHKO) or move.target == .Depends);
1101
+ return Rolls.criticalHit(battle, player, @intCast(rate), spurious, options);
1062
1102
  }
1063
1103
 
1064
1104
  fn calcDamage(
@@ -1067,6 +1107,7 @@ fn calcDamage(
1067
1107
  target_player: Player,
1068
1108
  m: ?Move.Data,
1069
1109
  crit: bool,
1110
+ options: anytype,
1070
1111
  ) bool {
1071
1112
  // Confusion (indicated when m == null) just needs a 40 BP physical move
1072
1113
  const cfz = m == null;
@@ -1078,28 +1119,8 @@ fn calcDamage(
1078
1119
 
1079
1120
  const special = move.type.special();
1080
1121
 
1081
- // zig fmt: off
1082
- var atk: u32 =
1083
- if (crit)
1084
- if (special) side.stored().stats.spc
1085
- else side.stored().stats.atk
1086
- else
1087
- if (special) side.active.stats.spc
1088
- else side.active.stats.atk;
1089
- var def: u32 =
1090
- if (crit)
1091
- if (special) target.stored().stats.spc
1092
- else target.stored().stats.def
1093
- else
1094
- // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1095
- if (special)
1096
- target.active.stats.spc *
1097
- @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1098
- // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1099
- else
1100
- target.active.stats.def *
1101
- @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1102
- // zig fmt: on
1122
+ var atk = attack(side, crit, special);
1123
+ var def = defense(target, crit, special, cfz);
1103
1124
 
1104
1125
  // Pokémon Showdown erroneously skips this for confusion's self-hit damage, but thankfully we
1105
1126
  // will not overflow because the hit is only 40 BP and unboosted (the highest legal unboosted
@@ -1124,11 +1145,41 @@ fn calcDamage(
1124
1145
  d = @min(997, d);
1125
1146
  d += 2;
1126
1147
 
1148
+ // Whether or not a critical hit occurred can change whether a division-by-zero freeze is
1149
+ // encountered so we need to make sure that in the event of a miss we commit the status of the
1150
+ // crit roll. The alternative to doing this extra work is to *always* commit the crit roll but
1151
+ // that results in counter intuitive probabilities in the common case
1152
+ if (pkmn.options.chance and !showdown) {
1153
+ atk = attack(side, !crit, special);
1154
+ def = defense(target, !crit, special, false);
1155
+ if ((atk > 255 or def > 255) and (def / 4) & 255 == 0) options.chance.glitch();
1156
+ }
1157
+
1127
1158
  battle.last_damage = @intCast(d);
1128
1159
 
1129
1160
  return true;
1130
1161
  }
1131
1162
 
1163
+ fn attack(side: *Side, crit: bool, special: bool) u32 {
1164
+ return if (crit)
1165
+ if (special) side.stored().stats.spc else side.stored().stats.atk
1166
+ else if (special) side.active.stats.spc else side.active.stats.atk;
1167
+ }
1168
+
1169
+ fn defense(target: *Side, crit: bool, special: bool, cfz: bool) u32 {
1170
+ return if (crit)
1171
+ if (special) target.stored().stats.spc else target.stored().stats.def
1172
+ else
1173
+ // GLITCH: not capped to MAX_STAT_VALUE, can be 999 * 2 = 1998
1174
+ if (special)
1175
+ target.active.stats.spc *
1176
+ @as(u2, if (target.active.volatiles.LightScreen) 2 else 1)
1177
+ else
1178
+ // Pokémon Showdown doesn't apply the opponent's Reflect to confusion's self-hit
1179
+ target.active.stats.def *
1180
+ @as(u2, if ((!showdown or !cfz) and target.active.volatiles.Reflect) 2 else 1);
1181
+ }
1182
+
1132
1183
  fn adjustDamage(battle: anytype, player: Player) u16 {
1133
1184
  const side = battle.side(player);
1134
1185
  const foe = battle.foe(player);
@@ -1173,7 +1224,6 @@ fn specialDamage(battle: anytype, player: Player, move: Move.Data, options: anyt
1173
1224
  const foe = battle.foe(player);
1174
1225
 
1175
1226
  if (!try checkHit(battle, player, move, options)) return null;
1176
- try options.chance.commit(player, .hit);
1177
1227
 
1178
1228
  battle.last_damage = switch (side.last_selected_move) {
1179
1229
  .SuperFang => @max(foe.stored().hp / 2, 1),
@@ -1234,9 +1284,8 @@ fn counterDamage(battle: anytype, player: Player, move: Move.Data, options: anyt
1234
1284
 
1235
1285
  battle.last_damage *|= 2;
1236
1286
 
1237
- // Pokémon Showdown calls checkHit before Counter
1287
+ // Pokémon Showdown calls moveHit before Counter
1238
1288
  if (!showdown and !try checkHit(battle, player, move, options)) return null;
1239
- try options.chance.commit(player, .hit);
1240
1289
 
1241
1290
  const sub = showdown and foe.active.volatiles.Substitute;
1242
1291
  _ = try applyDamage(battle, player.foe(), player.foe(), .None, options);
@@ -1265,7 +1314,7 @@ fn applyDamage(
1265
1314
  subbed.active.volatiles.Substitute = false;
1266
1315
  // battle.last_damage is not updated with the amount of HP the Substitute had
1267
1316
  try options.log.end(.{ battle.active(sub_player), .Substitute });
1268
- options.calc.capped(target_player);
1317
+ options.calc.capped(sub_player);
1269
1318
  return true;
1270
1319
  } else {
1271
1320
  // Safe to truncate since less than subbed.volatiles.substitute which is a u8
@@ -1299,7 +1348,7 @@ fn mirrorMove(
1299
1348
  try options.log.fail(.{ battle.active(player), .None });
1300
1349
  return null;
1301
1350
  } else if (!showdown or foe.last_used_move != .Struggle) {
1302
- incrementPP(side, mslot);
1351
+ incrementPP(side, player, mslot, options);
1303
1352
  }
1304
1353
 
1305
1354
  if (!try canMove(battle, player, mslot, auto, false, .MirrorMove, residual, options)) {
@@ -1320,7 +1369,7 @@ fn metronome(
1320
1369
  var side = battle.side(player);
1321
1370
 
1322
1371
  side.last_selected_move = try Rolls.metronome(battle, player, options);
1323
- incrementPP(side, mslot);
1372
+ incrementPP(side, player, mslot, options);
1324
1373
 
1325
1374
  if (!try canMove(battle, player, mslot, auto, false, .Metronome, residual, options)) {
1326
1375
  return null;
@@ -1332,7 +1381,10 @@ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype)
1332
1381
  var immune = false;
1333
1382
  var mist = false;
1334
1383
 
1335
- if (moveHit(battle, player, move, &immune, &mist, options)) return true;
1384
+ if (try moveHit(battle, player, move, &immune, &mist, options)) {
1385
+ if (!showdown) try options.chance.commit(player, .hit);
1386
+ return true;
1387
+ }
1336
1388
 
1337
1389
  assert(!immune);
1338
1390
  if (mist) {
@@ -1341,11 +1393,11 @@ fn checkHit(battle: anytype, player: Player, move: Move.Data, options: anytype)
1341
1393
  try options.log.activate(.{ foe_ident, .Mist });
1342
1394
  try options.log.fail(.{ foe_ident, .None });
1343
1395
  } else {
1344
- try options.chance.commit(player, .miss);
1345
1396
  try options.log.lastmiss(.{});
1346
1397
  try options.log.miss(.{battle.active(player)});
1347
1398
  }
1348
1399
 
1400
+ if (!showdown) try options.chance.commit(player, .miss);
1349
1401
  return false;
1350
1402
  }
1351
1403
 
@@ -1356,7 +1408,7 @@ fn moveHit(
1356
1408
  immune: *bool,
1357
1409
  mist: *bool,
1358
1410
  options: anytype,
1359
- ) bool {
1411
+ ) !bool {
1360
1412
  var side = battle.side(player);
1361
1413
  const foe = battle.foe(player);
1362
1414
 
@@ -1407,7 +1459,7 @@ fn moveHit(
1407
1459
  if (overwrite) side.active.volatiles.state = accuracy;
1408
1460
 
1409
1461
  // GLITCH: max accuracy is 255 so 1/256 chance of miss
1410
- break :miss !Rolls.hit(battle, player, @intCast(accuracy), options);
1462
+ break :miss !try Rolls.hit(battle, player, @intCast(accuracy), options);
1411
1463
  };
1412
1464
 
1413
1465
  // Pokémon Showdown reports miss instead of fail for moves blocked by Mist that 1/256 miss
@@ -1418,13 +1470,17 @@ fn moveHit(
1418
1470
 
1419
1471
  if (!miss) return true;
1420
1472
  if (!showdown or !foe.active.volatiles.Invulnerable) battle.last_damage = 0;
1473
+
1421
1474
  side.active.volatiles.Binding = false;
1475
+ options.chance.observe(.binding, player, .None);
1476
+
1422
1477
  return false;
1423
1478
  }
1424
1479
 
1425
1480
  fn checkFaint(
1426
1481
  battle: anytype,
1427
1482
  player: Player,
1483
+ cap: bool,
1428
1484
  options: anytype,
1429
1485
  ) @TypeOf(options.log).Error!?Result {
1430
1486
  const side = battle.side(player);
@@ -1437,8 +1493,8 @@ fn checkFaint(
1437
1493
  const foe_out = foe_fainted and findFirstAlive(foe) == 0;
1438
1494
  const more = player_out or foe_out;
1439
1495
 
1440
- if (try faint(battle, player, !(more or foe_fainted), options)) |r| return r;
1441
- if (foe_fainted) if (try faint(battle, player.foe(), !more, options)) |r| return r;
1496
+ if (try faint(battle, player, !(more or foe_fainted), cap, options)) |r| return r;
1497
+ if (foe_fainted) if (try faint(battle, player.foe(), !more, false, options)) |r| return r;
1442
1498
 
1443
1499
  assert(!side.active.volatiles.MultiHit);
1444
1500
  assert(!foe.active.volatiles.MultiHit);
@@ -1459,7 +1515,7 @@ fn checkFaint(
1459
1515
  return .{ .p1 = foe_choice, .p2 = .Switch };
1460
1516
  }
1461
1517
 
1462
- fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result {
1518
+ fn faint(battle: anytype, player: Player, done: bool, cap: bool, options: anytype) !?Result {
1463
1519
  var side = battle.side(player);
1464
1520
  var foe = battle.foe(player);
1465
1521
  assert(side.stored().hp == 0);
@@ -1493,7 +1549,9 @@ fn faint(battle: anytype, player: Player, done: bool, options: anytype) !?Result
1493
1549
  }
1494
1550
 
1495
1551
  try options.log.faint(.{ battle.active(player), done });
1496
- options.calc.capped(player);
1552
+ // We can only safely set capped if the faint occured as the direct result of an opponent's
1553
+ // move (as opposed to due to residual damage, recoil, Explosion, etc)
1554
+ if (cap) options.calc.capped(player);
1497
1555
  return null;
1498
1556
  }
1499
1557
 
@@ -1653,17 +1711,6 @@ fn buildRage(battle: anytype, who: Player, options: anytype) !void {
1653
1711
  }
1654
1712
  }
1655
1713
 
1656
- fn handleThrashing(battle: anytype, active: *ActivePokemon, player: Player, options: anytype) bool {
1657
- var volatiles = &active.volatiles;
1658
- assert(volatiles.Thrashing);
1659
- if (volatiles.attacks > 0) return false;
1660
-
1661
- volatiles.Thrashing = false;
1662
- volatiles.Confusion = true;
1663
- volatiles.confusion = Rolls.confusionDuration(battle, player, true, options);
1664
- return true;
1665
- }
1666
-
1667
1714
  fn onBegin(
1668
1715
  battle: anytype,
1669
1716
  player: Player,
@@ -1750,8 +1797,10 @@ pub const Effects = struct {
1750
1797
 
1751
1798
  side.active.volatiles.Bide = true;
1752
1799
  assert(!side.active.volatiles.Thrashing and !side.active.volatiles.Rage);
1800
+
1753
1801
  side.active.volatiles.state = 0;
1754
1802
  side.active.volatiles.attacks = Rolls.attackingDuration(battle, player, options);
1803
+ options.chance.observe(.attacking, player, .started);
1755
1804
 
1756
1805
  try options.log.start(.{ battle.active(player), .Bide });
1757
1806
  }
@@ -1813,12 +1862,13 @@ pub const Effects = struct {
1813
1862
  if (sub) return options.log.fail(.{ battle.active(player.foe()), .None });
1814
1863
  if (!try checkHit(battle, player, move, options)) return;
1815
1864
  }
1816
- try options.chance.commit(player, .hit);
1817
1865
  }
1818
1866
 
1819
1867
  if (foe.active.volatiles.Confusion) return;
1820
1868
  foe.active.volatiles.Confusion = true;
1821
- foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, false, options);
1869
+
1870
+ foe.active.volatiles.confusion = Rolls.confusionDuration(battle, player, options);
1871
+ options.chance.observe(.confusion, player.foe(), .started);
1822
1872
 
1823
1873
  try options.log.start(.{ battle.active(player.foe()), .Confusion });
1824
1874
  }
@@ -1846,10 +1896,7 @@ pub const Effects = struct {
1846
1896
  const foe_ident = battle.active(player.foe());
1847
1897
 
1848
1898
  // Pokémon Showdown handles hit/miss earlier in doMove
1849
- if (!showdown) {
1850
- if (!try checkHit(battle, player, move, options)) return null;
1851
- try options.chance.commit(player, .hit);
1852
- }
1899
+ if (!showdown and !try checkHit(battle, player, move, options)) return null;
1853
1900
 
1854
1901
  if (volatiles.disable_move != 0) {
1855
1902
  try options.log.fail(.{ foe_ident, .None });
@@ -1879,6 +1926,7 @@ pub const Effects = struct {
1879
1926
  volatiles.disable_move =
1880
1927
  @intCast(try Rolls.moveSlot(battle, player, &foe.active.moves, n, options));
1881
1928
  volatiles.disable_duration = Rolls.disableDuration(battle, player, options);
1929
+ options.chance.observe(.disable, player.foe(), .started);
1882
1930
 
1883
1931
  const id = foe.active.move(volatiles.disable_move).id;
1884
1932
  try options.log.start(.{ foe_ident, .Disable, id });
@@ -1985,22 +2033,24 @@ pub const Effects = struct {
1985
2033
  if (p != player and Status.any(s.stored().status)) {
1986
2034
  try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
1987
2035
  s.stored().status = 0;
2036
+ options.chance.observe(.sleep, p, .None);
1988
2037
  } else if (showdown and s.stored().status == Status.TOX) {
1989
2038
  s.stored().status = Status.init(.PSN);
1990
2039
  try log.status(.{ battle.active(p), s.stored().status, .None });
1991
2040
  }
1992
- try clearVolatiles(battle, p, p != player, options);
2041
+ try clearVolatiles(battle, p, options);
1993
2042
  }
1994
2043
  } else {
1995
2044
  if (Status.any(foe_stored.status)) {
1996
2045
  if (Status.is(foe_stored.status, .FRZ) or Status.is(foe_stored.status, .SLP)) {
1997
2046
  foe.last_selected_move = .SKIP_TURN;
2047
+ options.chance.observe(.sleep, player.foe(), .None);
1998
2048
  }
1999
2049
  try log.curestatus(.{ foe_ident, foe_stored.status, .Silent });
2000
2050
  foe_stored.status = 0;
2001
2051
  }
2002
- try clearVolatiles(battle, player, false, options);
2003
- try clearVolatiles(battle, player.foe(), true, options);
2052
+ try clearVolatiles(battle, player, options);
2053
+ try clearVolatiles(battle, player.foe(), options);
2004
2054
  }
2005
2055
  }
2006
2056
 
@@ -2051,7 +2101,6 @@ pub const Effects = struct {
2051
2101
  }
2052
2102
  }
2053
2103
 
2054
- try options.chance.commit(player, .hit);
2055
2104
  foe.active.volatiles.LeechSeed = true;
2056
2105
 
2057
2106
  try options.log.start(.{ battle.active(player.foe()), .LeechSeed });
@@ -2092,12 +2141,10 @@ pub const Effects = struct {
2092
2141
  if (!has_mimic) {
2093
2142
  // Invulnerable foes or 1/256 miss can trigger |-miss| instead of |-fail|
2094
2143
  if (!try checkHit(battle, player, move, options)) return;
2095
- try options.chance.commit(player, .hit);
2096
2144
  return options.log.fail(.{ battle.active(player.foe()), .None });
2097
2145
  }
2098
2146
  }
2099
2147
  if (!try checkHit(battle, player, move, options)) return;
2100
- try options.chance.commit(player, .hit);
2101
2148
 
2102
2149
  const rslot = try Rolls.moveSlot(battle, player, &foe.active.moves, 0, options);
2103
2150
  side.active.move(oslot).id = foe.active.move(rslot).id;
@@ -2151,7 +2198,6 @@ pub const Effects = struct {
2151
2198
  if (immune) return log.immune(.{ foe_ident, .None });
2152
2199
  if (!try checkHit(battle, player, move, options)) return;
2153
2200
  }
2154
- try options.chance.commit(player, .hit);
2155
2201
 
2156
2202
  foe_stored.status = Status.init(.PAR);
2157
2203
  foe.active.stats.spe = @max(foe.active.stats.spe / 4, 1);
@@ -2219,7 +2265,6 @@ pub const Effects = struct {
2219
2265
 
2220
2266
  if (move.effect == .Poison) {
2221
2267
  if (!showdown and !try checkHit(battle, player, move, options)) return;
2222
- try options.chance.commit(player, .hit);
2223
2268
  } else {
2224
2269
  if (!try Rolls.poisonChance(battle, player, move.effect == .PoisonChance1, options)) {
2225
2270
  return;
@@ -2288,9 +2333,8 @@ pub const Effects = struct {
2288
2333
  if (Status.is(foe_stored.status, .SLP)) Fail.Sleep else Fail.None,
2289
2334
  });
2290
2335
  }
2291
- // If checkHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2336
+ // If moveHit in doMove didn't return true Pokémon Showdown wouldn't be in here
2292
2337
  if (!showdown and !try checkHit(battle, player, move, options)) return;
2293
- try options.chance.commit(player, .hit);
2294
2338
  }
2295
2339
 
2296
2340
  // Sleep Clause Mod
@@ -2302,6 +2346,8 @@ pub const Effects = struct {
2302
2346
  foe.active.volatiles.Recharging = false;
2303
2347
 
2304
2348
  foe_stored.status = Status.slp(Rolls.sleepDuration(battle, player, options));
2349
+ options.chance.observe(.sleep, player.foe(), .started);
2350
+
2305
2351
  const last = battle.side(player).last_selected_move;
2306
2352
  try options.log.status(.{ foe_ident, foe_stored.status, .From, last });
2307
2353
  }
@@ -2343,9 +2389,7 @@ pub const Effects = struct {
2343
2389
  // Whirlwind/Roar should not roll to hit/reset damage but Pokémon Showdown does anyway
2344
2390
  if (showdown) {
2345
2391
  if (battle.side(player).last_selected_move == .Teleport) return;
2346
- if (try checkHit(battle, player, move, options)) {
2347
- try options.chance.commit(player, .hit);
2348
- }
2392
+ _ = try checkHit(battle, player, move, options);
2349
2393
  battle.last_damage = 0;
2350
2394
  } else {
2351
2395
  try options.log.fail(.{ battle.active(player), .None });
@@ -2360,6 +2404,8 @@ pub const Effects = struct {
2360
2404
 
2361
2405
  volatiles.Thrashing = true;
2362
2406
  volatiles.attacks = Rolls.attackingDuration(battle, player, options);
2407
+
2408
+ options.chance.observe(.attacking, player, .started);
2363
2409
  }
2364
2410
 
2365
2411
  fn transform(battle: anytype, player: Player, options: anytype) !void {
@@ -2405,6 +2451,7 @@ pub const Effects = struct {
2405
2451
 
2406
2452
  side.active.volatiles.attacks =
2407
2453
  try Rolls.distribution(battle, .Binding, player, options) - 1;
2454
+ options.chance.observe(.binding, player, .started);
2408
2455
  }
2409
2456
 
2410
2457
  fn boost(battle: anytype, player: Player, move: Move.Data, options: anytype) !void {
@@ -2521,7 +2568,6 @@ pub const Effects = struct {
2521
2568
  } else {
2522
2569
  // checkHit already checks for Invulnerable
2523
2570
  if (!showdown and !try checkHit(battle, player, move, options)) return;
2524
- try options.chance.commit(player, .hit);
2525
2571
  }
2526
2572
 
2527
2573
  var stats = &foe.active.stats;
@@ -2635,22 +2681,22 @@ fn isForced(active: anytype) bool {
2635
2681
  active.volatiles.Thrashing or active.volatiles.Charging;
2636
2682
  }
2637
2683
 
2638
- fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !void {
2684
+ fn clearVolatiles(battle: anytype, who: Player, options: anytype) !void {
2639
2685
  var log = options.log;
2640
2686
  var side = battle.side(who);
2641
2687
  var volatiles = &side.active.volatiles;
2642
2688
  const ident = battle.active(who);
2643
2689
 
2644
- options.chance.clearDurations(who, clear);
2645
-
2646
2690
  if (volatiles.disable_move != 0) {
2647
2691
  volatiles.disable_move = 0;
2648
2692
  volatiles.disable_duration = 0;
2693
+ options.chance.observe(.disable, who, .None);
2649
2694
  try log.end(.{ ident, .DisableSilent });
2650
2695
  }
2651
2696
  if (volatiles.Confusion) {
2652
2697
  // volatiles.confusion is left unchanged
2653
2698
  volatiles.Confusion = false;
2699
+ options.chance.observe(.confusion, who, .None);
2654
2700
  try log.end(.{ ident, .ConfusionSilent });
2655
2701
  }
2656
2702
  if (volatiles.Mist) {
@@ -2685,6 +2731,19 @@ fn clearVolatiles(battle: anytype, who: Player, clear: bool, options: anytype) !
2685
2731
  }
2686
2732
  }
2687
2733
 
2734
+ fn decrement(
2735
+ comptime field: chance.Action.Field,
2736
+ player: Player,
2737
+ options: anytype,
2738
+ n: anytype,
2739
+ ) @TypeOf(n) {
2740
+ return if (options.calc.overridden(player, field)) |obs| switch (obs) {
2741
+ .started, .ended => 0,
2742
+ .continuing => if (n > 1) n - 1 else n,
2743
+ else => unreachable,
2744
+ } else n - 1;
2745
+ }
2746
+
2688
2747
  pub const Rolls = struct {
2689
2748
  fn speedTie(battle: anytype, options: anytype) !bool {
2690
2749
  const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
@@ -2700,7 +2759,13 @@ pub const Rolls = struct {
2700
2759
  return p1;
2701
2760
  }
2702
2761
 
2703
- fn criticalHit(battle: anytype, player: Player, rate: u8, options: anytype) !bool {
2762
+ fn criticalHit(
2763
+ battle: anytype,
2764
+ player: Player,
2765
+ rate: u8,
2766
+ spurious: bool,
2767
+ options: anytype,
2768
+ ) !bool {
2704
2769
  const crit = if (options.calc.overridden(player, .critical_hit)) |val|
2705
2770
  val == .true
2706
2771
  else if (@hasDecl(@TypeOf(battle.rng), "criticalHit"))
@@ -2710,7 +2775,7 @@ pub const Rolls = struct {
2710
2775
  else
2711
2776
  std.math.rotl(u8, battle.rng.next(), 3) < rate;
2712
2777
 
2713
- try options.chance.criticalHit(player, crit, rate);
2778
+ if (!spurious) try options.chance.criticalHit(player, crit, rate);
2714
2779
  return crit;
2715
2780
  }
2716
2781
 
@@ -2732,17 +2797,19 @@ pub const Rolls = struct {
2732
2797
  return roll;
2733
2798
  }
2734
2799
 
2735
- fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) bool {
2800
+ const uN = if (pkmn.options.miss) u8 else u9;
2801
+ fn hit(battle: anytype, player: Player, accuracy: u8, options: anytype) !bool {
2802
+ const acc: uN = if (pkmn.options.miss) accuracy else @as(uN, accuracy) + 1;
2736
2803
  const ok = if (options.calc.overridden(player, .hit)) |val|
2737
2804
  val == .true
2738
2805
  else if (@hasDecl(@TypeOf(battle.rng), "hit"))
2739
- battle.rng.hit(player, accuracy)
2806
+ battle.rng.hit(player, acc)
2740
2807
  else if (showdown)
2741
- battle.rng.chance(u8, accuracy, 256)
2808
+ battle.rng.chance(uN, acc, 256)
2742
2809
  else
2743
- battle.rng.next() < accuracy;
2810
+ battle.rng.next() < acc;
2744
2811
 
2745
- options.chance.hit(ok, accuracy);
2812
+ try options.chance.hit(player, ok, acc);
2746
2813
  return ok;
2747
2814
  }
2748
2815
 
@@ -2888,7 +2955,7 @@ pub const Rolls = struct {
2888
2955
  };
2889
2956
 
2890
2957
  assert(duration >= 1 and duration <= 7);
2891
- options.chance.duration(.sleep, player, player.foe(), duration);
2958
+ options.chance.duration(player, duration);
2892
2959
  return duration;
2893
2960
  }
2894
2961
 
@@ -2903,22 +2970,22 @@ pub const Rolls = struct {
2903
2970
  @intCast((battle.rng.next() & 7) + 1);
2904
2971
 
2905
2972
  assert(duration >= 1 and duration <= 8);
2906
- options.chance.duration(.disable, player, player.foe(), duration);
2973
+ options.chance.duration(player, duration);
2907
2974
  return duration;
2908
2975
  }
2909
2976
 
2910
- fn confusionDuration(battle: anytype, player: Player, self: bool, options: anytype) u3 {
2977
+ fn confusionDuration(battle: anytype, player: Player, options: anytype) u3 {
2911
2978
  const duration: u3 = if (options.calc.overridden(player, .duration)) |val|
2912
2979
  @intCast(val)
2913
2980
  else if (@hasDecl(@TypeOf(battle.rng), "confusionDuration"))
2914
- battle.rng.confusionDuration(player, self)
2981
+ battle.rng.confusionDuration(player)
2915
2982
  else if (showdown)
2916
2983
  battle.rng.range(u3, 2, 6)
2917
2984
  else
2918
2985
  @intCast((battle.rng.next() & 3) + 2);
2919
2986
 
2920
2987
  assert(duration >= 2 and duration <= 5);
2921
- options.chance.duration(.confusion, player, if (self) player else player.foe(), duration);
2988
+ options.chance.duration(player, duration);
2922
2989
  return duration;
2923
2990
  }
2924
2991
 
@@ -2933,7 +3000,7 @@ pub const Rolls = struct {
2933
3000
  @intCast((battle.rng.next() & 1) + 2);
2934
3001
 
2935
3002
  assert(duration >= 2 and duration <= 3);
2936
- options.chance.duration(.attacking, player, player, duration);
3003
+ options.chance.duration(player, duration);
2937
3004
  return duration;
2938
3005
  }
2939
3006
 
@@ -2959,7 +3026,7 @@ pub const Rolls = struct {
2959
3026
 
2960
3027
  assert(n >= 2 and n <= 5);
2961
3028
  if (effect == .Binding) {
2962
- options.chance.duration(.binding, player, player, n);
3029
+ options.chance.duration(player, n);
2963
3030
  } else {
2964
3031
  try options.chance.multiHit(player, n);
2965
3032
  }
@@ -3068,7 +3135,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
3068
3135
  const stored = side.stored();
3069
3136
 
3070
3137
  // While players are not given any input options on the cartridge in these cases,
3071
- // Pokémon Showdown instead produces a list with a single move that must be chosen.
3138
+ // Pokémon Showdown instead produces a list with a single move that must be chosen
3072
3139
  //
3073
3140
  // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
3074
3141
  // here when not in compatibility mode, but the engine needs to be able to differentiate
@@ -3076,7 +3143,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
3076
3143
  // passing due to being forced into using a move. Instead of introducing another option
3077
3144
  // we simply repurpose Move with no move slot, even though pedantically this is not
3078
3145
  // strictly correct as the player would not have been presented the option to move or
3079
- // switch at all.
3146
+ // switch at all
3080
3147
  if (isForced(active)) {
3081
3148
  out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
3082
3149
  n += 1;
@@ -3095,7 +3162,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
3095
3162
  // On the cartridge, all of these happen after "FIGHT" (indicating you are not
3096
3163
  // switching) but before you are allowed to select a move. Pokémon Showdown instead
3097
3164
  // either disables all other moves in the case of limited or requires you to select a
3098
- // move normally if sleeping/frozen/bound.
3165
+ // move normally if sleeping/frozen/bound
3099
3166
  if (!showdown and (limited or foe.active.volatiles.Binding or
3100
3167
  Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
3101
3168
  {
@@ -3108,7 +3175,7 @@ pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Cho
3108
3175
  // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
3109
3176
  // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
3110
3177
  // Move will not result in forcing the subsequent use unless the user also had the
3111
- // proc-ed move in their moveset) and disabling all other moves.
3178
+ // proc-ed move in their moveset) and disabling all other moves
3112
3179
  if (limited) {
3113
3180
  assert(showdown);
3114
3181
  assert(side.last_selected_move != .None);