@pkmn/engine 0.1.0-dev.6ef582f1 → 0.1.0-dev.736f7a8b

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -5,6 +5,7 @@ const pkmn = @import("../pkmn.zig");
5
5
 
6
6
  const data = @import("../common/data.zig");
7
7
  const DEBUG = @import("../common/debug.zig").print;
8
+ const protocol = @import("../common/protocol.zig");
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  const rng = @import("../common/rng.zig");
9
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  const util = @import("../common/util.zig");
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@@ -15,6 +16,8 @@ const types = @import("data/types.zig");
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  const gen1 = @import("../gen1/data.zig");
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18
 
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+ const calc = @import("calc.zig");
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+ const chance = @import("chance.zig");
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  const mechanics = @import("mechanics.zig");
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22
 
20
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  const assert = std.debug.assert;
@@ -33,6 +36,9 @@ pub const LOGS_SIZE = if (builtin.mode == .ReleaseSmall)
33
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  else
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  std.math.ceilPowerOfTwo(usize, MAX_LOGS) catch unreachable;
35
38
 
39
+ /// Null object pattern implementation of pkmn.battle.Options for Generation II.
40
+ pub const NULL = pkmn.battle.options(protocol.NULL, chance.NULL, calc.NULL);
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+
36
42
  const Choice = data.Choice;
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43
  const ID = data.ID;
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44
  const Player = data.Player;
@@ -82,7 +88,7 @@ test Battle {
82
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  try expectEqual(496, @sizeOf(Battle(PRNG)));
83
89
  }
84
90
 
85
- const Field = packed struct {
91
+ pub const Field = packed struct {
86
92
  weather: Weather = .None,
87
93
  weather_duration: u4 = 0,
88
94
 
@@ -91,19 +97,21 @@ const Field = packed struct {
91
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  }
92
98
  };
93
99
 
94
- const Weather = enum(u4) {
100
+ pub const Weather = enum(u4) {
95
101
  None,
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102
  Rain,
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103
  Sun,
98
104
  Sandstorm,
99
105
  };
100
106
 
101
- const Side = extern struct {
107
+ pub const Side = extern struct {
102
108
  pokemon: [6]Pokemon = [_]Pokemon{.{}} ** 6,
103
109
  active: ActivePokemon = .{},
104
- conditions: Conditions,
110
+ conditions: Conditions = .{},
111
+ // NB: wCurPlayerMove / wCurEnemyMove
112
+ last_selected_move: Move = .None,
113
+ // NB: wLastPlayerCounterMove / wLastEnemyCounterMove (wLastPlayerMove / wLastEnemyMove)
105
114
  last_used_move: Move = .None,
106
- _: u8 = 0,
107
115
 
108
116
  const Conditions = packed struct {
109
117
  Spikes: bool = false,
@@ -136,18 +144,23 @@ const Side = extern struct {
136
144
  assert(@typeInfo(@TypeOf(self)).Pointer.child == Side);
137
145
  return self.get(1);
138
146
  }
147
+
148
+ pub inline fn lastMove(self: anytype, encore: bool) Move {
149
+ assert(self.last_used_move != .None or !self.active.volatiles.dirty);
150
+ if (encore) return self.last_used_move;
151
+ return if (self.active.volatiles.dirty) .None else self.last_used_move;
152
+ }
139
153
  };
140
154
 
141
155
  // NOTE: DVs (Gender & Hidden Power) and Happiness are stored only in Pokemon
142
- const ActivePokemon = extern struct {
143
- volatiles: Volatile align(4) = .{},
156
+ pub const ActivePokemon = extern struct {
157
+ volatiles: Volatiles align(4) = .{},
144
158
  stats: Stats(u16) = .{},
145
159
  moves: [4]MoveSlot = [_]MoveSlot{.{}} ** 4,
146
160
  boosts: Boosts = .{},
161
+ types: Types = .{},
147
162
  species: Species = .None,
148
163
  item: Item = .None,
149
- last_move: Move = .None,
150
- _: u8 = 0,
151
164
 
152
165
  comptime {
153
166
  assert(@sizeOf(ActivePokemon) == 44);
@@ -161,7 +174,7 @@ const ActivePokemon = extern struct {
161
174
  }
162
175
  };
163
176
 
164
- const Pokemon = extern struct {
177
+ pub const Pokemon = extern struct {
165
178
  stats: Stats(u16) = .{},
166
179
  moves: [4]MoveSlot = [_]MoveSlot{.{}} ** 4,
167
180
  types: Types = .{},
@@ -192,7 +205,7 @@ pub const Gender = enum(u2) {
192
205
  Unknown,
193
206
  };
194
207
 
195
- const DVs = packed struct {
208
+ pub const DVs = packed struct {
196
209
  gender: Gender = .Male,
197
210
  pow: u6 = 40,
198
211
  type: Type = .Dark,
@@ -248,7 +261,7 @@ test DVs {
248
261
  try expectEqual(Gender.Female, dvs.gender);
249
262
  }
250
263
 
251
- const MoveSlot = packed struct {
264
+ pub const MoveSlot = packed struct {
252
265
  id: Move = .None,
253
266
  pp_ups: u2 = 3,
254
267
  pp: u6 = 0,
@@ -260,7 +273,7 @@ const MoveSlot = packed struct {
260
273
 
261
274
  pub const Status = gen1.Status;
262
275
 
263
- const Volatile = packed struct {
276
+ pub const Volatiles = packed struct {
264
277
  Bide: bool = false,
265
278
  Thrashing: bool = false,
266
279
  Flinch: bool = false,
@@ -294,8 +307,9 @@ const Volatile = packed struct {
294
307
  trapped: bool = false,
295
308
  switched: bool = false,
296
309
  switching: bool = false,
310
+ dirty: bool = false,
297
311
 
298
- _: u5 = 0,
312
+ _: u4 = 0,
299
313
 
300
314
  bind: u4 = 0,
301
315
  future_sight: FutureSight = .{},
@@ -322,7 +336,7 @@ const Volatile = packed struct {
322
336
  };
323
337
 
324
338
  comptime {
325
- assert(@sizeOf(Volatile) == 16);
339
+ assert(@sizeOf(Volatiles) == 16);
326
340
  }
327
341
  };
328
342
 
@@ -406,6 +420,7 @@ test Move {
406
420
  try expectEqual(Move.Effect.ConfusionChance, move.effect);
407
421
  try expectEqual(@as(u8, 50), move.accuracy);
408
422
  try expectEqual(@as(u8, 5), move.pp);
423
+ try expectEqual(@as(i8, -1), Move.get(.Counter).priority);
409
424
  }
410
425
 
411
426
  pub const Species = species.Species;
@@ -48,7 +48,7 @@ pub const Battle = struct {
48
48
  comptime rolls: anytype,
49
49
  p1: []const Pokemon,
50
50
  p2: []const Pokemon,
51
- ) data.Battle(rng.FixedRNG(1, rolls.len)) {
51
+ ) data.Battle(rng.FixedRNG(2, rolls.len)) {
52
52
  return .{
53
53
  .rng = .{ .rolls = rolls },
54
54
  .sides = .{ Side.init(p1), Side.init(p2) },
@@ -87,7 +87,7 @@ pub const Side = struct {
87
87
 
88
88
  for (0..ps.len) |i| {
89
89
  side.pokemon[i] = Pokemon.init(ps[i]);
90
- // FIXME side.order[i] = i + 1;
90
+ side.pokemon[i].position = @as(u4, @intCast(i)) + 1;
91
91
  }
92
92
  return side;
93
93
  }
@@ -98,7 +98,7 @@ pub const Side = struct {
98
98
 
99
99
  for (0..n) |i| {
100
100
  side.pokemon[i] = Pokemon.random(rand, opt);
101
- side.pokemon[i].position = i + 1;
101
+ side.pokemon[i].position = @as(u4, @intCast(i)) + 1;
102
102
  }
103
103
 
104
104
  return side;
@@ -139,7 +139,7 @@ pub const Pokemon = struct {
139
139
  .id = m,
140
140
  .pp_ups = 3,
141
141
  // NB: PP can be at most 61 legally (though can overflow to 63)
142
- .pp = @intCast(@min(Move.pp(m) / 5 * 8, 61)),
142
+ .pp = @intCast(@min(Move.get(m).pp / 5 * 8, 61)),
143
143
  };
144
144
  }
145
145
  pokemon.item = p.item;
@@ -151,7 +151,7 @@ pub const Pokemon = struct {
151
151
  pokemon.status = p.status;
152
152
  pokemon.types = species.types;
153
153
  pokemon.level = p.level;
154
- pokemon.dvs = DVs.from(p.dvs);
154
+ pokemon.dvs = DVs.from(p.species, p.dvs);
155
155
  return pokemon;
156
156
  }
157
157
 
@@ -189,7 +189,8 @@ pub const Pokemon = struct {
189
189
  const pp_ups: u8 =
190
190
  if (!opt.cleric and rand.chance(u8, 1, 10)) rand.range(u2, 0, 2 + 1) else 3;
191
191
  // NB: PP can be at most 61 legally (though can overflow to 63)
192
- const max_pp: u8 = @intCast(Move.pp(m) + pp_ups * @min(Move.pp(m) / 5, 7));
192
+ var base = Move.get(m).pp;
193
+ const max_pp: u8 = @intCast(base + pp_ups * @min(base / 5, 7));
193
194
  ms[i] = .{
194
195
  .id = m,
195
196
  .pp_ups = pp_ups,
@@ -199,7 +200,7 @@ pub const Pokemon = struct {
199
200
  return .{
200
201
  .species = s,
201
202
  .types = species.types,
202
- .dvs = DVs.from(dvs),
203
+ .dvs = DVs.from(s, dvs),
203
204
  .level = lvl,
204
205
  .stats = stats,
205
206
  .hp = if (opt.cleric) stats.hp else rand.range(u16, 0, stats.hp + 1),
@@ -36,19 +36,359 @@ const Stats = data.Stats;
36
36
  const Status = data.Status;
37
37
 
38
38
  pub fn update(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Result {
39
+ assert(c1.type != .Pass or c2.type != .Pass or battle.turn == 0);
40
+ if (battle.turn == 0) return start(battle, options);
41
+
42
+ if (try turnOrder(battle, c1, c2, options) == .P1) {
43
+ if (try doTurn(battle, .P1, c1, .P2, c2, options)) |r| return r;
44
+ } else {
45
+ if (try doTurn(battle, .P2, c2, .P1, c1, options)) |r| return r;
46
+ }
47
+
48
+ return endTurn(battle, options);
49
+ }
50
+
51
+ fn start(battle: anytype, options: anytype) !Result {
52
+ const p1 = battle.side(.P1);
53
+ const p2 = battle.side(.P2);
54
+
55
+ var p1_slot = findFirstAlive(p1);
56
+ assert(!showdown or p1_slot == 1);
57
+ if (p1_slot == 0) return if (findFirstAlive(p2) == 0) Result.Tie else Result.Lose;
58
+
59
+ var p2_slot = findFirstAlive(p2);
60
+ assert(!showdown or p2_slot == 1);
61
+ if (p2_slot == 0) return Result.Win;
62
+
63
+ try switchIn(battle, .P1, p1_slot, true, options);
64
+ try switchIn(battle, .P2, p2_slot, true, options);
65
+
66
+ return endTurn(battle, options);
67
+ }
68
+
69
+ fn findFirstAlive(side: *const Side) u8 {
70
+ for (side.pokemon, 0..) |pokemon, i| if (pokemon.hp > 0) return side.pokemon[i].position;
71
+ return 0;
72
+ }
73
+
74
+ fn selectMove(battle: anytype) ?Result {
39
75
  _ = battle;
40
- _ = c1;
41
- _ = c2;
42
- _ = options;
76
+ return null;
77
+ }
78
+
79
+ fn saveMove(battle: anytype) void {
80
+ _ = battle;
81
+ return null;
82
+ }
83
+
84
+ fn switchIn(battle: anytype, player: Player, slot: u8, initial: bool, options: anytype) !void {
85
+ var side = battle.side(player);
86
+ var foe = battle.foe(player);
87
+
88
+ var active = &side.active;
89
+ const incoming = side.get(slot);
90
+
91
+ assert(incoming.hp != 0);
92
+ assert(slot != 1 or initial);
93
+
94
+ const out = side.pokemon[0].position;
95
+ side.pokemon[0].position = side.pokemon[slot - 1].position;
96
+ side.pokemon[slot - 1].position = out;
97
+
98
+ side.last_used_move = .None;
99
+ foe.active.volatiles.dirty = true;
100
+
101
+ active.stats = incoming.stats;
102
+ active.species = incoming.species;
103
+ active.types = incoming.types;
104
+ active.boosts = .{};
105
+ active.volatiles = .{};
106
+ active.moves = incoming.moves;
107
+
108
+ statusModify(incoming.status, &active.stats);
109
+
110
+ try options.log.switched(battle.active(player), incoming);
111
+ // TODO: options.chance.switched(player, side.order[0], out);
112
+
113
+ if (side.conditions.Spikes and !active.types.includes(.Flying)) {
114
+ incoming.hp -|= @max(incoming.stats.hp / 8, 1);
115
+ try options.log.damage(battle.active(player), incoming, .Spikes);
116
+ }
117
+ }
118
+
119
+ fn turnOrder(battle: anytype, c1: Choice, c2: Choice, options: anytype) !Player {
120
+ assert(c1.type != .Pass or c2.type != .Pass);
121
+
122
+ if (c1.type == .Pass) return .P2;
123
+ if (c2.type == .Pass) return .P1;
124
+
125
+ // Pokémon Showdown always rolls for Quick Claw every turn, even if no Pokémon hold Quick Claw
126
+ const qkc = showdown and try Rolls.quickClaw(battle, .P1, options);
127
+
128
+ if ((c1.type == .Switch) != (c2.type == .Switch)) return if (c1.type == .Switch) .P1 else .P2;
129
+
130
+ // https://www.smogon.com/forums/threads/adv-switch-priority.3622189/
131
+ // > In Gen 1 it's irrelevant [which player switches first] because switches happen instantly on
132
+ // > your own screen without waiting for the other player's choice (and their choice will appear
133
+ // > to happen first for them too, unless they attacked in which case your switch happens first)
134
+ // A cartridge-compatible implemention must not advance the RNG so we simply default to P1
135
+ const double_switch = c1.type == .Switch and c2.type == .Switch;
136
+ if (!showdown and double_switch) return .P1;
137
+
138
+ const m1 = battle.side(.P1).last_selected_move;
139
+ const m2 = battle.side(.P2).last_selected_move;
140
+ if (!showdown or !double_switch) {
141
+ const pri1 = Move.get(m1).priority;
142
+ const pri2 = Move.get(m2).priority;
143
+ if (pri1 != pri2) return if (pri1 > pri2) .P1 else .P2;
144
+
145
+ const qkc1 = battle.side(.P1).active.item == .QuickClaw;
146
+ const qkc2 = battle.side(.P2).active.item == .QuickClaw;
147
+ if (!showdown and qkc1 and qkc2) {
148
+ // If both Pokémon have Quick Claw the cartridge checks them in order and exits early if
149
+ // the first one procs, meaning the host has a slightly higher chance of going first
150
+ if (try Rolls.quickClaw(battle, .P1, options)) return .P1;
151
+ if (try Rolls.quickClaw(battle, .P2, options)) return .P2;
152
+ } else if (qkc1) {
153
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P1, options);
154
+ if (proc) return .P1;
155
+ } else if (qkc2) {
156
+ const proc = if (showdown) qkc else try Rolls.quickClaw(battle, .P2, options);
157
+ if (proc) return .P2;
158
+ }
159
+ }
160
+
161
+ const spe1 = battle.side(.P1).active.stats.spe;
162
+ const spe2 = battle.side(.P2).active.stats.spe;
163
+ if (spe1 == spe2) {
164
+ // Pokémon Showdown's beforeTurnCallback shenanigans
165
+ if (showdown and !double_switch and hasCallback(m1) and hasCallback(m2)) {
166
+ battle.rng.advance(1);
167
+ }
168
+
169
+ const p1 = try Rolls.speedTie(battle, options);
170
+ if (!showdown) return if (p1) .P1 else .P2;
171
+
172
+ // Pokémon Showdown's "lockedmove" volatile's onBeforeTurn uses BattleQueue#changeAction,
173
+ // meaning that if a side is locked into a thrashing move and wins the speed tie, it
174
+ // actually uses its priority to simply insert its actual changed action into the queue,
175
+ // causing it to then execute *after* the side which should go second...
176
+ const t1 = battle.side(.P1).active.volatiles.Thrashing;
177
+ const t2 = battle.side(.P2).active.volatiles.Thrashing;
178
+ // If *both* sides are thrashing it really should be another speed tie, but we've patched
179
+ // that out and enforce host ordering of events, so P1 just goes first regardless of who
180
+ // won the original coin flip
181
+ if (t1 and t2) return .P1;
182
+ return if (p1) if (t1 and !t2) .P2 else .P1 else if (t2 and !t1) .P1 else .P2;
183
+ }
184
+
185
+ return if (spe1 > spe2) .P1 else .P2;
186
+ }
187
+
188
+ fn hasCallback(m: Move) bool {
189
+ return switch (m) {
190
+ .Counter, .MirrorCoat, .Pursuit => true,
191
+ else => false,
192
+ };
193
+ }
194
+
195
+ fn doTurn(
196
+ battle: anytype,
197
+ player: Player,
198
+ player_choice: Choice,
199
+ foe_player: Player,
200
+ foe_choice: Choice,
201
+ options: anytype,
202
+ ) !?Result {
203
+ if (try executeMove(battle, player, player_choice, options)) |r| return r;
204
+ if (try executeMove(battle, foe_player, foe_choice, options)) |r| return r;
205
+ return null;
206
+ }
207
+
208
+ fn executeMove(battle: anytype, player: Player, choice: Choice, options: anytype) !?Result {
209
+ if (choice.type == .Switch) {
210
+ try switchIn(battle, player, choice.data, false, options);
211
+ return null;
212
+ }
213
+
214
+ @panic("TODO");
215
+ }
216
+
217
+ fn endTurn(battle: anytype, options: anytype) @TypeOf(options.log).Error!Result {
218
+ battle.turn += 1;
219
+
220
+ if (showdown and battle.turn >= 1000) {
221
+ try options.log.tie();
222
+ return Result.Tie;
223
+ } else if (battle.turn >= 65535) {
224
+ return Result.Error;
225
+ }
226
+
227
+ try options.log.turn(battle.turn);
43
228
 
44
229
  return Result.Default;
45
230
  }
46
231
 
232
+ fn statusModify(status: u8, stats: *Stats(u16)) void {
233
+ if (Status.is(status, .PAR)) {
234
+ stats.spe = @max(stats.spe / 4, 1);
235
+ } else if (Status.is(status, .BRN)) {
236
+ stats.atk = @max(stats.atk / 2, 1);
237
+ }
238
+ }
239
+
240
+ inline fn isForced(active: anytype) bool {
241
+ return active.volatiles.Recharging or active.volatiles.Rage or
242
+ active.volatiles.Thrashing or active.volatiles.Charging or
243
+ active.volatiles.Underground or active.volatiles.Flying or
244
+ active.volatiles.Rollout;
245
+ }
246
+
247
+ pub const Rolls = struct {
248
+ inline fn speedTie(battle: anytype, options: anytype) !bool {
249
+ const p1 = if (options.calc.overridden(.P1, .speed_tie)) |player|
250
+ player == .P1
251
+ else if (showdown)
252
+ battle.rng.range(u8, 0, 2) == 0
253
+ else
254
+ battle.rng.next() < Gen12.percent(50) + 1;
255
+
256
+ try options.chance.speedTie(p1);
257
+ return p1;
258
+ }
259
+
260
+ inline fn quickClaw(battle: anytype, player: Player, options: anytype) !bool {
261
+ const qkc = if (options.calc.overridden(player, .quick_claw)) |val|
262
+ val == .true
263
+ else if (showdown)
264
+ battle.rng.chance(u8, 60, 256)
265
+ else
266
+ battle.rng.next() < 60;
267
+
268
+ try options.chance.quickClaw(player, qkc);
269
+ return qkc;
270
+ }
271
+ };
272
+
273
+ test "RNG agreement" {
274
+ if (!showdown) return;
275
+ var expected: [256]u32 = undefined;
276
+ for (0..expected.len) |i| {
277
+ expected[i] = @intCast(i * 0x1000000);
278
+ }
279
+
280
+ var spe = rng.FixedRNG(2, expected.len){ .rolls = expected };
281
+ var qkc = rng.FixedRNG(2, expected.len){ .rolls = expected };
282
+
283
+ for (0..expected.len) |i| {
284
+ try expectEqual(spe.range(u8, 0, 2) == 0, i < Gen12.percent(50) + 1);
285
+ try expectEqual(qkc.chance(u8, 60, 256), i < 60);
286
+ }
287
+ }
288
+
47
289
  pub fn choices(battle: anytype, player: Player, request: Choice.Type, out: []Choice) u8 {
48
- _ = battle;
49
- _ = player;
50
- _ = request;
51
- _ = out;
290
+ var n: u8 = 0;
291
+ switch (request) {
292
+ .Pass => {
293
+ out[n] = .{};
294
+ n += 1;
295
+ },
296
+ .Switch => {
297
+ const side = battle.side(player);
298
+ var slot: u4 = 2;
299
+ while (slot <= 6) : (slot += 1) {
300
+ const id = side.order[slot - 1];
301
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
302
+ out[n] = .{ .type = .Switch, .data = slot };
303
+ n += 1;
304
+ }
305
+ if (n == 0) {
306
+ out[n] = .{};
307
+ n += 1;
308
+ }
309
+ },
310
+ .Move => {
311
+ const side = battle.side(player);
52
312
 
53
- return 0;
313
+ var active = &side.active;
314
+ const stored = side.stored();
315
+
316
+ // While players are not given any input options on the cartridge in these cases,
317
+ // Pokémon Showdown instead produces a list with a single move that must be chosen.
318
+ //
319
+ // Given that no input is allowed on the cartridge 'Pass' seems like it would be logical
320
+ // here when not in compatibility mode, but the engine needs to be able to differentiate
321
+ // between passing while waiting for an opponent's forced switch after fainting and
322
+ // passing due to being forced into using a move. Instead of introducing another option
323
+ // we simply repurpose Move with no move slot, even though pedantically this is not
324
+ // strictly correct as the player would not have been presented the option to move or
325
+ // switch at all.
326
+ if (isForced(active)) {
327
+ out[n] = .{ .type = .Move, .data = @intFromBool(showdown) };
328
+ n += 1;
329
+ return n;
330
+ }
331
+
332
+ var slot: u4 = 2;
333
+ while (!active.volatiles.trapped and slot <= 6) : (slot += 1) {
334
+ const id = side.order[slot - 1];
335
+ if (id == 0 or side.pokemon[id - 1].hp == 0) continue;
336
+ out[n] = .{ .type = .Switch, .data = slot };
337
+ n += 1;
338
+ }
339
+
340
+ const limited = active.volatiles.Bide or active.volatiles.bind > 0;
341
+ // On the cartridge, all of these happen after "FIGHT" (indicating you are not
342
+ // switching) but before you are allowed to select a move. Pokémon Showdown instead
343
+ // either disables all other moves in the case of limited or requires you to select a
344
+ // move normally if sleeping/frozen/bound.
345
+ if (!showdown and (limited or
346
+ Status.is(stored.status, .FRZ) or Status.is(stored.status, .SLP)))
347
+ {
348
+ out[n] = .{ .type = .Move, .data = 0 };
349
+ n += 1;
350
+ return n;
351
+ }
352
+
353
+ slot = 1;
354
+ // Pokémon Showdown handles Bide and Binding moves by checking if the move in question
355
+ // is present in the Pokémon's moveset (which means moves called via Metronome / Mirror
356
+ // Move will not result in forcing the subsequent use unless the user also had the
357
+ // proc-ed move in their moveset) and disabling all other moves.
358
+ if (limited) {
359
+ assert(showdown);
360
+ assert(side.last_selected_move != .None);
361
+ while (slot <= 4) : (slot += 1) {
362
+ const m = active.moves[slot - 1];
363
+ if (m.id == .None) break;
364
+ if (m.id == if (active.volatiles.Bide) .Bide else side.last_selected_move) {
365
+ // Pokémon Showdown displays Struggle if limited to Bide but unable to pick
366
+ const struggle =
367
+ m.id == .Bide and (m.pp == 0 or active.volatiles.disabled_move == slot);
368
+ const s = if (struggle) 0 else slot;
369
+ out[n] = .{ .type = .Move, .data = s };
370
+ n += 1;
371
+ return n;
372
+ }
373
+ }
374
+ }
375
+
376
+ const before = n;
377
+ slot = 1;
378
+ while (slot <= 4) : (slot += 1) {
379
+ const m = active.moves[slot - 1];
380
+ if (m.id == .None) break;
381
+ if (m.pp == 0) continue;
382
+ if (active.volatiles.disabled_move == slot) continue;
383
+ out[n] = .{ .type = .Move, .data = slot };
384
+ n += 1;
385
+ }
386
+ // Struggle (Pokémon Showdown would use 'move 1' here)
387
+ if (n == before) {
388
+ out[n] = .{ .type = .Move, .data = 0 };
389
+ n += 1;
390
+ }
391
+ },
392
+ }
393
+ return n;
54
394
  }